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181

Monday, August 29th 2005, 9:42am

actually those are the high pollie versions for rendering and X2(another game for modding). The lower ones are undersconstruction. but niether is more than 30,000, and with really good opt it will fall into the range of usuable. Sadly the carrier image here is already out dated as i have continued to build it more.
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arton alpha

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182

Monday, September 5th 2005, 7:29pm

this is my current attempt and a fair one imo <A href=´http://artonalpha.multiply.com/photos/hi-res/3/1.PNG?xurl=%2Fphotos%2Fphoto%2F3%2F1.PNG´ Target=_Blank>link</a>
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Argh

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183

Tuesday, September 6th 2005, 12:41am

@Imperatodd: I´ll hold off comments until we can see the low-poly, optimized versions. 30K isn´t even in the ballpark for any game engine- if anything, FL is better than most, because you´re not worrying about shaders, normal maps or other things that
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M-A-C-E_166

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184

Tuesday, September 6th 2005, 4:31am

Couple of basic ships added. They might look textured wrong a bit, but thats just cos they are fom Hardcmp. Couldn´t really see the point in being too fussy. I seem to remember that Argh did a similar thing a while back. The idea is to create several different types of lifter classed ships and have them overlapping themselves within the games difficulty levels so that any one of the 6 (including the original) could be spawned from one encounter. Lifter variations <A href=´http://i11.photobucket.com/albums/a187/Mace_166/LIFTER_TOXIC.jpg´ Target=_Blank>Lifter with 2 toxic cargo pods</a> <A href=´http://i11.photobucket.com/albums/a187/Mace_166/LIFTER_RED_POD.jpg´ Target=_Blank>Lifter with one large red cargo pod</a> <A href=´http://i11.photobucket.com/albums/a187/Mace_166/LIFTER_DRAB_POD.jpg´ Target=_Blank>Lifter with a large drab cargo pod</a> <A href=´http://i11.photobucket.com/albums/a187/Mace_166/LIFTER_4TANKS.jpg´ Target=_Blank>Lifter with a 4 tank array</a> <A href=´http://i11.photobucket.com/albums/a187/Mace_166/LIFTER_2L_TANKS.jpg´ Target=_Blank>Lifter with 2 large tanks</a> Hardly a big post, i was just playing around for an hour. The ideal was of doing this would be to add a hpCargo01 hardpoint to the front grappling arms of the lifter. I´ll have a little play with that too and see if I can get it working ok. If possible you could easily create 10 or so loadouts with different cargopods linked to the front. The one above is a smaller version too at the moment which was intentional as i was considering using then as a different class of Lifter which makes sense. Edited by - M-A-C-E_166 on 9/6/2005 3:38:21 AM
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Argh

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185

Tuesday, September 6th 2005, 4:38am

@MACE: Don´t take this the wrong way, but if you wait until XML Toolkit Mod 1.3 is out, I have a much cleaner implementation of ships with add-on cargopods done. If you´re just enabling different Lifters that are NPC-only, I guess that just throwing t
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arton alpha

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186

Tuesday, September 6th 2005, 9:55am

i´d love to fly it if fl would work <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> i´m going to see if i can find a skinning toutorial and start work on one to fit this thing once that´s done i´ll submit it for download. while i´m at it here´s the <A href=´http://artonalpha.multiply.com/photos/hi-res/3/3.PNG?xurl=%2Fphotos%2Fphoto%2F3%2F3.PNG´ Target=_Blank>welded version</a>
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187

Tuesday, September 6th 2005, 11:18am

@Argh actually Fl is a little outdated. X2, and i have seen this as have many others, can run up 300,000. Crazy but Klingon academy can run up to 200,000. i found a model that high, that ran in the game on for downlaod. it actually did pretty well. I was
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harrier

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188

Tuesday, September 6th 2005, 10:29pm

Um.. Its not so much about polys as frame rate.. the higher the polycount the lower the ability of the graphics card to draw the models quickly.. one thing about X2.. sure it can run high poly models and some of them are beautiful - but the game comes with a warning about system requirements and that it may not run well (because of the hi-res graphics) on older machines..Freelancer can support higher poly models than it uses - SINGLY.. start cramming the screen with capships and hi poly models ..and the lag, .. even in SP, can get so bad on older machines that it will simply skip frames.. take that same environment onto a MP server with half a dozen players on it and hello...crash city..Not all of us run updated Cray´s, with super video cards and lots of ram .. those that are still using older machines have problems.. so many things eat into the total - bases, planets, debris, minefields, asteroid fields, weapons effects and explosions etc.. all taking resources, then we ask it to do more - we intro capships or hi-polymodels Keep the poyls down and you can have more ships/planets/bases on screen at once without problems.. simple mathematics.. Harrier
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Argh

