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Hosted Projects - Standalone => Wings of Dawn => WoD Archive => Topic started by: AndrewofDoom on June 23, 2011, 01:50:51 pm

Title: [RELEASE] Starlance Node
Post by: AndrewofDoom on June 23, 2011, 01:50:51 pm
This is a much simpler project I had taken upon myself to complete. It's simple, the FS2 jump node model just looks completely silly in a totally new universe, and really needs to be replaced. I started it yesterday, and the original (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/StarlanceSketch.png) concepts (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/Starlance2.png) were (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/screen0155.png) certainly (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/Starlance3.png) quite (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/FunnelofDeath.png) different (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/screen0156.png) (Except this one) (http://i13.photobucket.com/albums/a263/Royous/FreeSpace/screen0159.png).

(http://i13.photobucket.com/albums/a263/Royous/FreeSpace/screen0163.png)

Oh yeah, it also spins. Spinny...spinny (http://www.xfire.com/video/4907e0/). Everything's better with spinning after all. :nervous:

Download: HERE (http://dl.dropbox.com/u/17350885/subspacenode.pof)
Just put in <mod>/data/models (If the folder hierarchy doesn't exist, create it yourself). Since this model requires no tables to work, it can be used for any mod you ever desire.

DISCLAIMER: I have not tested any WoD1 missions if they look right. I wasn't really aiming for backwards compatibility so much as to actually replace that FS2 asset for this mod, making it one tiny step closer to standalone.
Title: Re: [RELEASE] Starlance Node
Post by: Deadly in a Shadow on June 23, 2011, 02:12:13 pm

Dude, I'm happy you've released this because I need (for my campaign) nodes and I didn't want to use the retail one.
 :yes:
Title: Re: [RELEASE] Starlance Node
Post by: SypheDMar on June 24, 2011, 07:29:36 am
Awesome. Agree with retail looking blarg