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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Develop the Vulture for credits.

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Develop the Vulture for credits.
Offline Sarawr!?
08-09-2009, 07:43 PM,
#11
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Looks pretty cool to me, probably try to clean it up a little as the texture is a bit blurry, but otherwise it's pretty cool looking, In my opinion.:)

'Course that's just my opinion, which isn't really relevant here. XD

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Offline Seth Karlo
08-09-2009, 07:47 PM,
#12
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*Sighs* Stupid forums.

Remember that you can use multiple MAT files for the same model. So you can use textures from the Civilian ship MAT and the Slave Liner MAT.

You can assign multiple MATs to one model.

-Seth

[Image: SethSig.png]
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Offline Boss
08-09-2009, 07:50 PM,
#13
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Looks like you've got a very small polycount there on the wings. Might bump those up a bit so you can get a less stretched texture. It looks good.

What are you using to model it?

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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Offline elgeeko
08-09-2009, 07:51 PM,
#14
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Yeah, my main problem spots are the leading edge of the wings outboard of the ram-scoops, and the sides of the engine housing. Ill likely also do some touch-up in other areas just because I am OCD about textures.

I was (still am) a re-texturer years before I decided to learn modeling, so I have a special appreciation for how the 'skin' of a model affects the outcome. :)

Multiple MATs you say? good, I was worrying how I would texture the weapons mounts appropriately with the generally accepted mount texture.

What I'm using? Milkshape 3D. Its not half-bad....

[Image: sig.png]
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Offline Gamazson
08-09-2009, 08:33 PM,
#15
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I just noticed this, and first thanks for taking this on. The model is pretty much exactly what I am looking for, however the current texture does indeed look garish, but I understand that it is a work in progress.

Perhaps go with Seth's suggestion of using both the civy and slave liner textures. That should allow you to keep the falcon feel and add the flavor of slave liner too it.

Don't worry about hard points or code, I just need a CMP and I can take care of the rest.

AKA Nexus
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Offline elgeeko
08-09-2009, 08:59 PM,
#16
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OK, Ive been doing some work just now, my conclusion is that its going to be very hard to mix the civilian and slave liner MATs because of the hues.

The Civ MATs have almost a greenish shift to their grey whereas the Liner MATs have a distinctive red-shift.
This does not mix well in the slightest.

So I have two/three-ish options and its your choice;

1; cut out the grappling rigs and attachment feet and docking port from the current prototype, scrap it, start from scratch with a fresh Falcon and get the same basic shape but with purely Civilian textures then re-attach the grappler rigs and equipment.

This would keep the nice clean-cut Civilian textures, but in my opinion detract from the overall atmosphere and make it harder to see the slaver connection.

2; Do some cleanup work on the mapping of the current textures, switch out the weapon-plate textures for the standard, and in general work on fine tuning whats already there.

To be honest I am more a fan of this option because if you don't like the results then we can try;

option 3; Import the .mats used by the Liberty Rouge fighters since they are a similar look to the Pilgrim, and see if I can use some of those textures to 'clean-up' the look.

And if 2 &/or 3 fail we can always go back to 1.

Your call. :)

Quick Edit, I dinkered some improvements into it as per option 2 (Special thanks to Boss for being my sounding board);

[Image: improved1.png]

[Image: improved2.png]

Oh, and I added a hinge at the second joint on the main claws.

[Image: sig.png]
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Offline CinderBlackWolf
08-11-2009, 10:36 AM, (This post was last modified: 08-11-2009, 10:37 AM by CinderBlackWolf.)
#17
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' Wrote:As i've somewhat said in other threads, there should be more ships made towards factions that don't have their own. Xenos, Slavers, AI's (non-harvesters), mercenaries, etc


Outlaw Star huh? I am surprised no one has jumped on that and said "No way, not another Import" routine.

And just what is it you people have against the Harvesters anyway? Can NOT be the ships since the AI's have ONLY two ships, the drone and the cruiser. It would be nice to see a full Line for the AI Players, NOT just teh Harvesters.
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Offline jammi
08-11-2009, 06:09 PM,
#18
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Awesome design - shame I never spotted this thread before. I had an idea for a slaver bomber, which I'll post below. The idea was it'd be a CSV-ish shape with a large bay door on the front of the ship that would clamp on to a ship's hull and bore through, allowing for boarding on liners, and such. I'd imagine it'd have an old and beaten-up looking texture.

This isn't what NEXUS is looking for though, so just ignore this, but I was just wondering what people thought of it. I tried to model it and failed miserably.

Drawing:
[Image: Slaverfighter-1.jpg]

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
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Offline elgeeko
08-11-2009, 07:05 PM,
#19
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Its actually a great concept, though in modeling it one might of-course conceivably add detailing and such...

Its too bad the Vulture has to be Falcon based, your concept shape fits better with the Pilgrim's overall shape.
But I understand the reasoning tho...

Anyways Im hard at work on an alternate Vulture made with the Civ and Pirate textures...

After I get that up and a cleaned up version of prototype-1, NEXUS can pick which path he wants me to finish up. :)

[Image: sig.png]
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Offline elgeeko
08-11-2009, 08:05 PM,
#20
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Aaaalllright then, this is concept number 2.

Personally I think I learned enough from concept one that it turned out much much better this go round, but see for yourself;

(still uses exclusively .mats already contained in the mod)

[Image: v4.png]

[Image: v2.png]

http://i585.photobucket.com/albums/ss293/f...re/Type2/v1.png
http://i585.photobucket.com/albums/ss293/f...re/Type2/v3.png

What happens next is up to you Nexus :)

[Image: sig.png]
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