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189

Wednesday, September 7th 2005, 12:30am

Yeah... it´s like the polycount for models for Total Annihilation, another game I´ve done a lot of modding for. People always tried to keep polycounts in the low hundreds, even though the TA engine can support up to about 5000 polygons without crashing. The reason is... if you have 20 tanks with 5000 polygons on-screen at once... that´s 100K polygons being updated every tick, plus animation instructions, etc., etc., etc. Freelancer has exactly the same issues. Like Harrier is saying... it´s not that FL can´t support models with much higher polycounts. It can. In fact, I actually had a few areas in the current Beta of Warriors of the Sky where the total polycounts in the scenes topped 100K- complex cityscapes, with details such as trees and other things. I took a lot´ve steps to re-optimize those areas and get the polycounts much lower, because even on my rig, which is a middle-of-the-road gaming PC at this point (Geforce 6600GT, Athlon XP 2800, 1GB DDR400, SATA drives), it wasn´t running as smoothly as I´d like... I aim for flawless 60FPS on my rig, and usually achieve it. Sure, it´s great that you can put almost unlimited polycount into game engines nowadays. But my experience with X2 (which I have played, and didn´t care for) was that it was not really <i>that much prettier than FL </i> but performed much more poorly. I do think that its use of DOT3 bumpmaps would be a really welcome feature for FL´s engine, but it´s a pretty minor thing, honestly, except for those few times you´re close enough to another ship / object to actually make the details out. In short... just because you <i>can </i> raise polycount a lot... doesn´t mean you <i>should </i> <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> In the end... our job, as game artists, is to use both the model and the skin to convey complexity... without compromising on performance. If I built a model with 30K polygons... it´d have incredible, near-photoreal detail by the time you saw it skinned. It´s just a matter of getting the most out´ve the least possible. I´m not super-proud of the early work I did for WOS, where I made a number of 5000-poly aircraft that really don´t look any better than what I can do with 2000 at this point with better technique. A great deal of this is the skin... if you really want to improve your craft, I´d really strongly suggest concentrating on skinning, because it can make low-poly things look really good <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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190

Wednesday, September 7th 2005, 10:38am

Here is a model of the Venator-class Star Destroyer that I modelled, textured, hardpointed, and imported into the game. It is shown next to the Imperator-class Star Destroyer from the Tides of War mod for scale. I am hoping that this ship will be the basis for a Clone Wars era total conversion, but that is yet to be seen. <A href=´http://www.swrebellion.com/~venator/stardestroyers.jpg´ Target=_Blank>Star Destroyer Scale</a> <A href=´http://www.swrebellion.com/~venator/bretbattle.jpg´ Target=_Blank>Bretonian Battle</a> Edited by - parabolix on 9/21/2005 7:32:25 PM
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Evangel

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191

Wednesday, September 7th 2005, 10:23pm

Great job there. I´ve just taken an interest in modellling, and i´d like to show off my work ; (Click on the magical thumbnails to see the bigger images) Rendering in 3dsmax 7: <A href=´http://img371.imageshack.us/my.php?image=jinxrendering1lh.jpg´ Target=_Blank><img src=´http://img371.imageshack.us/img371/1443/jinxrendering1lh.th.jpg ´></a> Back: <A href=´http://img365.imageshack.us/my.php?image=jkback7gn.jpg´ Target=_Blank><img src=´http://img365.imageshack.us/img365/976/jkback7gn.th.jpg ´></a> Front: <A href=´http://img209.imageshack.us/my.php?image=jkfront2yd.jpg´ Target=_Blank><img src=´http://img209.imageshack.us/img209/8956/jkfront2yd.th.jpg ´></a> Left: <A href=´http://img209.imageshack.us/my.php?image=jkleft7xw.jpg´ Target=_Blank><img src=´http://img209.imageshack.us/img209/8108/jkleft7xw.th.jpg ´></a> Top: <A href=´http://img209.imageshack.us/my.php?image=jktop8wa.jpg´ Target=_Blank><img src=´http://img209.imageshack.us/img209/6376/jktop8wa.th.jpg ´></a> Textures not that hot, crudely made cockpit....... And I think the Ace Combat 3 insignia on the side that reads &quot;The Coalition&quot; doesnt match colors with the ship...... EDIT: Oh, and the lighting in the screen grabs isnt thst good Edited by - Evangel on 9/7/2005 9:26:44 PM
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arton alpha

