SeaQuest Armada Update! October 2006 (image heavy)
Moderators: thunderchero, MrVulcan
- rodglas
- Lieutenant-Junior Grade
- Posts: 554
- Joined: Mon Apr 28, 2003 2:00 am
- Location: Hamilton, ON Canada (NORPAC)
- Contact:
SeaQuest Armada Update! October 2006 (image heavy)
So the mod hasn't died yet and I've been working an some new models since the last update in January.
These units have been ingame for several months and so I thought I would share them.
The yellow textured ship is the new Dragger class, to replace the tri-hulled Dragna inspired version, the second is the updated and retextured Viperfish class
Here are the new Choadai base and outpost not yet in game.
The UEO has also been updated significantly.
A brand new seaQuest mesh, the best I've done IMO
Completly new Primus (very closely based on the Reverence Class from Atlantis DSV) the Trident, the new seaQuest, and the brand new Defender, Defiance and Orca Classes. On top are the updated Maruder and the Navis 18.
I could use some help as my loosely defined "team" has evaporated over the last several months.
What I need is someone to make GUIs for all sides, help with new superweapons and help with texturing and retexturing models.
Rod.
PS I'll post the new UEO and Macronesian facilities soon.
These units have been ingame for several months and so I thought I would share them.
The yellow textured ship is the new Dragger class, to replace the tri-hulled Dragna inspired version, the second is the updated and retextured Viperfish class
Here are the new Choadai base and outpost not yet in game.
The UEO has also been updated significantly.
A brand new seaQuest mesh, the best I've done IMO
Completly new Primus (very closely based on the Reverence Class from Atlantis DSV) the Trident, the new seaQuest, and the brand new Defender, Defiance and Orca Classes. On top are the updated Maruder and the Navis 18.
I could use some help as my loosely defined "team" has evaporated over the last several months.
What I need is someone to make GUIs for all sides, help with new superweapons and help with texturing and retexturing models.
Rod.
PS I'll post the new UEO and Macronesian facilities soon.
Last edited by rodglas on Sat Oct 14, 2006 5:21 pm, edited 2 times in total.
-
- Ensign
- Posts: 394
- Joined: Sun Jan 23, 2005 3:00 am
- Location: On the front lines - fighting for liberty!
- Contact:
- rodglas
- Lieutenant-Junior Grade
- Posts: 554
- Joined: Mon Apr 28, 2003 2:00 am
- Location: Hamilton, ON Canada (NORPAC)
- Contact:
As promised here are the new Mac and UEO bases, as well as bases for the Choadai.
first the UEO
Forground left: UEO research station
background Left: Sonar and Communication station
Center: UEO Central Command Station
background right: UEO outpost
forground right: UEO Advanced Shipyard
Macronesia
Includes Central Command
Shipyard
& Outpost
Choadai
Choadai Central Command
Outpost
Research Station
Special bonus
New UEO Atlantis DSV, Raptor and Spector Subfighters
Rod
first the UEO
Forground left: UEO research station
background Left: Sonar and Communication station
Center: UEO Central Command Station
background right: UEO outpost
forground right: UEO Advanced Shipyard
Macronesia
Includes Central Command
Shipyard
& Outpost
Choadai
Choadai Central Command
Outpost
Research Station
Special bonus
New UEO Atlantis DSV, Raptor and Spector Subfighters
Rod
Last edited by rodglas on Sun Oct 15, 2006 9:07 pm, edited 1 time in total.
- JPKTrekker
- Captain
- Posts: 1756
- Joined: Fri Jun 06, 2003 2:00 am
- Location: Nirai Kanai
- Contact:
- DGWilliams
- Cadet 1st Year
- Posts: 14
- Joined: Wed Nov 03, 2004 3:00 am
- Location: New Cape Quest
- Contact:
- rodglas
- Lieutenant-Junior Grade
- Posts: 554
- Joined: Mon Apr 28, 2003 2:00 am
- Location: Hamilton, ON Canada (NORPAC)
- Contact:
Thanks to EAS_Intepeid I have several new versions of real world and real world inspired submarines.
I already have some of them in game and I just need to make decisions of how best to arm them.
I've worked out basic tech tree and AI for the Choadai and they are now a fully functioning side, I just need to finish new meshes for mines, shipyards, construction ship and freighter.
The UEO side is essentially done Axcept for an AI
The Mac side needs a new AI a few stations and the basic techtree
The Confeds side is still in flux but I hope to have it worked out shortly.
Rod.
I already have some of them in game and I just need to make decisions of how best to arm them.
I've worked out basic tech tree and AI for the Choadai and they are now a fully functioning side, I just need to finish new meshes for mines, shipyards, construction ship and freighter.
The UEO side is essentially done Axcept for an AI
The Mac side needs a new AI a few stations and the basic techtree
The Confeds side is still in flux but I hope to have it worked out shortly.
Rod.
- Jared14117
- Cadet 1st Year
- Posts: 6
- Joined: Wed Jan 16, 2008 3:00 am
Great stuff
I am extremly exited about this. as soon as I heared about this mod I had to check out what you have been doing and I can not wait for the release.
P.S.
I have extensive knolawdge on Seaquest DSV - 2032, factions, tech, spec and more if your at all intrested I'd love to assist with some ideas.
P.S.
I have extensive knolawdge on Seaquest DSV - 2032, factions, tech, spec and more if your at all intrested I'd love to assist with some ideas.
- rodglas
- Lieutenant-Junior Grade
- Posts: 554
- Joined: Mon Apr 28, 2003 2:00 am
- Location: Hamilton, ON Canada (NORPAC)
- Contact:
The mod is on a little hiatus for now. I'm consider its future, its been in development for a long time and a lot of work has been done but I'm no where near happy with it yet.
This is a game issue not a lack of ideas or models. I'm stll considering releasing it "as is" in a beta form, in other words incomplete. I know there are people who have been waiting after all a long time.
This is a game issue not a lack of ideas or models. I'm stll considering releasing it "as is" in a beta form, in other words incomplete. I know there are people who have been waiting after all a long time.