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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Liberty Cargo ship

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Liberty Cargo ship
Offline DartStriker
02-05-2010, 05:24 PM,
#31
Member
Posts: 906
Threads: 107
Joined: Jan 2010

Now that I think about itm
I think that picture looks funny just because there is no lighting in it, and the angle its taken in.
Also I would hate to have to remove the Liberty stamp I put on it, that was actually a ton of work.

[Image: 10850177_10205604867344576_7293107891114...g~original]
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Offline DartStriker
02-05-2010, 06:57 PM,
#32
Member
Posts: 906
Threads: 107
Joined: Jan 2010

New Picture dump,
http://img.photobucket.com/albums/v229/z...een201.jpg
http://img.photobucket.com/albums/v229/z...een202.jpg
http://img.photobucket.com/albums/v229/z...een203.jpg

[Image: 10850177_10205604867344576_7293107891114...g~original]
  Reply  
Offline Lunaphase
02-05-2010, 07:54 PM,
#33
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Very nice! though it needs guns now.

[Image: lunasig2.png]
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Offline killhappyfool
02-05-2010, 08:23 PM,
#34
Member
Posts: 147
Threads: 18
Joined: May 2008

I really like it. I am curious how well it does with TL and gates in terms of aligning.

[Image: killhappyfool.png]

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Offline Irate-Pirate
02-06-2010, 11:05 AM, (This post was last modified: 02-06-2010, 11:06 AM by Irate-Pirate.)
#35
Member
Posts: 20
Threads: 2
Joined: May 2009

Are those portholes? If they are then they are in a very odd place. If they aren't then they look weird there. Also, awesome, beautiful and most impressive.

[Image: screen201.jpg]
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Offline Varok
02-06-2010, 12:58 PM,
#36
Member
Posts: 827
Threads: 36
Joined: Dec 2009

:shok:Great man! I wanna fly that :tease:

KUDOS!
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Offline frozen
02-08-2010, 12:11 AM,
#37
Member
Posts: 1,948
Threads: 76
Joined: Jul 2007

now that he brought it up, i just noticed it.

did you use the li_wnds_selfillum texture for the windows or just the li_wnds? you're supposed to use the latter, the former being present to provide the glow to the latter.

in UTF editor, if you look at the node for the windows, you'll see that there are two different sets of nodes. one defines the windows texture, then there is another one called "Et_name" or something like that, and this is used to show which parts on the original colored version will show up as shiny [the white parts] and which will not glow [ the black parts].

So yeah, i suggest switching those out if you used that one. furthermore, somehow i dont think the engines section really looks complete. theres the grill, then almost suddenly, theres the metal panel texture, like there is no break inbetween. in other words, NEED MOAR TRIMMINGS.

While you have mapped the texture really well, your model lacks trimmings to enhance the look of the model itself.

also, can you import another transport of similar cargo size, a 5k transport, and say.. an osiris alongside and provide a screenshot of all three ships lined up next to each other in whichever 3d modelling program you have? that will help to provide a clear comparison in terms of size.


[Image: 5d1144bd1.png]
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Offline DartStriker
02-08-2010, 01:35 AM,
#38
Member
Posts: 906
Threads: 107
Joined: Jan 2010

' Wrote:now that he brought it up, i just noticed it.

did you use the li_wnds_selfillum texture for the windows or just the li_wnds? you're supposed to use the latter, the former being present to provide the glow to the latter.

in UTF editor, if you look at the node for the windows, you'll see that there are two different sets of nodes. one defines the windows texture, then there is another one called "Et_name" or something like that, and this is used to show which parts on the original colored version will show up as shiny [the white parts] and which will not glow [ the black parts].

So yeah, i suggest switching those out if you used that one. furthermore, somehow i dont think the engines section really looks complete. theres the grill, then almost suddenly, theres the metal panel texture, like there is no break inbetween. in other words, NEED MOAR TRIMMINGS.

While you have mapped the texture really well, your model lacks trimmings to enhance the look of the model itself.

also, can you import another transport of similar cargo size, a 5k transport, and say.. an osiris alongside and provide a screenshot of all three ships lined up next to each other in whichever 3d modelling program you have? that will help to provide a clear comparison in terms of size.

I'll have to look into those texture problems, and get the size picture. I'm kind of bogged down with some other work right now and actually trying to play freelancer.

[Image: 10850177_10205604867344576_7293107891114...g~original]
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Offline Elsdragon
02-10-2010, 05:28 AM,
#39
Member
Posts: 2,741
Threads: 59
Joined: Mar 2009

Its really nice Tbh, and I know most people want it in the mod. see if you can polish off the texture glitches.

No longer a slave to the man!
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Offline DartStriker
02-11-2010, 02:52 AM,
#40
Member
Posts: 906
Threads: 107
Joined: Jan 2010

Okay so I've come across a problem. Whenever I import a CMP model into milkshape and place it next to this model it shrinks, now I have no idea by what scale these models are shrinking can anyone help with that? I would also love to get this in game, but I've been busy lately. Going to work on finishing it up soon though.

[Image: 10850177_10205604867344576_7293107891114...g~original]
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