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192

Saturday, September 17th 2005, 7:30pm

<A href=´http://artonalpha.multiply.com/photos/hi-res/3/5.PNG?xurl=%2Fphotos%2Fphoto%2F3%2F5.PNG´ Target=_Blank>something i threw together</a> btw is there any program besides photoshop for texturing? i´m still working on my last model but can´t move on yet edit almost forgot <A href=´http://artonalpha.multiply.com/photos/hi-res/3/7.PNG?xurl=%2Fphotos%2Fphoto%2F3%2F7.PNG´ Target=_Blank>this</a> it´s a pre-version to the one above Edited by - arton alpha on 9/17/2005 6:44:39 PM
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nighthawk

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193

Monday, September 19th 2005, 3:07am

@ arton, i know your still young to modelling but your models lack design, i feel you need to learn the art of modelling instead of the simply pulling vertex around, its one thing to take a poly shape and pull its corners around and come up with a chape t
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Argh

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194

Monday, September 19th 2005, 4:02am

@Arvis: Beautiful work there. The only thing that I would have to say in terms of critique is that it looks there are some smallish welding issues with a few of the bigger planes where they join at corners. I´d say that Slivik and Aldebaran (TIE Un
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arton alpha

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195

Monday, September 19th 2005, 4:23pm

that was just a stand-by model until i found a program that could texture and wouldn´t break my bank accounts besides i wasn´t even tring to make that a good model just killing time <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>, for now i´ll focus on my last model and maybe improve on it.
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nighthawk

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196

Tuesday, September 20th 2005, 3:44am

for my skinning i use Paint shop pro, i have been using it since release 6 or 7 its now on 9, its not as versatile as Photoshop but i find it easier to use, it retails for around 80 dollars in the states, i believe, and in england you can pick it up for under 20 quid if ya happy to use older versions, it certainly has done my models proud in the past <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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trem0r

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197

Tuesday, September 20th 2005, 10:30am

Help Please!! Hey, im new to the game and design....anyways, i downloaded 3ds max and am in the process of installing it. its asking me wat graphics driver setup to use: software, open gl or direct 3d and im not sure which to pick...any1 that is familiar with the program and could offer any help would be greatly appreciated..thx and happy gaming! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> We were liberated from the fold, that´s all, and the world looks the same. And history isn´t changed, we´re all just part of the game.
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Argh

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198

Tuesday, September 20th 2005, 6:38pm

Um, use whichever one works best on your rig. Direct3D is, I believe, the default with Max.
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trem0r

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199

Tuesday, September 20th 2005, 11:01pm

thx argh! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i chose openGL...i did a google search after i posted here and it said it was the best way to go if your card supports it...well i tried it and it worked *sigh of relief*...ty again as this is my first week in the world of freelancer. im actually still waiting for the game to come in the mail..lol. i did download the programs to start modelling and completed my first ship...after a week of reading how to do it hehe..im looking forward to showing it to you all as soon as i find out how to upload lol...anyway have fun! We were liberated from the fold, that´s all, and the world looks the same. And history isn´t changed, we´re all just part of the game.
Signature from »trem0r« We were liberated from the fold, that`s all, and the world looks the same. And history isn`t changed, we`re all just part of the game.

trem0r

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200

Tuesday, September 20th 2005, 11:08pm

i followed some1´s elses example photos above and tried thier site for my upload...lets give this a try...bare with me <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> im gonna call it the Vulture: <A href=´http://img399.imageshack.us/img399/6834/firstfighter64xz.jpg´ Target=_Blank>Vulture #1</a> <A href=´http://img399.imageshack.us/img399/9971/firstfighter76er.jpg´ Target=_Blank>Vulture #2</a> <A href=´http://img368.imageshack.us/img368/826/firstfighter57wo.jpg´ Target=_Blank>Vulture #3</a> well thats it folks!! my first comtribution and hopefully not my last...let me know what you think of her <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> We were liberated from the fold, that´s all, and the world looks the same. And history isn´t changed, we´re all just part of the game. Edited by - parabolix on 9/21/2005 7:33:49 PM
Signature from »trem0r« We were liberated from the fold, that`s all, and the world looks the same. And history isn`t changed, we`re all just part of the game.

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