[quote] 1. those models have WAY WAY less then 3k polies 2. Mods don't have to be perfectly accurate(infact sometimes its in improvment when you aren't(example the Freeworlds mod for Freelancer had TIE fighters with shields but people still loved it.) [/quote] 1/ That depends on the model you mean. Approx LOD0 (highest level of detail) for a fighter, bomber or similar small ship in FS2 was between 700 and 450 polys. The likes of the Hecate, Orion etc (destroyer
aldo14
Freespace ships have the problem of - based on my understanding - sitting inbetween the poly limits you'd want. On the one hand the originals are all pretty much sub <3000 poly (approximation, as debris models and stuff distort exact figures), on the other the newer models redone for the source code upgrade are in the 20-30k range (at least - I always shot for about twice that, with 5k + for fighters etc). Also, a lot of the models use tiled or multiple textures, which I understand isn't the m
Can't answer much, but from what I've read here there will be a demo due in about a month. Also, there's no european publisher (and no copies in store) so it's only available in retail in the US and (from April I think) Australia as far as I know. The latter case at leasts opens up the possibility of import into the UK/Europe from Hong Kong retailers like CD-Wow. Also, Stardock will ship the (boxed; $50) collectors edition to europe ($20 UK, not sure on elsewhere). Word of mouth I've
[quote] and thats not what I want. I want it to be in stores where i can hold it and see it myself. And i absolutely want a boxed version, not a download, 20$ is just to much. I don't get the publishers in europe, why wont we be interested in these games. Germany has more fansites than all other countries around the world. [/quote] Best I've seen so far for the boxed (non collectors) edition is $40 + $20 shipping (to Germany; UK is $16, so a bit c
I asked a similar question on [link="https://forums.sinsofasolarempire.com/?aid=175327#1448005"]this thread[/link] and some of the answers might help you :).
Good info, thanks. It'll be an interesting shift for me to go back to relatively lower-detail models - hopefully I can get stuff done on time for once ;).
Hi Not bought the game yet (waiting to see if there's any news of a european distributor in the next few weeks or so first), but i'm very interested in getting and modding it. I'm curious about a few things regarding the ship models, though, and was wondering if anyone could answer.... 1/ What sort of polycount are they? (apparently the free version of XSI is limited to 64k polys) 2/ Are they split up into LOD models (I presume so) and, if so, how many? Does this include
I'd love to see a (playable) race that only lives in giant space vessels or installations; an instant military advantage but civillian penalty. Although I suspect the changes required to allow research, shipbuilding etc plus bonuses would be far too big an addition for an expansion.
It'd be cool if wormholes popped up and stuck around for indeterminate amount of time, or even have a tech that could produce them.. Like the stargates mentioned pre-hyperdrive. That'd add a very interesting game dynamic; instanct invasions, but only if you could break a blockade......... </fo
So, what is our orientation axis? Should we be pointing the hull down the X, Y or Z axis? Axis+ or Axis-? How should our null be oriented for hardpoints. I swear this reminds me of designing ships for Iwar2. oh, and Hi Aldo. Thinking about bringing some Reciprocity models into GalCiv?
I've not had a 40 minute gap, but I have had a 5-10min one quite regularly (Athlong XP3200, 1gig RAM, blah blah - i.e. it's a mid-end machine, on a savegame with the maximum galaxy size, inhabitable planets, etc. Not sure if it's down to the sheer amount of stuff saved, or to my HDs being a bit creaky, or even because I have the game on my F: drive and it's using stuff from My Documents (C:) when the 2 drives are on the same IDE cable. Quite odd, tho
3dcafe.com has free tutorials (see the free stuff link on the RHS). I'd suggest looking at box modelling. Also, although it's not specifically starship modelling, http://www.comet-cartoons.com/ has some great tutorials (particularly the box-modelling a person one).
* Farms are penalized if next to factories/Spaceport * Adjacent Research labs give bonuses * Capitols CAN'T be near factories/labs, etc * Entertainment centers get penalized when adjacent (best spread out) I'd have to agree with Excalidan, to be honest; I think that'd be a bit cou
Is a dxf file that direct x export you're talking about? Or is that a different format? In other words, if a package supports direct x export, will it just say that, or is that a specific extension, like "dxf"? It should be directX or the ".x" format, as far as I know. DXF is another format altoget
I think if you have the later (past 6?) versions of Max, you can opt to 'bake' tiled textures to form a single map. Don't have a late enough version to try it myself, unfortunately.
Does anyone know why the number sequence that comes after any given ship is so random??? I would think that the first of any given class produced would be number 1, the second number 2 and so on. But, it seems to me that the frist "Defender" will by 27, and the second 134, and so forth randomly. Is there is a reason for this???
I may be wrong but... I was reading the post on the "Galactopedia" it appears that you can see the prerequisits for different core ships. mayhaps someone can tell us for sure. I'll be downloading it tonight I think so; specifically on the (research screen) tech tree some entries will
The hardpoints are dummy-type Helper objects, found on the helper tab of the create palette in 3dsm, though I don't know if that's the same in 4. Yep, it is (in 4.2); thanks I shall have to have a
Could someone tell me, perchance, what is used for the hardpoints and engines? i.e. is it null points, dummy objects, etc? I can't actually view the sample files as I have max 4.2, which doesn't have support for either that format of max file or X files (3d exploration can view the .x, but it doesn't show information on the types of control objects used). Cheers.
There is a Source Code Project that has improved FS1/2 a great deal - to save time, I'll be contacting contributors to use their models. Original, retail FS2 looks horrible, but SCP looks pretty flash for a game developed for free in everyone's spare time. I'm waiting on the nBSG mod for SCP - a 60,000 poly BSG with hundreds of g
First post here, actually; having read this and the resulting furore, it only makes Stardocks attitude towards digital sales, etc, stand out as excellent (across the entire industry), and makes Starforce look lamentable; particularly as they know exactly what effect posting a torrent would have, and it looks nothing more than a crude and quite possibly illegal attempt to points score by hurting another company (that isn't even in particularly direct competition).