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Remade Rheinland Cruiser

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Remade Rheinland Cruiser
Offline Hades
03-14-2011, 09:46 PM, (This post was last modified: 03-14-2011, 09:54 PM by Hades.)
#1
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Last night, when messing around with the Hessian BS, I noticed that, well, the old vanilla models are rather outdated, so I figured 'why not remake some of the models', so I started with the Rheinland Cruiser.

http://i293.photobucket.com/albums/mm56/HL.../rmcruiser1.png
http://i293.photobucket.com/albums/mm56/HL.../rmcruiser2.png

After I had completed the mesh, I came to realize how shoddily optimized and constructed the vanilla models actually are, as the vanilla RM cruiser mesh had 5000 triangles and my new model only has around 400 more, and has many more details. Not only this, but texture usage seemed to be a bit on the obscene side. Also, my mesh has 4 separate parts, the vanilla model has over 50.

So basically, I wanted to know what you guys think of the remade RM cruiser and the concept of doing something similar for the rest of the vanilla models (basically a model upgrade project of sorts), as well if Discovery devs would want to implement them (I wouldn't want to do something for Disco that doesn't get in, afterall).

EDIT: Also, I was wondering about the feasibility of a uvmap for ships (one texture, has the benefit of looking better and allowing better performance)
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Offline Durandal
03-14-2011, 09:50 PM,
#2
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Like I said on skype, it looks real shiny like and all, but I can't see anything like this ever happening to be completely honest, with the way disco's dev team works (If it's "not necessary" then don't do it).
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Offline FGDireito
03-14-2011, 09:52 PM,
#3
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i actually like it a lot, it is a good idea... but i am not from the dev team so...:mellow:

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Offline Jinx
03-14-2011, 09:55 PM,
#4
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can you point out the detail improvements?

if possible - also use a non-shader render device. ... freelancer does not have an engine that displays dynamic lights and shiney edges - so its best to use either only a flat render or one with a global bloom to emulate the enbseries.

before anything can be considered - especially with vanilla ships...

... the proposal MUST be skinned - and better be skinned better and more detailed than the vanilla ships.

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Offline Durandal
03-14-2011, 10:04 PM,
#5
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' Wrote:can you point out the detail improvements?

Jinx, that thing has details popping out left and right model wise compared to the regular RMC. I mean I suppose some renders with the both of them might not be bad but.. really? I'm not trying to flame or anything, but there's only so much a guy can take without facedesking.
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Offline Valinor
03-14-2011, 10:05 PM,
#6
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I like it. *a lot*

Can we have it? Pretty please? *blinks eyes*

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Offline Korny
03-14-2011, 10:06 PM,
#7
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Current one is fine, really.

[Image: 60d.gif]
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Offline Hades
03-14-2011, 10:07 PM,
#8
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' Wrote:can you point out the detail improvements?

if possible - also use a non-shader render device. ... freelancer does not have an engine that displays dynamic lights and shiney edges - so its best to use either only a flat render or one with a global bloom to emulate the enbseries.

before anything can be considered - especially with vanilla ships...

... the proposal MUST be skinned - and better be skinned better and more detailed than the vanilla ships.
http://i293.photobucket.com/albums/mm56/HL...ng?t=1300136740
And of course it will be skinned, tile mapping? Piece of cake. I do, however want to ask how feasible doing a uvmap (single texture) would be in FreeLancer, as uvmaps look better than tiling and has less of a performance impact.
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Offline Captain
03-14-2011, 10:07 PM,
#9
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a comparison textured would be handy for comparing,

[Image: R8pppB2.png]
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Offline Curios
03-14-2011, 10:11 PM,
#10
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But your model don't fall apart like Vanilla models. I'm sure.

So don't touch vanilla stuff. They will always remain a better quality just because you have no tools DA haz.

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