koobalt

koobalt

Joined Member # 3684971
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[quote who="ZombiesRus5" reply="429" id="3024831"]Quoting koobalt, reply 428But thats my idea, in the end will be like ZombiesRus5 decide Indeed... I'm looking at all your posts though. I have an important deadline due this week which means practically zero modding at the moment [/quote] No problem, real life is more important [e digicons]:jafo:[/e] [quote who="Cylon_Luvr" reply="431" id="3024948"]So I'm assuming that Kyogre12 must

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You miss my point, if Hub will be super weapon it should be accessible after many research, then it can do what you want. As you read before i don't like armada ability, i actually prefer an ability that when we lose a cap ship will bring it back at nearest Hub, that have enough antimatter/power/or whatever they use for that. But thats my idea, in the end will be like ZombiesRus5 decide [e digicons]}:)[/e]

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[quote who="Cylon_Luvr" reply="425" id="3024527"]Quoting koobalt, reply 424 Quoting ZombiesRus5, reply 422 Quoting Cylon_Luvr, reply 419 Hmmm... I disagree. I dont see any issue with the resurrection hub spawning from the start. There shouldn't be muliple resurrection hubs. You're thinking along the lines of what has been done before with superweapons - why can't we break the mold on this? I'm also not sure what you mean by "don't qui

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[quote who="ZombiesRus5" reply="422" id="3024308"] Quoting Cylon_Luvr, reply 419I also think that only one Resurrection Hub can be built for the entire game. This will reflect the series... If it is destroyed, then the Cylons lose the ability to resurrect... There is only one way to allow this. The resurrection hub would have to be spawned at game start which I'm not apposed to per say, I just wanted to point that out. I do like the idea of losing the ability to resurrect after the h

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No problem, i wait some much time i can wait some more, i made another model for cylon culture beacon, will post image once i will make texture, about non combat facility i need really think... The bad news i barely cure one flu and i already catch another one [e digicons]>:([/e] edit: to tired to do anything so i will post the image

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Well about resurrection hub as super weapon the non combat ability could be giving exp to friendly cap ship in targeted system, and offensive something like advent super weapon bombarding planet with cultural bomb... the non combat station and culture beacon is a pain, when i see this model i lose all will to do anything...

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[quote who="Quiet_Man" reply="407" id="3022451"]Quoting Cylon_Luvr, reply 405 FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series? You can try to send a mail to the CR owner, stating that it is for a "none-profit" mod. Not everyone is a [/quote] Well if you decide to send a email just don't mention what mod, making by who, and where you can see it...</sp

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[quote who="Cylon_Luvr" reply="405" id="3022424"]Quoting koobalt, reply 401 FYI - I am going to have a go at Cylon voice clips for the game.. was wondering though, is this a copyright issue if I record clips from the series?[/quote]  Sadly it will be copyright issue, to use this voices you would need to buy a soundtrack with terms of use like TobiWahnKenobi for B5 mod... About the model, i manage to reduce the err

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A yes i have them to, and i have no idea whats wrong [e digicons]:annoyed:[/e] i check the model in wings and in meshlab, no holes, no isolated verticals, all is teselated... i'm checking each part of the model, we will see what part of the model is making the problem edit: ok so the problem is in biggest part of the model, the one i leave with original teselation and segmentation ... i will try to do it once again will post once

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Well i like the texture, and i think is a waste to make that ship a scout, perhaps resize it to fighter, and like colonial have 2 fighters, make this a advance interceptor? Or just implement it to defense hangar as advance version of raider.. And other thing what you want to do with the research station for cylon, you have a model or some design in mind?? And the frigate shipyard you will proceed with the model you have or you want me to make something sim

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Well, i try to convert it my self and there was no error... I always use ASCI 3.5 when convert to xsi, or perhaps when you prepare the model you change something?? Well if you want i can post again the model, perhaps it was packing error? Here the model: (it will work with texture and .mtl file from previous package) http://www.mediafire.com/?77fgq1b60125o52 I like your update version, my first look a lot random, and second a little to

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[quote who="Mord_Sith84" reply="354" id="3020936"]This is going to make me sound like a @!*%$, but I just don't think that the texture is right for the cylon colony.... The colony has a light grey, grainy texture (see below). At the moment, it looks dark and blotchy..... [/quote] Well if you manage to make a texture to look like that we will be more that grateful [e digicons]:cylon:[/e]

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Ok so here we have the update texture for starbase, by update i mean redone the uv to get the detail less random, you will use what you will like more [e digicons]:cylon:[/e] http://www.mediafire.com/?73d2woexee28uip No image because the texture is almost identical, but in better resolution, and some detail remove, some change place, and to be honest i'm to lazy to get the image [e digicons]}:)[/

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So here we have the cylon cap shipyard of course feel free to edit, update, redone, or make a new one texture for it if you wish. In end process i make some change so now it's 6.9 k tri. Hope you all like it, new toy to bring destruction upon colonies ... [e digicons]:cylon:[/e] http://www.mediafire.com/?gayj6dup9h0xxtn <img src="http://img98.imageshack.us/img98/732/76409057.jpg" alt="" width="798" height="438"

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