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Junker hauler

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Junker hauler
Offline Darthducker
04-13-2011, 10:14 AM,
#21
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Posts: 1
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Joined: Mar 2011

Junker train/heavy transport. like it. want it. NOW!:)

transport class, 4300 cargo space, class7 shields and guns - no gunboat, that's the Salvager...

this could be the companion of a Salvager, to bring away the junk the Salvager loots... would fit for me...
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Offline Jaika
04-13-2011, 08:30 PM,
#22
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Posts: 478
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Joined: Jan 2010

polys or entitties or i dunno what reduced to around 17K and i still working on it i think what Boss said replacing my cargopods whit hardpoint and ingame pods gonna help a lot...maybe o.O

There is no such thing as too much firepower.
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Offline Durandal
04-14-2011, 01:10 AM,
#23
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Posts: 5,106
Threads: 264
Joined: Apr 2009

Can you send me the model as a .skp? No way is that thing 20k tris, or even 17k. Not with that level of detail, unless something really really weird is eating them up.
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Offline Jaika
04-14-2011, 11:52 AM, (This post was last modified: 04-14-2011, 11:54 AM by Jaika.)
#24
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Posts: 478
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Polys now around 8K, removing the cargopods helped a lot, now just a few things remained and then i can texturing it, oh btw...from where can i get the salvager textures?

There is no such thing as too much firepower.
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Offline xxrockstar992xx
04-14-2011, 03:09 PM,
#25
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Posts: 655
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Joined: Jan 2008

New Pirate train?


[12:51:19 PM] Sean: Actually, Alex is cool, I forgot 8-)
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Offline Boss
04-14-2011, 04:40 PM,
#26
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Posts: 5,125
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' Wrote:Can you send me the model as a .skp? No way is that thing 20k tris, or even 17k. Not with that level of detail, unless something really really weird is eating them up.

It really was 20k. Sketchup made each flat surface about 20 tris, and all of the round bits are overly round.

Those boxes on it ate up a lot as well. (Each bar looked to be about 30-50 tris alone)

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 Jaika
04-14-2011, 05:43 PM,
#27
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Posts: 478
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now it seems okay to me here is a picture from it whit a salvager, polys finally reduced to 8242..........any more ideas before i start texturing it?

There is no such thing as too much firepower.
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Offline Price_
04-14-2011, 05:51 PM,
#28
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Posts: 415
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Joined: Mar 2011

' Wrote:now it seems okay to me here is a picture from it whit a salvager, polys finally reduced to 8242..........any more ideas before i start texturing it?



Looks awesome to me man! are you going for the scraped together look of the salvager, with a bunch of different rusted panels or something clean and fresh built?

Discordianism: the Schroedinger's Cat of religions.
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Offline Jaika
04-14-2011, 06:08 PM,
#29
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Posts: 478
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Joined: Jan 2010

' Wrote:Looks awesome to me man! are you going for the scraped together look of the salvager, with a bunch of different rusted panels or something clean and fresh built?

The scrapped built from junk look maybe fits more to it i think, so it's going to get that if i can find the salvagers textures.

There is no such thing as too much firepower.
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Offline Jaika
04-15-2011, 06:06 PM,
#30
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Posts: 478
Threads: 91
Joined: Jan 2010

allright....i'm stuck, i asked some help from Jinx and i got, but i still can't get the Salvagers textures.......please, anyone has them?

There is no such thing as too much firepower.
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