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Argh

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21

Thursday, March 31st 2005, 11:28am

Well... here´s my two cents, for what it´s worth. If they´re aliens, or, uh, alien-modified people... then they should still be using some sort´ve symbology, methinks. While I can imagine races that use non-visual symbols, or symbols that aren´t percievable by human eyes (say, aliens that see only in the ultraviolet wavelengths, like honey bees), I would expect most aliens to still have symbolic references on their technological constructs, especially in a game, where... to be perfectly frank... our objective as artists is to communicate the sense of <i>alienness </i> to players, without ending up with an inchoherent mess- make things <i>too weird </i> and what you end up with is just ugly... not intriguing. But we should still try to keep the ships looking geometrically coherent, and symbols should be used in a logical fashion. For example... using the extreme-contrast blue-white textures on all outer surfaces, while using something more muted, detailed and clashing... say, like a faint gray-orange... would definately communicate to a viewer that the ships weren´t built by a &quot;normal&quot; human culture... would provide visual cues that were consistant throughout the faction´s art assets... and wouldn´t be so visually disruptive. It´d also look ugly- but ugly is in the eye of the beholder, and if these genetically-modified people have inherited their values about visual representation from a race with very different perceptions, then you might want to think about what those perceptions are like a little more. For example, you´re talking about some &quot;octopoids&quot; being these people´s... benefactors. Well, I don´t know anything about your backstory, but let´s make some quick assumptions: 1. The octopoids are semi-aquatic. 2. Their visual organs see the same wavelengths humans do (this is a little unrealistic, but it keeps things simple). Most aquatic and semi-aquatic animals here on Earth use a lot´ve senses that we´re not used to relying on, and which would be difficult to apply to spacecraft, such as mechanical pressure (a lot´ve fish sense their world through their skins) and smell (smell works underwater, just ask the sharks). Such senses don´t work in outer space, so a race that didn´t have any visual senses at all would probably have ships that were all the same color- the color of whatever ablative coating the ships used. But let´s assume that these octopoids are visually-oriented, like people are. Most fish aren´t, and Earth´s octopuses aren´t well-known for their visual skills, although near-relatives like squid have pretty good eyesight. At any rate... much like here on Earth, I would suspect that such a race would end up with color choices that reflected their environment, or sharply-contrasted with it. So, for example, a race like that would probably like the neon colors favored here on Earth for lifejackets and skiing gear (the colors were originally used to make it easier to spot skiiers, and became fashionable later). Or they would favor ocean-themed colors- blues and greens- because they were &quot;comfortable&quot; colors... much as human beings in most cultures tend to favor houses that blend in with the land, instead of standing out. Humans tend towards the colors that we do because of culture, true- and cultures, as they change, sometimes make really ridiculous color schemes fashionable at various points- look at furniture from the 1970´s. So none of these assumptions must be true- maybe these alien-modified people are just going through a phase <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Still though... as an artist who works with lots of color and contrast (Warriors of the Sky looks like a bag of Skittles) ... I think there is a middle ground between &quot;clash&quot; and &quot;good&quot; here.
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22

