Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on October 17, 2006, 11:29:06 am

Title: pyro-ix
Post by: Nuke on October 17, 2006, 11:29:06 am
(http://www.game-warden.com/nukemod-cos//Images/pyro-ix.jpg)

shes almost done, just gotta clean up the underside a little and thats about it before i uv and tex.
Title: Re: pyro-ix
Post by: Taristin on October 17, 2006, 04:12:11 pm
That ship has always reminded me of riced out mitsu eclipses. I think its the back two... err... wing things.
Title: Re: pyro-ix
Post by: Cobra on October 17, 2006, 04:35:46 pm
What's zee polycount?
Title: Re: pyro-ix
Post by: Mongoose on October 17, 2006, 06:13:10 pm
There have been a few times in the past when I've actually considered learning something about FS2 modding in order to try to implement (if possible) a fully-functioning Pyro in-game.  Seeing models like this just makes me want to try all the more. :)
Title: Re: pyro-ix
Post by: Mars on October 17, 2006, 06:51:12 pm
Makes me wish Core Descision would come out
Title: Re: pyro-ix
Post by: Nuke on October 18, 2006, 07:14:23 am
right now the polycount is at 5300. it should reach about 6200 when i do the cockpit.

if you want to fly a pyro i think all the d3 ships were converted to freespace, though i forget where to download them from. ive gon as far as converting quake levels ive made to pofs and try to see if its at all feasable to use freespace to make a descent mod. the results were intresting but hardly playable. it was amusing to watch the ais slam into the walls.
Title: Re: pyro-ix
Post by: Janos on October 18, 2006, 10:56:35 am
hey this looks familiar is this off WoW :V