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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Homeworld Ships

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Homeworld Ships
Offline Fellow Hoodlum
03-10-2007, 03:44 PM,
#31
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

StormHawke, just echoing everyone elses 'Bravo' here. You seemed to have joined our growing list of good
shipwrights on the forums.
Hope to see one or two of these models gaining a deserved home.

Hoodlum

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline Qunitinius~Verginix
03-11-2007, 08:09 AM,
#32
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Wow, I just saw the screenies of the Finished model and it looks so amasing. That thing could really even be split off of the Homeworld ship line and be called 'Bored Worlds Bomber' cause you did it so well.

Such an amasing job mate. I REALLY hope it gets put into the mod.

Verginix Out

[Image: qvsigaz9.gif]
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Offline Igiss
03-11-2007, 05:25 PM,
#33
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

However good the models might look, the final stage - importing them into the game - appears to be the most complicated. Actually, I haven't received a single model from any of our community members. And I cannot help them to complete those models, cause I have no experience in modelling myself.
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Offline AlexPaladinStorm
03-11-2007, 06:09 PM,
#34
Member
Posts: 96
Threads: 3
Joined: Feb 2007

Aye. The Sur(face) file still isn't finished, and I don't know how to get it to work perfectly around the model - We'd need somebody who actually knows something, like whoever did, indeed, import the Homeworld models- because the surface model for them worked perfectly to represent impacts on the model. If I could get that to work, as well as the other parts, I'd be submitting the 3 or 4 or so files that make up a single FreeLancer model.

For the other Homeworld ships, that won't be as much of a problem- I'll be able to use the .sur file that came with the original import job with little or no problem. It's just this one model needed so much extra work, it's now larger than the original model, and the arm-wings don't get counted in for collisions.

I'll also need to make a new 3db file. This shouldn't be too hard- it's just an icon, right? Just skin a plane object with a stylized picture of the ship. It's just the matter of getting the stylized picture of the ship to look right is the problem.

3db, CMP, sur, mat (bw_ships.mat renamed), and a txt chunk that is the custom scripting to be added to the game's database. And likely a changed infocard and such. I don't know too much about the scripting end of this. But I do have a Ship Scripter utility that may help on that, I'd prefer to mostly just borrow from the current Acolyte's data and augment it where necessary. It's just I need to find everything on it.

Again, I'd like to have the .sur file finished. If you can handle the scripting end of things, then I can let you take it from there.

But I need to know how the .sur file, and the exporter for it, works. An importer would be nice, to see how the 'model' is rendered in the original files.

Currently: Remastering Kiith Somtaaw's Acolyte Fighter. These Homeworld ships need some Sirius work done on them. ^.-

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Offline Aemx
09-15-2007, 09:59 PM,
#35
Member
Posts: 42
Threads: 4
Joined: Sep 2007

Holy crap! I love the acolyte. You've done a real good job! XD
Can't wait to get my hands on it >_>


And, why not model the Sajuuk as some kind of a destroyer? and keep the forward cannon, muhahaha. that'd look awesome xD

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Offline Panzer
09-16-2007, 12:54 PM,
#36
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Graaave diggah

Well, if we're grave diggin' already... Those ships really could use a facelift...

[Image: Vxqj04i.gif]
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