Friday, April 1st 2005, 3:30pm

Cephalopods are actually known for both their intelligence and visual acuity, in fact most knowledge have about the eye and repairing it has been derived from dissection and experimentation of the eyes of both squid and octopi. But the Tihuuxan are not aquatic, in fact your assumption about evolutionary morphology are incorrect, records indicate in history many organisms have arisen with many limbs in assortments that do not exist today. But to the point The Teotihuuxican (Tihuuxan) The Tihuuxan are an ancient and powerful race that are extremely protective, ambitious and curious about all that is around them including other races. The Tihuuxan are an oddity of biology the males have four arms and four legs standing at about 9 feet tall, while the females have two legs four arms and stand at 8 feet tall.Originally evolving from a social octi-pedal land omnivore the Tihuuxan resemble nothing found on earth. The reality is that Tarnsevah, the Tihuuxan home world, is a high gravity world where thick bones and strength is an evolutionary requirement. Phenotypically speaking the Tihuuxan are gray with modest plates of bone on their forearms running parallel to their internal arm bones, linking only at the elbow, with the males having a large crescent shaped bone plate on the top of the cranium. The smaller females also share the arm bone plates, but lack the cranial plate, instead have long feather-like hair structures that grow up to 5 feet in length. Though stylistically it is often kept short. The Tihuuxan have four eyes that are mounted in a forward facing manor, allowing for binocular vision. Though having four eyes the Tihuuxan have divided them into two groups, the visual spectrum sight base and the infrared sight base. This adaptation has allowed the Tihuuxan to both dwell in densely forested areas where little visual radiation seeps in and in more barren grasslands. The Tihuuxan developed quickly in terms of technology and in terms of culture and social behaviors. The Ancient Tihuuxan were space explorers that wished to see the wonders that the universe held and were willing to meet other peoples and were also willing to learn and even reevaluate their own ideas when confronted with strong evidence to the contrary. The enlighten and curious Tihuuxan advanced from primitive space travel, like that found on earth in the 21 century to the use of slipstream in about 1000 years to the advent of the tesseract 2000 years later. The great enlightenment of the Tihuuxan ended with the war against the Dahm Van Cuush. The Cuush wished to enslave less advanced peoples and made war against the Tihuuxan to gain all of their territory, which was littered with young civilizations. The Tihuuxan were guarding these younger races, so that they may flourish in their own ways. The War lasted many decades and when it ended the Cuush were extinct. This conflict showed to the Tihuuxan that the universe was filled with wolves that would gladly slaughter those less able and those less advanced. In that year IEC 198 the Conclave passed with overwhelming support the Walls of Paradise act that granted the High Guard and Systems Guard the power to conquer all territory and peoples for their own protection. Simply put the peaceful enlightened Tihuuxan became semi-evil conquerors to save the other worlds from the violence their world had suffered. That was 503,398 Tihuuxan years ago. (535,784 earth years) We evolved on earth to see things one way, but 500,000 years of independent evolution coupled with massive genetic modification for multiple environment may have unforeseen effects on esthetics. Though i thank you for your insight. Also i would like to see some of your work. Edited by - ImperaTodd on 4/1/2005 2:34:09 PM
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23

Monday, April 4th 2005, 9:35pm

Just for kicks...here´s one of my more recent models. Anyone recognize it? <A href=´http://www.ctfboc.com/3d/hangar0001.jpg´ Target=_Blank>Guess What?</a> Also...here´s an animation I was trying recently (note: it weighs in about 30mb and may potentially require the divx codec...I can´t remember what I encoded it in). <A href=´http://www.ctfboc.com/3d/compiliation.avi´ Target=_Blank>Simple animation</a> <A href=´http://download.wcnews.com/files/fans/majstriker_compiliation.avi´ Target=_Blank>mirror courtesy of www.wcnews.com...check them out!</a> <img src=´http://home.mchsi.com/~daniel.goodwin/majorsig.jpg ´> <b>Merc for hire...but only if you can afford it. </b> Edited by - Major Striker on 4/4/2005 8:36:48 PM
Signature from »Major Striker« [b]Merc for hire...but only if you can afford it.[/b]

Sinder

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24

Monday, April 4th 2005, 9:39pm

A Raptor? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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25

Tuesday, April 5th 2005, 7:50am

Give that man an eyebrow...heck give him two. HE´S 100% CORRECT! <img src=´http://home.mchsi.com/~daniel.goodwin/majorsig.jpg ´> <b>Merc for hire...but only if you can afford it. </b>
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harrier

