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Posted: Sun Feb 04, 2007 1:08 am
by Protector_Pulch
Clonedude55 wrote:But how would someone be able to animat that and what about the explosion? But if they count do it they would probaly have the best space map
Animations? An escape pods need no animations. It's hardly more than than a cylinder, and lacking major internal system, it won't explode.

Off-Topic: Oh, these screens are gorgeous...I can imagine buying EaW only to play this mod.

Posted: Sun Feb 04, 2007 9:47 am
by Razgriz
Yeah the escape pod doesnt really have controls. If we were to make escape pods you would be launched out into space because there is no planet below in the map.
Off Topic: Trust me ive played the beta. Its absolutly beautiful

Posted: Mon Feb 05, 2007 12:50 am
by Protector_Pulch
Razgriz wrote:If we were to make escape pods.
Good point. We've been discussing Escape Pods for 2 pages, but since there's no statement of Gogie whether he wants to include them, we could also stop this. In case Gogie doesn't want any pods, the whole discussion was rubbish.

BETA? There's a beta out? Oh, great. And, because there's something we could play, nothing can scare us. Whatever happens - there's already something playable.

Posted: Mon Feb 05, 2007 8:12 am
by Razgriz
Erm no i was talking about the Empire at War mod
:lol:

Posted: Mon Feb 05, 2007 9:36 am
by Gogie
Just to clear this escape pod stuff up.
I will NOT be making them flyable, I MAY change my mind if I see the level is fit for an escape pod which I DO NOT think it is.

i made a few new models, I will post them when I get them to scale

Posted: Sun Feb 11, 2007 1:38 pm
by Guest
Gogie

Any new screens? ;)

Posted: Sun Feb 11, 2007 5:41 pm
by Razgriz
A few things
1. Welcome back JK i havent seen you in a while
2. Gogie told me he got the Aurek fighter ingame and once he gets some bugs worked out he will post screens
3. Huge Bump! this was like the 20th topic! You should wait for gogie to post!

Posted: Sun Feb 11, 2007 8:57 pm
by Gogie
Here ya go Razgriz...
sorry for the delays lol, yesterday just after I finished texturing I got called in to work, I didn't have time to post...
[on the inter-dictator class ship, do not comment yet, I am currently retexturing it, and adjusting the mesh a little to make it slightly more detailed and rounded near the front]

Image

Image

Image

of coarse, this is still a very early version of the republic's hangar, it is still heavily WIP.

Image

Image

just an early veiw of the new hammerhead

Image

[EDIT]: I realise the Aurek FIghters wings are too spread apart, I have just fixed that, so don't post on it... ill post pics after I get my other fighters finished.

Posted: Sun Feb 11, 2007 9:20 pm
by -Yock-
Depending on the size of your hammerhead ship, you could make the bridge's glass (I don't know the right term in english :lol:) transparent, and make a small hallway leading from the hangar to the bridge, where you could destroy it from the inside, just like the engines and the life suport system. (assuming the map will be in assault mode)

Posted: Sun Feb 11, 2007 9:27 pm
by Ateas
Depending on the size of your hammerhead ship, you could make the bridge's glass (I don't know the right term in english )
Canopy?

Anyway, on topic: You are planning on putting turrets, right? Try and make them attack enemy capital ships with big lasers, because in the shipped game's space battles, I really didn't get the feeling of epic combat. (The turrets were wimpy, the blasts were sniper shots, they only attacked fighters.)

Posted: Sun Feb 11, 2007 9:36 pm
by Gogie
the bridges glass is already transparent, the texture doesnt appear transparent in XSI, but it does in-game, also, I have already begun making an interior for the ships, but I want to finish the StarForges hangar first.

also the L wing is done, I just need to texture then put it ingame.

Posted: Mon Feb 12, 2007 1:06 am
by Protector_Pulch
Upon seeing those screens, I must say: Impressive, most impressive, but it's not per...wait, it's perfect. Except for the Aurek. And the old Hammerhead.

speaking of turrets (like Ateas)...are you sure that there were three guns on the verso of the bridge? It doesn't feel right for me.

I love that republic hangar. It truly gives the typical KotoR feeling.

Posted: Mon Feb 12, 2007 3:01 am
by minilogoguy18
the aurek has s-foils, they start out back and parallel with the craft then pull out 45 degrees. your textures on all your models are WAY too light and its probably because your viewing your models in XSI with openGL as the setting and it makes everything darker, you need to switch to textured decal to see how they really look.

Posted: Mon Feb 12, 2007 7:58 am
by Razgriz
The only problem i have with the Aurek fighter is that the sides of it are completly square. Try and make it come out like this > not just
_

_

Posted: Mon Feb 12, 2007 10:00 am
by Gogie
I used textured in XSI for the hammer head because is looks better tha textured decal, anyways, alot of it is too light ingame also because of the amount of lights I decided to add, but I am darkening the texture a little and adding a few flags to these models

Posted: Mon Feb 12, 2007 11:18 am
by minilogoguy18
well whoever told you that is wrong, textured decal is the result that the game shows, thats why your textures are dark in XSI and light as hell in game, its throwing you off big time, your metal gray is almost white in game, looks like crap.

Posted: Mon Feb 12, 2007 3:27 pm
by RevanSithLord
Ateas wrote:
Depending on the size of your hammerhead ship, you could make the bridge's glass (I don't know the right term in english )
Canopy?

Anyway, on topic: You are planning on putting turrets, right? Try and make them attack enemy capital ships with big lasers, because in the shipped game's space battles, I really didn't get the feeling of epic combat. (The turrets were wimpy, the blasts were sniper shots, they only attacked fighters.)
Yea. The capital turrets were also pretty wimpy. Just beams that really didn't effect the enemy shields or hull at all.

If you ask me, this map should have it where the capitals fire huge arse turbolaser fire that beats the living heck out of the enemy's shields... and the fighters go in to take out the vulnerable spots. That's to me how they should've worked.

Nice fighter, Gogie. Can't wait to fly it and take out some Sith Fighters!

Posted: Mon Feb 12, 2007 3:59 pm
by Ateas
If you ask me, this map should have it where the capitals fire huge arse turbolaser fire that beats the living heck out of the enemy's shields... and the fighters go in to take out the vulnerable spots. That's to me how they should've worked.
Exactly. I think Penguin's battle over couroscant map perfectly illustrates what space battles shoud be.
Exept, gogie should make the cruisers move.

Posted: Mon Feb 12, 2007 5:07 pm
by Gogie
minilogoguy18 wrote:well whoever told you that is wrong, textured decal is the result that the game shows, thats why your textures are dark in XSI and light as hell in game, its throwing you off big time, your metal gray is almost white in game, looks like crap.
Dude?!? don't you get it? when im posting screenieso n GT I post them as textured because it looks better, most of my model i do with wireframes and mosto f my texturing I do in textured decal.

Im not in a good mood right now.

Posted: Mon Feb 12, 2007 6:42 pm
by Ateas
minilogoguy18 wrote:
well whoever told you that is wrong, textured decal is the result that the game shows, thats why your textures are dark in XSI and light as hell in game, its throwing you off big time, your metal gray is almost white in game, looks like crap.


Dude?!? don't you get it? when im posting screenieso n GT I post them as textured because it looks better, most of my model i do with wireframes and mosto f my texturing I do in textured decal.

Im not in a good mood right now.
Don't let him put you down, gogie. I think everything looks great so far.
(Exept the republic hangar.)