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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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[Graphic intense] Just some renders of a new model

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[Graphic intense] Just some renders of a new model
Offline Anonymous User
04-04-2011, 03:53 PM,
#21
Member
Posts: 2,052
Threads: 132
Joined: Nov 2009

' Wrote:Pilot's head is sticking through the cockpit.

thats np boss

sekmeht bomber pilot feet stick outta cockpit as well and its in the mod:D

on topic:

too simple/boxy

]
  Reply  
Offline MauriceH
04-04-2011, 04:01 PM,
#22
Member
Posts: 79
Threads: 16
Joined: Dec 2009

@ doom

Well I certainly will not stop modeling, the thing I saw in this topic is that noone read the discription I gave, I even told them that it was only supposed to be submitted if they wanted to have it, but almost everyone thought it was a submission already.

@everyone who didn't read carefully
read the discription!

greets, MauriceH


When nothing goes right, go left!
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Offline MauriceH
04-04-2011, 04:03 PM,
#23
Member
Posts: 79
Threads: 16
Joined: Dec 2009

if you wanna see some more average modeling and my progress as a modeler I suggest you to read this topic: Possible kusari fighter?

When nothing goes right, go left!
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Offline Doom
04-04-2011, 04:29 PM, (This post was last modified: 04-04-2011, 04:30 PM by Doom.)
#24
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Posts: 1,694
Threads: 29
Joined: Apr 2006

as you may have seen my post is reply on Cannon's question....only part under EDIT is said to you....

As for kusari ship, improvement is visible....
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Offline Sabas
04-04-2011, 08:27 PM,
#25
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Posts: 186
Threads: 7
Joined: Dec 2006

' Wrote:I like it. Can somebody tell me if this is a good or bad model from a quality perspective? How do you tell the difference, i.e. what makes a good model?

From a concept stand point it is interesting, from a art stand point it is fairly dull as it looks like a flat box with engines on the side and a small fin on top.

To actually make it interesting, I would recommend either adding bulk or giving it a more advanced shape then a few angles here and there. It has promise but so far its not very imaginative I'm afraid.

[Image: fzsig1.png]
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Offline Swallow
04-04-2011, 08:49 PM,
#26
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

' Wrote:without its own MAT file

+\-500kb?

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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Offline Doom
04-04-2011, 10:03 PM,
#27
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Posts: 1,694
Threads: 29
Joined: Apr 2006

' Wrote:+\-500kb?
yes....you assume your ship is only one....:huh:
also there is matter of game performance...why load many MAT files when one will do....basically, when you use liberty dds textures on your ship and put them in your mat file then you do nothing but duplicate same textures...
where is logic behind that?

we do keep an eye on redundant files and try to remove as many as possible...this mod is much more then bunch of files thrown together....optimization and performance are a big deal
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Offline Swallow
04-04-2011, 10:38 PM,
#28
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

then I need learn how to with using existing libs.
but what about texture flipping?

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
Reply  
Offline Doom
04-05-2011, 03:18 PM,
#29
Member
Posts: 1,694
Threads: 29
Joined: Apr 2006

DDS files (used in MAT files) look the same in game as in for example milkshape

also, using UTF editor you can open existing MAT files, and export textures in DDS format to be used while texturing (or you can use already exported ones - download link is somewhere in this part of forums). But when you export the model material names must be named exactly the same as their counter part inside the vanilla MAT. So using UTF you can check the names, later you simply point the game in shiparch what mat to load with your model. And you can use multiple mat files and only some textures from within.....
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Offline Varyag
04-08-2011, 07:39 AM,
#30
Member
Posts: 1,336
Threads: 23
Joined: Dec 2007

Kind of looks like the Waran's mustache laden older sister. I like it.

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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