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Borderworlds Transport & Train v1.0 - 23 August

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Borderworlds Transport & Train v1.0 - 23 August
Offline Lythrilux
08-22-2018, 03:18 PM,
#61
Edgy Worlds
Posts: 10,365
Threads: 737
Joined: Jan 2013

It doesn't work.

[Image: Lythrilux.gif]
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Offline Traxit
08-22-2018, 03:55 PM,
#62
Sourdough
Posts: 1,184
Threads: 50
Joined: Dec 2012

if it doesnt work i wouldn't have posted it. i did the switch from 0 to 16 (lowered to 8 cuz capital ship polygons down frames too much) and noticed the improvement very clearly.

[Image: eitgNHT.gif]
The best Video Game OST
Just Got Better
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Offline Lythrilux
08-22-2018, 04:18 PM,
#63
Edgy Worlds
Posts: 10,365
Threads: 737
Joined: Jan 2013

(08-22-2018, 03:55 PM)Traxit Wrote: if it doesnt work i wouldn't have posted it. i did the switch from 0 to 16 (lowered to 8 cuz capital ship polygons down frames too much) and noticed the improvement very clearly.

Pictures? I haven't been able to get it to work with any AMD utilities as far as I can tell.

[Image: Lythrilux.gif]
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Offline Kazinsal
08-22-2018, 06:12 PM,
#64
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

I've been running AA+AF through the Nvidia drivers for years, yeah. Works great. I'd love to get someone with AMD to take screenshots of each step to enable AA and AF so I can write up a nice, easy-to-follow tutorial for both AMD and Nvidia. But that's a bit more than a tad off-topic.

Cockpit mesh update looks nice!

Retired, permanently.
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Offline Lythrilux
08-22-2018, 06:14 PM,
#65
Edgy Worlds
Posts: 10,365
Threads: 737
Joined: Jan 2013

I should probably write that AA guide I said I'd make.

As far as I've been able to tell though, AF doesn't seem to work, unfortunately.

[Image: Lythrilux.gif]
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Offline aerelm
08-23-2018, 07:32 PM, (This post was last modified: 08-25-2018, 05:21 PM by aerelm.)
#66
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

v1.0 is up.

Cleaned up some areas, added some detail to smaller surfaces, and took care of some technical stuff for downscaling.

With that, mesh/texture is wrapped up. Will finish up hardpoints, animations, etc and submit the model by the end of the week. Model submitted.
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Offline aerelm
11-28-2018, 12:34 PM, (This post was last modified: 11-28-2018, 12:39 PM by aerelm.)
#67
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

Since a couple of people asked on discord, figured it wouldn't hurt to drop a post about it here:

The models needed a few minor last-minute tweaks, and seems some random smoothing issues managed to sneak their way in during the final re-export. This is already fixed and will be re-submitted for the next patch.
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Offline Swallow
12-08-2018, 05:01 PM,
#68
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

You tempt me to return.

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
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