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26

Wednesday, April 27th 2005, 11:43pm

Hi all, I have recently finished texturing the Kestrel, a light fast fighter destined to go to Gaians, Mollys, and Civilian factions in Epsilon mod. Intended as a ´development´ of the Hawk and that line of FL ships, the ship will have performance enhancements as an ´improved´ or new design would be expected to have. The ship is a simple design, basically extruded from a sphere and comes in at about 2500 polys. The challenge was in the texture and is probably my most ambitious job to date and involved taking digital photos of feathers I collected and then copying and editing the result to ´massage´ the shapes, then laying individual layers one over the other to get the result you see. The wing alone has well over 200 layers, which were overlaid on screen shots of the texture co-ordinator view and manipulated into position, I also used Lithium Unwrap for some sections and tile mapping for others.. Hope you like it... <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> View - 1 <A href=´http://members.optusnet.com.au/~audioele/mypic123.JPG´ Target=_Blank> Here </a> View - 2 <A href=´http://members.optusnet.com.au/~audioele/mypic124.JPG´ Target=_Blank> Here </a> View - 3 <A href=´http://members.optusnet.com.au/~audioele/mypic125.JPG´ Target=_Blank> Here </a> View - 4 <A href=´http://members.optusnet.com.au/~audioele/mypic126.JPG´ Target=_Blank> Here </a> Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic121.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
Signature from »harrier« Retreat[!][!] ---- I`m too badly messed up now[!][!]

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27

Friday, April 29th 2005, 3:23pm

I like it the texturing is rather nce i must say. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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Argh

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28

Friday, April 29th 2005, 3:49pm

Absolutely smashing texturing there- very nice stuff, making the simple look beautiful <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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29

Wednesday, May 4th 2005, 5:39pm

How do you think i should texture this model. I am having a bit of trouble as nothing seems right. Any ideas? THank you all in advance. <A href=´http://img121.echo.cx/my.php?image=fcxbe01edited9tu.jpg´ Target=_Blank>[IMGhttp://img121.echo.cx/img121/8949/fcxbe01edited9tu.th.jpg[/IMG</a> <A href=´http://img121.echo.cx/my.php?image=fcxbe03edited3os.jpg´ Target=_Blank>[IMGhttp://img121.echo.cx/img121/5815/fcxbe03edited3os.th.jpg[/IMG</a> <A href=´http://img121.echo.cx/my.php?image=fcxbe04edited4fw.jpg´ Target=_Blank>[IMGhttp://img121.echo.cx/img121/388/fcxbe04edited4fw.th.jpg[/IMG</a> <A href=´http://img121.echo.cx/my.php?image=fcxbe05edited8te.jpg´ Target=_Blank>[IMGhttp://img121.echo.cx/img121/9282/fcxbe05edited8te.th.jpg[/IMG</a>
Signature from »imperatodd« The time we have is short, most forget because it can seem like an eternity, but in truth we are just a blink to vast and mysterious universe

PantherX

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30

Wednesday, May 4th 2005, 7:38pm

I can see that you were most definitely inspired by Andromeda but very nicely done <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>. Is it fighter or capital sized?
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31

Wednesday, May 4th 2005, 7:41pm

Taking a stab at 3d modelling again after a decade hiatus - last time I did this sort of thing DOS edit and Pov-ray were the top dog tools... anywho, I´ve got the model imported and worked up into a mod... [imghttp://www.battletech.hopto.org/Freelancer_mods/razorII_thumb.jpg[/img full preview image: http://www.battletech.hopto.org/Freelancer_mods/razorII.jpg and worked up as a mod http://www.battletech.hopto.org/Freelancer_mods/RazorIIMod.zip.flmod I have some crazy idea´s for my next project, which is either going to be a Orc Brute Ram from Battlefleet Gothic, or the God Phoenix from Gatchaman... Both of which are likely going to have a ramming attack as their primary weapon. It´s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you´re just a little boy in a playsuit crying for mommy and daddy. It´d be funny if it weren´t so pathetic. Ah, what the hell, I´ll laugh anyways. BWAHAHAHAHAHA!!!!!
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

