Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Aardwolf on September 10, 2006, 01:42:32 pm

Title: GD Deva - new ship model
Post by: Aardwolf on September 10, 2006, 01:42:32 pm
Yes, I have created a new ship. This one I actually managed to put into FS, but I don't yet know how to add turrets using PCS. If you like it, you may use it, but please send me the finished pof file if you choose to do so.

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Title: Re: GD Deva - new ship model
Post by: Freespace Freak on September 10, 2006, 01:52:34 pm
Er, what is it?
Title: Re: GD Deva - new ship model
Post by: Unknown Target on September 10, 2006, 01:54:09 pm
Looks like an alligator jaw.
Title: Re: GD Deva - new ship model
Post by: Aardwolf on September 10, 2006, 01:55:30 pm
It's a destroyer. I designed it for a new species, but it could be used for the Shivans, I guess, with different texturing. And it has teeth because it looks cool. The original design was based on the Leviathan from SW:KotOR, but it wasn't detailed enough, so I added the teeth to make it more interesting. It's got a few too many polygons to work in retail, however.
Title: Re: GD Deva - new ship model
Post by: Freespace Freak on September 10, 2006, 01:58:59 pm
I see the Leviathan connection.  I know there's a Star Wars conversion, I wonder if anyone is working on a Kotor era SW conversion?
Title: Re: GD Deva - new ship model
Post by: Unknown Target on September 10, 2006, 02:13:09 pm
That model is not that complex - if it has too many polygons to work in retail, you've got unneeded polies that should be pruned.
Title: Re: GD Deva - new ship model
Post by: Aardwolf on September 10, 2006, 02:18:11 pm
Actually, i checked again, and this version of it only has 1027 polys with turrets, and 397 without. Each turret is ideally 17 polygons, although some additional ones may have been accidentally created while I was copying and pasting. Is the limit for polygons in retail 1000 or 1024?
Title: Re: GD Deva - new ship model
Post by: Getter Robo G on September 10, 2006, 02:34:57 pm
the retail limit is 850 PER subobject, but realisticly 4-5k total is pushing it

Looks the like mouth (only) of a giant monster or EVA... That or a space venus fly trap (Feed me Seymor!!!)   :D
Title: Re: GD Deva - new ship model
Post by: Scooby_Doo on September 10, 2006, 03:07:53 pm
I am getting some ideas an a capital ship based on that for my oddity collection  (http://forums.prowrestlingfans.com/images/smilies/aim1.gif)


Title: Re: GD Deva - new ship model
Post by: Colonol Dekker on September 13, 2006, 07:54:44 am
Nexus Ghost?
Or evil space prawn :D
Title: Re: GD Deva - new ship model
Post by: BS403 on September 24, 2006, 12:44:14 am
I'm working on finishing it. I've got 20 turrets done and 19 to go. If you still need it I'll send it to you when I finish it.
Title: Re: GD Deva - new ship model
Post by: Aardwolf on September 24, 2006, 08:03:35 am
Thanks.

BTW, do you know why whenever I set up turrets they always get reset to (0, 0, 0) with ridiculous sizes?
Title: Re: GD Deva - new ship model
Post by: BS403 on September 25, 2006, 10:54:13 pm
I don't know.
Anyways I got all the turrets done but it's not working right in-game. When I try to target a turret it says they are all in the middle and shooting there seems to damage them all. I'm going to try to fix this but all the turrets fire.
Title: Re: GD Deva - new ship model
Post by: Flipside on September 25, 2006, 11:00:31 pm
I must admit to having problems with the green colouring, it looks like some kind of carnivorous Pea-pod. Other that, nice original idea, it's actually good to see more people experimenting with more 'self-made' races in the FS2 Engine :)
Title: Re: GD Deva - new ship model
Post by: Aardwolf on September 27, 2006, 05:48:04 pm
Umm... thanks? And it was supposed to look like a carnivorous pea-pod. Sort of. And where did that evil-looking smiley Scooby_Doo posted come from?