| Author |
Message |
Cylon
Ensign


Joined: Feb 04, 2005
Posts: 264
Location: Middlesbrough, UK
|
Posted:
Sat May 20, 2006 11:56 am |
|
the mod tools have recently come out, has any 1 got any new ships in game yet?
is there going to be some sort of plugin for milkshape so u can convert them? |
_________________ Zapp "What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" |
|
|
 |
MajorPayne
Forum Administrator aka Fleet Admiral


Joined: Apr 23, 2003
Posts: 1808
|
Posted:
Sat May 20, 2006 12:18 pm |
|
|
 |
 |
j666
Cadet 3rd Year


Joined: Apr 29, 2003
Posts: 92
|
Posted:
Sun May 21, 2006 1:26 am |
|
at last some of the mods which r planned for it can get sum progress
is there a star trek conversion underway ?anyone know? |
| |
|
|
 |
j666
Cadet 3rd Year


Joined: Apr 29, 2003
Posts: 92
|
Posted:
Sun May 21, 2006 1:27 am |
|
map whats the poly limit of ships i take it it depends if its a fighter or capital ship |
| |
|
|
 |
Cylon
Ensign


Joined: Feb 04, 2005
Posts: 264
Location: Middlesbrough, UK
|
Posted:
Sun May 21, 2006 1:40 am |
|
so can u make models 4 it with milkshape and if so do u need hardpoints like in armada 2? |
_________________ Zapp "What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" |
|
|
 |
j666
Cadet 3rd Year


Joined: Apr 29, 2003
Posts: 92
|
Posted:
Sun May 21, 2006 1:49 am |
|
am no sure about at the plug in is an exporter for 3ds max 6 so looks like u can only export it with max 6 |
| |
|
|
 |
Epytron_Omega
Lieutenant


Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!
|
Posted:
Sun May 21, 2006 2:11 am |
|
correct, the exporter is for Max 6 only. I have just recently gotten Max 6, and have so far done one ship, only partially however, and so far it looks good ingame, and does fire its weapons, after about 20 minutes of running through the coding. Only problem I am having right now is glossyness, shields, and collision mesh, MaP if you could help with this, it would be appreciated. Here is a picture of the ship, originally done for SFC.
EO |
_________________ Life is what you make it. |
|
 |
 |
ryan1
Cadet 3rd Year


Joined: Jul 30, 2005
Posts: 71
Location: England
|
Posted:
Sun May 21, 2006 2:14 am |
|
there are no poly limits, the game is passed off vertacies rather than polys, well that is what LA and petroglyth said in an interview anyways. |
| |
|
 |
 |
Epytron_Omega
Lieutenant


Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!
|
Posted:
Mon Jun 05, 2006 10:31 am |
|
ok folks, I am currently working on two tutorials for EaW. The first being one for hardpointing a capital ship in Max6, and the second... a better way to make the engines glow. Hope to have an update soon. here is a shot of the fully functional Command Cruiser with all but one hardpoint showing, lol forgot to code that last one, before i added the engine glows. The tutorial will show you how exactly to do everything correctly.
EO |
_________________ Life is what you make it. |
|
 |
 |
ryan1
Cadet 3rd Year


Joined: Jul 30, 2005
Posts: 71
Location: England
|
Posted:
Mon Jun 05, 2006 8:54 pm |
|
Does it use breakable hardpoints or does it just display the damage texture on the damaged hardpoints? |
| |
|
 |
 |
Elrond
Commodore


Joined: May 03, 2004
Posts: 4263
Location: Let me get back to you on that!
|
Posted:
Mon Jun 05, 2006 9:02 pm |
|
Looking great, Epytron! |
_________________ Rumors of my exaggeration have been greatly assimilated. Well what, wait, um...yeah. |
|
|
 |
Epytron_Omega
Lieutenant


Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!
|
Posted:
Mon Jun 05, 2006 9:11 pm |
|
at the moment its just the damage showing, havent felt like getting around to breaking the model just yet, plus I need to study the death meshes to see the full effect and what not, what damage points go where and what not...
EO |
_________________ Life is what you make it. |
|
 |
 |
ryan1
Cadet 3rd Year


Joined: Jul 30, 2005
Posts: 71
Location: England
|
Posted:
Tue Jun 06, 2006 11:56 am |
|
oh yea, death models have to be considered aswell, at the moment all I have being working with is fighters so I didn't need them. |
| |
|
 |
 |
|
|