They look carebearish because they are on a continuing mission of raining flaming phaser death where no man has rained flaming phaser death before! Its a noble and tranquil pursuit. If you want soldiering, go to Klingons. Sure they can shoot... but can they retain a moral high ground while turning a bunch of ugly aliens into so much molten slag? I think not! :p
ManSh00ter
Saga, yes, the stars are going to get an increase in size as well, to keep up the scale difference. Not five times bigger because that would make their sectors way too large, but maybe twice the size they are now. The gravity wells around stars will also be expanded, I dislike the vanilla narrow band representing a gravity well around the most massive stellar body in a system... Also, I've looked into Bailknight's mod and it does look nice, but I plan to overhaul the combat graphics mys
No, you can't change it that way; you can edit the bounding radius value, but it has no effect (other than collision detection I believe) since each vertice has its own spatial coordinate value relative to the object center. So you would actually have to edit every single vertex coords, which is impossible to do by hand even if you had the patience for it. ;) The way I did it was, I created a brand new mesh (I love modelling planets, just slap a sphere on :p ), UV mapped it, and then si
For comparison, 11 000 polygons is I believe about 9-10 times the standard poly count for Sins frigates. My own models rarely go over 1500 polygons. Granted, Venator is more complicated than frigates, but still. If you are talking about that Venator model seen around EAW, I would recommend cutting off all those protrusions on the mesh and simulating them with some texturing, maybe increase the bump mapping or such. If that's the model I'm thinking of, it has a lot of those boxy protrusi
I think the general consensus was that there would be no Death Stars untill someone comes up with a way of turning planets into space dust. ;) As it is, it would look silly having a Death Star just "decolonize" a planet. Well, anyway, that's my opinion. :)
Very nice model, and even nicer texturing. Good job!
Actually, with Interdictors, I would suggest porting the PJI ability and corresponding (de)buff to a ship. You end with a mobile platform with the same AoE as a PJI. A much more elegant solution than a ship firing a gazillion ion bolts at everything, and truer to canon.
Tolzak, yes, I like what Uzii did with the new planets and planetary bonuses, and definitely intend to include his work in the Last Stand. Needs to be noted though, that The Last Stand will have a more "realistic" scale when it comes to planets. The planets will be five times the vanilla size (about as large as stars are now) and will have about three times larger gravity wells. This is to provide a more meaningful combat area (for example it would be possible now to actually shield your vital s
Heh, yes it does look like a whale. An armored space whale. ;) Luckily, that was the idea. Unlike other races, which all follow an overarching shape theme (be it blocky TEC, curvy Advent or insectoid "bite-yuor-head-off" Vasari, I envisioned Xin ships as each having its own theme. For example, the next model I am going to push out, the main attack frigate, will look like a blend between a spider's head and a squid's body. Sinister enough? ;) The Scout is, on the other hand, supposed to look
Here is another art update, this time its the Xin Scout model, mark II. This will replace the earlier concept shown in this thread. As with all Xin frigates, this one is also a blend of organic and mechanic. The goal was to create something which looks sleek and fast compared to other frigates, but not fragile, as all Xin ships are supposed to be tougher (and more expensive) than their counterparts from other races. So without further ado, here are the screens! [link="http://im
Hmm, fixed it (I always seem to find a solution to my problems five minutes after I post here), seems I got double materials assigned in the process. Now it works, except for that pulsing effect, but as far as I can tell its an bloom issue, probably something to do with corona being misaligned. Anyway, now planets look like friggin planets, not beach balls. And elevators are not the size of a small country anymore either. :)
Anyone done this yet? I substituted the vanilla meshes with newly created ones, and as far as I can tell, everything is ok with them, they are mapped, textures specified, hasValidTangents turned to False, points assigned. Yet, when I look at them in game, the planet is five times larger now, but is missing its texture entirely. The elevators scale nicely, but the globe is grey and, for some reason, is pulsing from time to time. Very strange.
There is no limit, I have added a number of "new" races as a test, no problem. The problem is making all the different models/textures new races would need. :) 10 races, that would be what, 180 models? Good luck! I'll stick to adding just one. :p
Great stuff Uzii, I would definitely like to include these in my mod. A suggestion though, the urban planet would, in my opinion, look better with more curving lines when it comes to nightside. That's why the CG artists used concentric circles a lot when making Coruscant.
Making star systems with only one or two planets has an unfortunate effect of watering down the gameplay and also removing many significant and fun situation arising from fighting in a system with more sectors. I would suggest a compromise. Instead of sticking to canon, I believe a galaxy map with circa 60 systems, each containing 4-6 sectors would be more than enough to satisfy even the most megalomaniacal of the armchair emperors. A game on such a map could easily span months.
As a part of my graphical overhaul of SoaSE, I plan to alter the shield hit effects. To that end I have been hunting for the elusive variables which govern how shields animate. Now, the current shield hit is allmost invisible, but I was able to observe (up close) that there are faint concentric circles appearing at the hit area over the shield mesh. This implies some sort of animation, if not texture. Anyway, with the somewhat inconsistent way the devs have been naming their art files I have
Sector maps would be a must for multiplayer, but in my humble opinion, one cannot have Star Wars without its sprawling galaxy waiting to be conquered. Its an epic space opera, needs an epic map. ;) And yeah... handcrafting is a pain in the neck. But what can you do.
I don't have much experience with Galaxy Forge, when you create a number of stars, do they get their Z coordinate assigned at random, or is it possible to create a "flat" galaxy? Because a flat galaxy map with many different star systems would be more immersive for Star Wars than one giant solar system. And if its flat it would be way easier to navigate and overview than a 3D spaced map...
Ok, another small update. First, a concept change for the Xin race; originally only the scout analog was supposed to be a hybrid between a genetically modified creature and an artificial exoskeleton - I have decided to expand the idea to cover the entire frigate line. The Xin value their lives greatly, and are unwilling to risk themselves in combat unless the stakes are apropriatelly high. As such, they use modified organisms grafted with armor plating, propulsion and weapon systems for their fr
It works! ITS ALIVE! :D Thanks again for the info man!
That's a very nice looking fight right there. Good job!
Looking at the converter itself, that's the one thing I would never think of. :) I'll try this out, hopefully it will work. Great info, thanks!
Whether Titans are going to be limited in number specifically or just by having their supply cost appropriately high (so you can have more than one) will have to wait for testing. Right now I am leaning towards the second option because I would like to leave the choice to the player. So you could have several Titans going about, but that would mean you wouldn't have much of a support fleet. In fact, supply cost would outweigh the combat power of a Titan. That would make it impractical t
Yes, but what is it? If it is all white, and it looks that way to me, then everything glows. Set it all black, with white only on the areas of your texture you want to glow, like engines.
/bump Anyone?