And looking at that Titan in the background, can't wait to see if that baby can hold its own against this... I foresee epic battles. :D
ManSh00ter
[quote who="SemazRalan" reply="1636" id="2994267"]Again, stunning m8. Quoting ManSh00ter, reply 1631In fact, if there is one genocidal alien species I drew some inspiration from when creating the Xin it's the Ur-Quan Kohr-Ah of Star Control II. Except the Xin are not interested in telling their victims why they want to kill them. Still damn stunning work, I want to play this so bad. I also want you to redo the Arilou, Taalo, both UrQuan races, solve hunger
That definitely sounds like an interesting idea, looking forward to seeing the end result. It wouldn't work with organic models, but it would work with modular/scrapheap ships... even better would be multiple "sets" (hulls, turrets, wings, struts etc.), and multiple materials... in fact you have just given me an idea... :)
That's a really, really nice model Thoumsin! [e digicons]:thumbsup:[/e] As for myself, just finished the mesh of a second Xin titan, the Charybdis: <img src="http://img33.imageshack.us/img33/
In fact, if there is one genocidal alien species I drew some inspiration from when creating the Xin it's the Ur-Quan Kohr-Ah of Star Control II. Except the Xin are not interested in telling their victims why they want to kill them.
To answer a few questions, while I have read the entire Yuuzhan Vong saga (as tiring as it may have been at times), I envisioned the Xin as something far more alien and drew no inspiration from the books... same goes for Tyrannids, although I only heard of them, but don't know much about them. Of course, when you boil things down, all massive intergalactic evil invaders look alike. There are differences, of course. For example, the Xin are not from another galaxy - they ar
I really like the shape! But it needs more windows. ;) As for me, here's the textured version of the Leviathan: <a title="Leviathan type Titan - Mod DB" href="http://www.moddb.com/mods/the-last-stand/images/l
The PipelineEffects folder is a holdover from the early versions of the Volumetric Effects mod, bundled up with this one. Basically it was used to buff shield hit effects. You can safely delete the entire folder from the mod installation. In fact I would recommend it. As Stant said, it doesn't do anything anymore.
Of course dynamic movement works in vanilla. It's just more of a hands-on experience. ;)
Jeez, I might actually have to finally crank out that official update that works for all Sins versions, it's getting feisty in here! :p
You have to make trail textures elongated, so they overlap when they're spawned. Sins missiles move too fast to make a blob trail possible, unless you ramp up particle counts but that WILL destroy your framerate.
You are right Thoumsin, about rendering (though dynamics don't take that much time to calculate compared to actual rendering, but that's because of raytracing, GI etc.) - and thread hijacking. ;) Just to add, I did notice that AI (for example when ordered to move a very large number of ships at once, presumably calculating their paths) and particle effects in particular do have a very noticeable impact on gameplay. As for using procedural textures, I use those too - as t
Yeah, for your film-making needs, definitely use dev .exe Actually, I don't remember the last time I ran the ordinary version. :D
[quote who="IskatuMesk" reply="998" id="2982942"]If I wanted to use these models in CGI I would need a lot more detail than what I can model. [/quote] Not really. That's just too much work and there are other techniques for that, for example displacement. Check out this test render I did a while back: <img src="http://img202.imageshack.us/img202/1328/dragonflymat41.th.jpg" alt="" border=
The thing is, its really a shame to tie up so many polys into turrets - your hull meshes look just fine to me, ie. what you would expect for a game model, but turrets are over detailed, again, for a game model - that kind of geometry detail would be perfectly justified if you were building the models for straight up CGI animation, when you would need closeup shots etc. But for a game, you have to think also of what the player will actually notice. And I can guarantee you that 99% of p
When designing models for a game, one should always follow the "less is more" rule of thumb. That means that you start simple (as you do with box modeling) and keep it simple for as long as possible. Your ships are quite complex, but I'd like to see some wireframe shots to see where those extra polygons build up - my guess would be at those little crevices and surface detail. However, adding new edges, faces and vertices should be done only when geometry is required - which it usually isn
That's the general idea. :)
Yes, you can have them fire to the side and then veer off to hit targets in front of the ship, as you can see here: But you have to be careful how you position your hardpoints (I've found that it is best to us 15 degree steps when rotating). If you place them incorrectly, then most likely result is th
50k polys and 400 ships onscreen? That's zoomed out, right? Because any engine that can display 20 million polygons without framerate loss can be considered not good, but probably something that accidentally strayed into our time via a quantum gate timeslip accident in the future. ;) Once they get the point cloud tech up and running for real, I think that will be right up your alley. :) As for me, here's one of the Titan models I've been working on, 5766 polygons:<
Of course it is continuing! :D But, since I'm not getting paid to do this, sometimes I have to, you know, do some work which actually helps pay bills. Recent lapse in updating is for two reasons. One, designing awesomesauce websites is a time-consuming work. Second, Titans are big. And yes, that's a plural. And to answer a few questions. @Malanthor, well, one Xin drone can wipe the floor with two Vasari assault frigates. A Xin Titan, depending on the sp
[quote who="Jarquafelmu" reply="1605" id="2963924"]I don't know if this has been asked already yet or not. But as I was watching the trailer and reading your description of the Chimera and your other ships, I couldn't help but wonder. Are these the guys that the Vasari have been running away from all this time? [/quote] Well, the galaxy is a big place. Maybe these are the guys from whom the guys Vasari are running from are running from? Lore wise, the Xin have annihila
Individual markings on ships are highly unlikely, given how Sins engine works. But that's a minor detail. Again, very nice work, I love the detail on the textures and how crisp they look!
In my experience, that sort of bug usually happens when you spawn ships using the developer .exe - it doesn't have anything to do with dynamic movement, as I have tested that extensively and under normal circumstances never had the AI do what it does when you use the console to spawn ships - in which case it often stops moving ships and just fires them when something comes in range. For testing purposes (for example if you want to see how certain units behave in combat and want to
Can someone explain me something that has been bothering me for a while? Why both Star Trek and Star Wars use inferior weapons designs? I mean those phasers with limited range instead of nice lasers to shoot down targets across a solar system, or Star Wars using turbo"lasers" which apparently have the range of an 18th century cannon instead of, say, railguns which practically have unlimited range? I mean, I know movies where you don't even see the ships which are fighting are bori
Unit Spotlight: Chimera Mothership Of all the Xin ship breeds, it is the Chimera motherships which perhaps present the greatest threat to undefended but populated worlds. Although it does not sport the fantastic firepower of an Emperor battlecruiser, or the immensely strong armor coating of a Tyrant battleship, the mere presence of a Chimera in a theatre of war can none the less often tu