Argh

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32

Wednesday, May 4th 2005, 11:53pm

Well... if you´re willing to take some constructive critique, here would be my response to the ship. I´ve viewed the CMP and MAT, so I´m not just going off of my initial impressions, so please bear this in mind. The Good: 1. Beautiful, clean and accurate detail. Whoever did the textures really tried very hard to emulate fuselage panels, etc. of a real-world plane. 2. Fairly efficient modeling, although there are faces on the backsides of the &quot;rockets&quot; that will never be seen by anybody. The Not so Good: 1. A 5MB MAT is not efficient modeling practice. I know, I know, you´re back after a long time, but texture memory is still precious, and you need to be more efficient. How can you achieve this goal? By building a single uv-map for the model, and exporting as DDS (DXT1, no mipmaps)... you can reduce that 5MB MAT to 500KB. I gave it a whirl, and was able to consolidate it down to one 2048/2048 DDS by re-doing the uvmaps with UVMapper Classic in 5 minutes <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> 2. The texture detailing is extremely sharp and accurate... but it´s too sharp to look real. Use some browns, and gently hand-paint some oil streaks, dirty areas and other things- paint chips, smoky areas where the guns will be mounted, etc. Put some dings on the bird- right now it has the overly-clean look of a Japanese robot model- y´know, the ones that are so perfectly painted that they´re obviously not real? 3. I really don´t know what to tell you about the color scheme, except that it´s not to my taste. It looks like the scheme that would be used by some present-day squadron that performed at air shows, not something from FL. Sorry- that´s just a matter of taste, and it doesn´t mean it´s bad- everybody who´s seen my work knows that I am basically a sucker for jewel tones anyhow <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> 4. After looking at the model... there are a number of issues. First off, it doesn´t have a proper cockpit, and the texture is clearly distorted in that area of the model. There are other areas where the tris are a bit bumpy and stuff, too. It´s pretty hard to notice, but only because of the huge size of the TGAs- if you make the maps a little more reasonable, it´s going to be an issue. My feeling on this is that this is probably your &quot;let´s get to know how 3D has changed since 1996&quot; piece. It´s pretty neat, and if that´s your texture... color me impressed, because once you start adding realistic touches to your ships, they´re going to kick major butt. Next time, though... try to make more of an effort to make an original design, and don´t just build a fighter plane that looks like something from the 20th Century... not the 25th. And personally, I´d rather see something that was entirely new- I get really tired of seeing people copying other artists´ ideas, instead of stepping up to the plate and giving us something really new. Trek/Star Wars stuff is boring. Copying GW´s IP is equally boring. I don´t want to see Jervis Johnson´s art- I´d like to see yours <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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33

Thursday, May 5th 2005, 3:58pm

Well, thanks for the critique.. Lemme address the not-so-good. 1&gt; I actually had a 500k version using 512x512 maps, but I wasn´t happy with it... Most of what you said though went over my head (DDS, DXT1, I know what a mipmap is, didn´t know .mat pregenned those...) and of what is this UVMapper Classic of which you speak? (sounds like a tool I should have in my box) I was just using the .mat exporter from milkshape (I´d have preferred a unified Gmax exporter, but apparantly so would everyone else!) 2&gt; Most of the sharpness is from the panel lines, which would not appear chipped, nor is there any good reason for a undamaged ship with shields to appear chipped... I did add atmospheric streaks in the appropriate places (trailing edges of wings, around the in-air refuelling port). Too often I see chips and streaks overdone in games making so called ´modern´ ships look like junk. Matter of personal taste I guess. If a poorly made chinese J-10 can break mach 2, and land without chipping it´s paint, somehow I don´t see the problem. 3&gt; Not looking like something from freelancer is a complement to me - I love the game dearly but the existing models and skins run the gamut from total yawn to who was doing crack while making this model (especially the Kusari ones) 4&gt; There were a lot of things I didn´t do, like the cockpit, and I know there are some off backfaces and other issues. The trailing edge of the wings at the ´crank´ is a great example (pull the skin from the model and you´ll see it)... In a way I bit off more than I could chew making my first model a curved blended body, as I should have gone with something simpler, but I figured if I can´t handle it now, I´ll never get to it later. And yes, that is my texture... I´m still learning that as I basically just did a ´flat planar´ mapping... The canopy distortion has the obvious cause of my not making the canopy a separate object... originally that was hidden because the whole area was going to be one large bubble, but that made it look like a single seater - not the effect I was aiming for... so I looked long and hard at the B-58 and B-1 for inspiration. (There´s a LOT of B-58 in there) As to 20th century not 25th, I often think people try too hard in that department, changing the designs too radically away from craft humans would actually build (again, see all the Kusari ships. Good part of why I hate Starfleet but love Earth Force (B5))... Somehow I prefer my ships a bit more ´conventional´ in their appearance, instead of looking like the fin-crazed child of Gundam Wing. You´ll probably be dissapointed with my next two projects, as they are hardly ´originals´ - I´m doing the Lightning from Yamato (aka Missile Ship 17) and the GodPhoenix from Gatchaman (trying to decide between the original or the version from the ´94 OAV), which I have some... in game tricks in mind for, as I´m going to attempt to implement the &quot;Kagaku Ninpo Hinotori&quot;... I´m also thinking on the Orc Brute Ram from Battlefleet Gothic for a much similar style of fighting. It´s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you´re just a little boy in a playsuit crying for mommy and daddy. It´d be funny if it weren´t so pathetic. Ah, what the hell, I´ll laugh anyways. BWAHAHAHAHAHA!!!!! Edited by - deathshadow on 5/5/2005 2:59:16 PM
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

