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Junker hauler

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Junker hauler
Primitive
04-11-2011, 10:11 PM,
#11
Unregistered
 

More like salvagers brother.

4.5 cargo, transport turrets, gb shield (maybe?) but give some love to junkers.
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Offline Febreze
04-11-2011, 10:32 PM,
#12
Member
Posts: 320
Threads: 43
Joined: Aug 2010

Looks good, I'd buy one, not too sure about the boxes on the deck though, I mean, it's space ya know? No gravity. Still, as I say, i'd buyone, providing it has a nice texture.

[Image: UniversalSignature.png]
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Offline Jaika
04-11-2011, 10:52 PM, (This post was last modified: 04-11-2011, 10:55 PM by Jaika.)
#13
Member
Posts: 478
Threads: 91
Joined: Jan 2010

' Wrote:made for bricklancer?

sorry for my pissy mood, but man, that is in no way worthy replacing the salvager we have.

no problem:Dand it's not made to replace the Salvager, i just made it for fun and tried to do something that looks a bit junkerish


oh and here's what i got after exporting it in to a 3Ds file:

SketchUp Entities processed:

Faces: 6227
Edges: 68
Cameras: 1
Materials: 3

3DS Entities exported:

Triangles: 21361
Edges: 68
Cameras: 1
Materials: 3

anyone understands this? xD:D

There is no such thing as too much firepower.
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Offline Prysin
04-11-2011, 11:50 PM,
#14
Apex Predator
Posts: 3,101
Threads: 165
Joined: Jul 2009

yes, you have the polys of a GB/cruiser while being a small transport

[Image: v1zVWKX.png]
DHC Discord
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Offline Switchback
04-12-2011, 12:28 AM,
#15
Son of Malta
Posts: 1,623
Threads: 177
Joined: Mar 2010

Very nice model, but might be to detailed for Freelancers engine.


But im just a player, not a dev, So I dont know the games limits.



Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
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Offline jxie93
04-12-2011, 01:03 AM,
#16
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

I rather like the boxy style, it goes well with out universe. Flesh it out with textures and show us how it looks.

[Image: jxie93.gif]
*Signature Walkthrough* | *deviantART Gallery* | *Graphics Repository*
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Offline Luis
04-12-2011, 01:06 AM,
#17
Member
Posts: 1,964
Threads: 178
Joined: Mar 2009

For a noob - very nice job.
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Offline Boss
04-13-2011, 01:48 AM,
#18
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

Finally got around to popping it open.

First thing I noticed was the sheer amount of blinding pink. (Metasequoia users know what I mean, but it's the color for wireframe lines and points)

That and the side pods have a matching set of inverse faces on the bottom.

The vast majority of the pink is on the custom boxes. I'd say scrap them and resize to fit the existing cargo pods in the mod and just add them in with hardpoints.

All of the round sections are likewise very...round. You can get away with 8-sided pipes, Freelancer makes it look passably round, though 12-20 would probably be fine still.

So, my impressions: Fix the inverted/missing faces, tidy up the round sections to reduce polycount by a massive amount, remove the cargo boxes and resize to fit existing cargopods (Which are what, 12 polys? Definitely less than 100) and look at reducing the number of polys on the sides of the pods with all the indentations. It's almost solid pink there.
http://i284.photobucket.com/albums/ll35/Ji...ey/salvager.png

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
04-13-2011, 05:21 AM,
#19
Member
Posts: 478
Threads: 91
Joined: Jan 2010

' Wrote:Finally got around to popping it open.

First thing I noticed was the sheer amount of blinding pink. (Metasequoia users know what I mean, but it's the color for wireframe lines and points)

That and the side pods have a matching set of inverse faces on the bottom.

The vast majority of the pink is on the custom boxes. I'd say scrap them and resize to fit the existing cargo pods in the mod and just add them in with hardpoints.

All of the round sections are likewise very...round. You can get away with 8-sided pipes, Freelancer makes it look passably round, though 12-20 would probably be fine still.

So, my impressions: Fix the inverted/missing faces, tidy up the round sections to reduce polycount by a massive amount, remove the cargo boxes and resize to fit existing cargopods (Which are what, 12 polys? Definitely less than 100) and look at reducing the number of polys on the sides of the pods with all the indentations. It's almost solid pink there.
http://i284.photobucket.com/albums/ll35/Ji...ey/salvager.png

thanks for the help, i gonna try to do my best:Dbut it's time for me to go school

btw, whitch program do you use Boss to check these things out?

There is no such thing as too much firepower.
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Offline Boss
04-13-2011, 05:49 AM,
#20
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

I use Metasequoia when I can find time to model. I need to install 3dsMAX >.<

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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