Empire at war

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Empire at war

Postby Cylon » Sat May 20, 2006 2:56 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?
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Postby MajorPayne » Sat May 20, 2006 3:18 am

Well I've done a successful conversion of my Delta7 jedi starfighter, although I didn't code it, I just converted it it did work.
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Postby j666 » Sat May 20, 2006 4:26 pm

at last some of the mods which r planned for it can get sum progress
is there a star trek conversion underway ?anyone know?
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Postby j666 » Sat May 20, 2006 4:27 pm

map whats the poly limit of ships i take it it depends if its a fighter or capital ship
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Postby Cylon » Sat May 20, 2006 4:40 pm

so can u make models 4 it with milkshape and if so do u need hardpoints like in armada 2?
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Postby j666 » Sat May 20, 2006 4:49 pm

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
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Postby Epytron_Omega » Sat May 20, 2006 5:11 pm

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.

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Postby ryan1 » Sat May 20, 2006 5:14 pm

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.
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Postby Epytron_Omega » Mon Jun 05, 2006 1:31 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.

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Postby ryan1 » Mon Jun 05, 2006 11:54 am

Does it use breakable hardpoints or does it just display the damage texture on the damaged hardpoints?
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Postby Elrond » Mon Jun 05, 2006 12:02 pm

Looking great, Epytron!
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Postby Epytron_Omega » Mon Jun 05, 2006 12:11 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...

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Postby ryan1 » Tue Jun 06, 2006 2:56 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.
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