Argh

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34

Thursday, May 5th 2005, 10:56pm

Any machine that´s used IRL gets dirty. It´s just an unavoidable fact of life. Any part of an aircraft, car, truck, tractor etc. that faces into the airstream is going to have a slightly browned edge, due to dirt collecting in the tiny scratches on its surface. RL combat aircraft (which is the closest comparision we can make to FL´s spacecraft, since combat occurs every 3 minutes lol) are very, very dirty. Go look at some photographs of WWII, Vietnam or Gulf War I/II fighters after they´ve landed from a mission. They aren´t remotely clean- there are stains from fuel spillage, dirty exhaust smoke areas, worn paint, and worn areas where the part comes into constant contact with tools or people. In short, high-performance vehicles constantly look worn, unless they´re mainly used for show purposes, because parts are generally not being cleaned to make them look better- they´re being cleaned to improve performance. Even a commercial jetliner is surprisingly dirty, and they get washed on a regular basis with high-powered waterjets to reduce drag. In short... I´m not talking about making your ship look like it barely survived being tossed into the junkyard... just a bit more attention to making it seem like an actual thing that sees use. It´s a subtle thing, and involves some gentle browns and maybe a little gray. I actually like FL´s art and design- the really far-out stuff is a great exploration of how culture can shape the objects we use, and I think the art team did a good job of establishing cultural styles. My only complaint is that there just isn´t much variety to it- where are the taxis, the small vans, the ocean liners with dancing passengers looking up out´ve the crystal skylights? The real world is filled with vehicles with a lot more color and variety. But overall... I´d say that DA did a pretty good job. Everything looks like stuff people would build, but is distinct and coherently themed for each group. Which, if you´ve never done a project like that before, is much harder than it looks to achieve. Not everything in the world needs to look purely functional- we´re surrounded by things that aren´t optimal designs, because we like their looks, or sub-optimal designs that have been kept in service because replacing them would be too expensive (the B-52 springs to mind). When designing a ship, I always try to keep these things in mind. Functionality isn´t the <i>only </i> thing that humans evaluate when they buy things <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> At any rate, I´m sure your next model will be quite impressive, and if you need help getting your skin in order, let me know- I will be happy to assist you get it down to a much lower map size without losing resolution. UVMapper Classic is freeware (amazingly, considering the quality) and can be found at www.uvmapper.com.
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35

Friday, May 6th 2005, 2:46pm

Actually, I was looking at modern fighter aircraft when creating the skin - yes there are dirty sections aft of the rivets, strakes and of course aft of where contrail forms, but for the most part the paint is NOT chipped nor are the leading edges dirty on craft like the F-16, F-15 or F-18... Even after missions. I paid particular attention to Egyptian, Jordainian, Bahraini and Isreali craft, as theirs would see the higher constant wear... You´ll notice my trailing edges are dirtied up, as are the handful of rivets... just not anything near the front of the craft except for the two manual fuelling ports and the centerline in-air port. (I originally had a smudge on the rudder leading edge from ´afterspray´, but it looked stupid so it got cut.) There´s just no reason for anything forward of that or the majority of it´s surface area to be ´grimy´... Real planes are NOT that dirty. (go through some of the photo´s at www.f-16.net for good examples - they have WRECKS that are cleaner than what you see in most sci-fi) Again, gotta be personal preference... to me most of skins look so obviously grimed up they don´t even look like a real craft to me. It´s actually one of my pet peeves... but as George Carlin said, I don´t have pet peeves, I have major psychotic hatreds.
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

