Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on January 16, 2008, 12:58:24 pm
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added some detail and started on a new texture. diffuse map only so far.
(http://www.game-warden.com/nukemod-cos/Images/htlseker.jpg)
(http://www.game-warden.com/nukemod-cos/Images/htlseker2.jpg)
(http://www.game-warden.com/nukemod-cos/Images/htlseker3.jpg)
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Vasudan fighter? Bomber?
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interceptor
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Wait a second...you're improving Nukemod ships! ;7
I can't wait for a new Dante! ;7
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Give it to me.
Oh, did I mention I'm armed?
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Will you stop spamming, Snail?
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Wait a second...you're improving Nukemod ships! ;7
I can't wait for a new Dante! ;7
i dont see much point in working on the dante any time soon. she already weighs in at around 6000 polies. theres still some other features i wanted to do for it, like little shivans running around inside the ship. those i might do but not in nukemod 2008.
Give it to me.
Oh, did I mention I'm armed?
im better armed :D
you can have it whenever i decide to release nukemod 2008, which wont be until after i finish this ship and the htl vulture, which is the mandatory minimum. though i may decide to clean up a 3rd ship, create a new ship from scratch, add many scripting features, normal maps, weapon models, and re-re-redo cockpit models, again (thanks to a new cockpit system and the resulting mandatory reinvention of the wheel).
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"you can have it whenever i decide to release nukemod 2008, which wont be until 2009 at the least"
:p sorry first thing that came to mind when I started reading that.
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funny thing is thats probably how it will turn out.
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i dont see much point in working on the dante any time soon. she already weighs in at around 6000 polies. theres still some other features i wanted to do for it, like little shivans running around inside the ship. those i might do but not in nukemod 2008.
To be honest, I was refering to its bugs rather than its number of polygons...
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yea those will be fixed eventually. i dont think the ship is complete yet.
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To be honest, I was refering to its bugs rather than its number of polygons...
Hah, I'd rather see those bugs fixed.