ZombiesRus5
Issue 2: I need to fix the team color and data texture on the Colony. The legs on the colony are getting some weird team color and lighting as a result. Edit- I'm also updating the light map on the Colony so the blue lights are more prominent in game.
accidentally set the mkI as the command star model instead of the mkII. You can edit that locall in the FrigateCylonUtility0.entity file.
I've decided to replace the mouth with the old Guardian MkI model for the Cylon Colony Frigate. It will still be called Colony Frigate with no mention of guardian or mkI.
I'll be PM'ing you two later today or tomorrow with a download for a version you guys can test out for this weekend.
[quote who="Mord_Sith84" reply="2757" id="3634287"] Quoting ZombiesRus5, reply 2755 I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now. Cant wait to see how it looks!!!! Such a huge improvement on the old model. [/quote]
I got the Colony in game. Took a little work to get the tangents to setup right but it's cool now.
Can't believe I didn't do this sooner. I've automated creating the CursorOver, Pressed and Disabled buttons and converting the TGA's to DDS. Freak! what a time saver that is, but after I've already done this hundreds if not thousands of times :( Still it's good for future changes because it's one of the activities I despise. Now all I need to do is create the main _Normal.tga and the _Pressed.tga, _CursorOver.tga and _Disabled.tga wi
[quote who="Mord_Sith84" reply="2751" id="3633968"] Will we also have the same issues with the Boomer? Do you want the modeller to fix it up? [/quote] The Boomer uses the same Texture file as the Basestar so unless it's a complete retexture we can see how she looks after we get the updated Basestar texture in game. Basestar original model/texture by Coxxon Hades original model/texture by SuperZERO
[quote who="Mord_Sith84" reply="2749" id="3633936"] I don't really understand... Does that mean that what the modeller did to the Hades, basestar and resurrection ship was a waste of time? [/quote] Not really, I saw what he did with the Hades and Basestar which appears to be a simple HUD overlay. I'll send you a link to the TGA textures I use. The Resurrection ship only had the object (no texture) and the base texture for that is pretty much crap ;) I c
Icons are done for mainview and hud.
A comment on the Hades and Basestar textures. If you are wanting hull textures overlays on the existing textures... I don't want those being done using the in-game DDS to create them. The reason being is DDS is a lossy format meaning the image loses some of it's detail when it's compressed to DDS and does NOT get it back if you convert to another format. I have the original non-lossy textures and can apply a similar hull overlay to the Hades and Basestar.&nbs
[quote who="ZombiesRus5" reply="2745" id="3633765"] Quoting Mord_Sith84, reply 2734 New basestar model Looks like one of the polygons isn't uv-mapped. Maybe your guy could take a look at this. <a href="https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/basestar_m
[quote who="Mord_Sith84" reply="2734" id="3632920"] New basestar model [/quote] Looks like one of the polygons isn't uv-mapped. Maybe your guy could take a look at this. https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/basestar_missing_uv-map.png
[quote who="Cylon_Luvr" reply="2740" id="3633234"] Forgive my ignorance, but why do textures need to be reduced? (I don't really understand how this stuff works). Wouldn't that mean that the detail is also reduced? [/quote] It's a good question. A 4096x4096 texture results in a roughly 20+ mega byte file compressed! Reducing that same texture down to a 2048x2048 results in a 5.4 MB file compressed. 2048x2048 is also the largest file size used for ca
I emailed you the mesh and reduced textures for in game. I'm glad he's including the high fidelity textures. It makes it easier to craft good icons and perform reductions in the texture on the original image.
[quote who="Mord_Sith84" reply="2728" id="3631914"] Lol what does this mean from the other forum Z? "I was surprised when Mord_Sith put this together, but it is pretty awesome." I've been involved in your BSG mod basically since its inception. [/quote] I was surprised you put this together is exactly what I meant. I didn't think we'd get any new models let alone ones as well done as these are.
[quote who="Mord_Sith84" reply="2725" id="3630434"] I’ve attached all the modded files Z, all you need to do is add them in plus the new icons etc, and the strings which I’ve also done below. [/quote] I've checked my email and am unable to find any of the files mentioned. I have no issues including the changes once I receive them. I did have a lore reason for not including resurrection on some of the ships due to a lack of organic based cylon models,
[quote who="Mord_Sith84" reply="2721" id="3629959"] Model looks great, thanks Z. I also agree about replacing the Commandstar with the old Guardian MkII. The current model is crappy. [/quote] Yeah, it's always been a placeholder... My plan is to get the new models in by the end of this month. I need to fully wire the mesh in XSI (tangents, hard points for weapons and abilities, etc). I also will create new hud icons, m
[quote who="Mord_Sith84" reply="2715" id="3629561"] Sounds good. I'm not a big fan of the old Guardian MkII model but I'm sure we could find a use for it. A new cruiser perhaps... [/quote] I think replacing the commandstar model with it might work well too. That model is pretty fugly right now.
[quote who="Cylon_Luvr" reply="2716" id="3629568"] Zombie any chance that you could post a pic of the Blood and Chrome basestar in-game? [/quote] oh yeah, I'll get to a quick test as soon as I can.