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36

Friday, May 6th 2005, 2:57pm

Wait, I have a question, how are you getting 2048x2048 in there at 500K? The game only (to my knowledge) supports uncompressed .tga files, since that would be minimum two 2048x2048 images, even at 8 bit (I used 24) that´s 8 megs... Is there a compressed format it supports that´s not in most of the tutorials? I´m working on a 512x512 8 bit version that should alleviate the texture size greatly, the color depth on each should be low enough to palettize down with no data loss, and that would be about 500-600k...
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

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37

Saturday, May 7th 2005, 2:11pm

The FL game engine supports various flavors of DDS. TGAs are to be used only in extremis- while they preserve detail perfectly, they are also highly inefficient. Go get Kasdia´s Overhaul Guide (do a search for Kasdia) to learn more about DDS, and <A href=´http://developer.nvidia.com/object/nv_texture_tools.html´ Target=_Blank>go here to download the latest DDS texture plugins for Photoshop.</a> Don´t use the Photoshop plugin included with the Guide, btw- use the newer one from nVidia. Kasdia´s Overhaul Guide doesn´t cover a lot´ve things, such as the fact that the FL game engine can handle DXT1 DDS as well as DXT3. DXT1 doesn´t support an alpha channel, but even when compressed quite a bit it still retains detail. It´s what I use for anything large- I use alpha channels as little as humanly possible, because the FL engine doesn´t handle them very well, except for transparency. Oh yeah... and, to my knowledge... 8-bit TGA will cause the game to crash. TGAs are just not really useful imho unless you´re working with tilesets... and even then, DA didn´t use them very much. Use DDS... it rocks, once you figure out the settings <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Argh on 5/7/2005 1:13:29 PM
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38

Sunday, May 8th 2005, 3:38am

This is my latest piece... just whipped this up really fast this evening for my XML Toolkit mod, as a &quot;fun thing&quot; to get more people to download it and (hopefully) discover the joys of XML/FLMM modding. This is the Purity. It´s a Xenos-only ship. I basically decided that since the Xenos are the most obvious &quot;space rednecks&quot; in FL´s universe (which has rebels of all flavors, so long as they aren´t black <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> )... well, rednecks loved the Fiero, so this is (heh) a red, white and blue Fiero with a X-wing (get it? Xenos? X?). It´s gotta be one of the lowest-poly things I´ve ever done for this game engine- I usually like stuff with curves and rounded everything, but I wanted to really get that Fiero &quot;look&quot;. The headlights look kewl in-game, and the rear engine is a neat blue- too bad we can´t make custom ALEs, because the shade of blue is too green for its own good. Still, it´s not bad for an evening´s work, I think. <img src=´http://www.wolfegames.com/Freelancer/xmltoolkit/Purity.jpg ´> Edited by - Argh on 5/8/2005 2:42:34 AM
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39

Wednesday, May 11th 2005, 12:36pm

This is a new freighter I am working on, what do you think? It is a VTT, Venerable troop transport, for those of you who know firefly you will see the resemblance, a tribute to that show and my earlier work...not that long ago. Please tell what you think...and yes it will run very well in freelancers the counts are well under the maximum. <A href=´http://67.18.37.17/1469/15/upload/p9491207.jpg´ Target=_Blank>Troop Transport 1</a> <A href=´http://67.18.37.17/1469/15/upload/p9491208.jpg´ Target=_Blank>Troop Transport 2</a> <A href=´http://67.18.37.17/1469/15/upload/p9491211.jpg´ Target=_Blank>Troop Transport 3</a> <A href=´http://67.18.37.17/1469/15/upload/p9491213.jpg´ Target=_Blank>Troop Transport 4</a> Featured at XTS studios. Edited by - parabolix on 7/28/2005 7:23:20 AM
Signature from »imperatodd« The time we have is short, most forget because it can seem like an eternity, but in truth we are just a blink to vast and mysterious universe

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40

Wednesday, May 11th 2005, 1:36pm

That´s looking awe-inspiring- great work there <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Just needs a good skin to set it off, and it´ll be perfect <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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