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  • "Lordadmiral Drake" started this thread
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1

Saturday, July 11th 2009, 6:35am

Model Showcase

I thought this board was missing a showcase thread for showing your creations. So here it is. An I´ll make the start right away:

The Miata:

Nym

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Wednesday, January 27th 2010, 10:05am

Re: Model Showcase

<!-- m --><a class="postlink" href="http://fc00.deviantart.net/fs71/f/2010/026/c/2/Project_Phoenix_Wallpaper_by_Nym182.jpg">http://fc00.deviantart.net/fs71/f/2010/ ... Nym182.jpg</a><!-- m -->

The Ebon Hawk reborn - Project Phoenix - real chrome render
Model is 47k triangles// will be split in 2 and ported to FL in the near future :D
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3

Saturday, October 23rd 2010, 3:07pm

My newest project, the GHAN class Transport:




Texturing isn't final. But I'm just bad at texturing. Model uses only vanilla FL textures ATM
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4

Saturday, October 23rd 2010, 3:14pm

You could also try to use some textures like this: Texture Filters - Techno

you've got quite an interesting design
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5

Saturday, October 23rd 2010, 4:16pm

nice ship
have you tried using a more bright texture? I think it might fit even better
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6

Saturday, October 23rd 2010, 4:25pm

The dark colour is intended. It's just the bw_panel128.tga with colour overlay. Still need UV mapping + a fitting texture for the cargo pods.

I'll take a look at that link

EDIT: The model is inspired by the Kowloon and Athabasca class freighters from Mass Effect

@SWAT: I don't know why but Opera allways crashes when I want to edit or preview a post here on TLR
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This post has been edited 1 times, last edit by "Lordadmiral Drake" (Oct 23rd 2010, 4:25pm)


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7

Saturday, October 23rd 2010, 4:45pm

i noticed and already contacted the support
opera has a very weird behaviour towards some java scripts
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8

Monday, October 25th 2010, 5:37am

I've rebuilt these ships to have a more 3d feel

Anubis-Class Battlestar (Cruiser)



Nightstalker-Class Battlestar (Battleship)

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Monday, October 25th 2010, 12:13pm

Wow, skillz man :)

Great work. I wish I could texture at least nearly as good as you do
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10

Monday, December 13th 2010, 6:04am



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11

Monday, December 13th 2010, 3:05pm

wow, skills man. That looks real good.

I always envy the ship models of the big mods, cause I'm not a good modeller and even less a texturer myself, so none of the ships I designed for my own mod ever got actually realized as textured 3D model

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Monday, December 13th 2010, 6:38pm

nice
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Monday, December 13th 2010, 7:08pm

Models of course nice, but they don't look liberty.

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14

Monday, December 13th 2010, 10:40pm

Thanks guys!

@Drake, you're more than welcome to join us if you are willing to work in a team environment and learn.

@Iron118, yeah that was our intention. We're breaking away from the entire vanilla precedent - which means no more Bretonian fish like ship, Liberty eagle like ships, and whatever the hell Kusari/Rheinland are. Our ultimate goal is to make all of the ships ingame actually look like high tech spaceships. It's a long damn road... :(
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Tuesday, December 14th 2010, 3:50pm

Thanx for the invite Forsaken but then my own mod (which has grown to quite a size already) will get no attention at all anymore.

Also, what I always wonder about you big modding teams is how you manage coordination of work and merging everyone's single work into the mod in development. That's also the reason I don't have a team myself.

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Tuesday, December 14th 2010, 4:49pm

Oh ok. I figured I'd ask.

TBH, we're not as huge as people might think - Now FW:TOW is a huge team!

It's sad to say but it seems that the same few guys end up doing the lion's share of the work. Afterall, too many people with their hands in the pie at once can make a mess! Having said that, with numbers does come an advantage... specialists who are expert at one solo thing. Enigma for example is the most awesome pixel pimp (photoshop guy) and Eloco and Doc are modeling experts. I'm not super at any one skill but I can do almost all modding with the exception of C++ coding. But if there is something that is kicking my ass, somebody else on the team will help.

Coordination of work used to be a HUGE problem. I used to be the gatekeeper/compiler. Everyone would send me their work and I'd compile it into the master mod - It was insane, considering we pretty much rewrote half of the inis. When we merged with the War-Torn team a few years ago, we had a brain storm session on how to improve our work flow and efficiency and eventually ended up using an SVN based system. This system stores all of the mod files on the server, which is the master copy. Everyone with access to the SVN has a copy of the mod files on their pc. Lets say, 2 guys on the team are modifying the loadouts.ini at the same time. Once they submit thier changes, the SVN will notify them of the changes made by the other guy and will merge their work (the person submitting the work can view the differences to ensure there is no conflict). The SVN also has a version history so we can revert to an older file at any point in the mod history. Also, everyone else can update their copies of the mod in 2 clicks and we all can jump back on the devserver within minutes of a major change being submitted.
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Tuesday, December 14th 2010, 5:50pm

You have accomplished a lot. I like your mod, your mining system, your starspheres and effects :) Not to mention that War Torn was a cool project too before you guys merged.

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Tuesday, December 14th 2010, 6:34pm

modding with a big team can become a real mess Personally I dont like to tell somebody what he/she has to do... on the other side I can do not everything alone anymore eventhough i still do the major part. Ive decided for myself that it is best to simply make a list of jobs and everyone can pick from that list what appears to be manageable to the team members. If something good comes out... fine... if not then someone else can have another try. But I believe we went off topic...
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19

Tuesday, December 14th 2010, 8:00pm

Oh, I agree. That's why having meetings to properly define goals and mod direction are important. From there, the team member pick the tasks which are most suitable to their skill set and available time. After all, modding is a hobby not a job. Operating a server on the other hand is a job. :(

Anyways, back on topic - I just finished up another ship in this line...


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Wednesday, December 15th 2010, 1:12pm

Nice work again Forsaken. Is this like Light Fighter - Heavy Fighter?

@SWAT: Yeap, that discussion should better be continued elsewhere.

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