Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starbug on July 07, 2015, 08:00:30 am
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UPDATE 30 July: Sorry for the lack of updates on the Everest battleship, been busy with work. But i have been working on it slowly, I have completed the model and got the texturing underway. i have even got it working ingame in its current state, Heres a screenie of it with the rest of my Federation Defense fleet.
(http://i621.photobucket.com/albums/tt300/Dalek-seth/EverestBattleship_zpss9al3bir.jpg)
more updates to come.
Just showing off a work in progress for of the Everest Class Destroyer/Battleship for my Federation mini fleet mod. Design wise i have kept it similar to the others but is more heavily influenced by the Dauntless cruiser. This ship is all about firepower, a predator. I am happy with the hull and i am working on detailing the vessel. I am really happy with the bridge design for it, also this class of vessel will only a tiny hanger bay as she is all about the firepower and big guns!
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:yes: Looks good!
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Nice ship.
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UPDATE 30/7 see first post
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Pretty fleet you have :nod:
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Approve. :) This fleetpack should be quite useful, either as GTVA ships or as ships of another Terran faction (in or outside the FS universe.) Are you planning to make some fighters/bombers to go along with them?
One nitpick: the designs look a bit same-y, like they could be more distinctive.
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Cheers, will get round to doing the fighters and bombers when i have a design plan for them. As for the ships looking the same, i did that on purpose, in my mind they were all built by the same contractor and i wanted a uniformity to the Federation fleet. I am planning another human faction which there vessel's will be more varied in design.
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Very Terran-looking to me and overall really good design, Starbug. I look forward to see it completed, also curious about the other human faction - I can see a lot of potential with new assets like these.
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hows this going for u starbug?
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:bump:
Any news? :) Would love a Steve-O style battleship.
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Sorry for lack of updates, on this but i have recently been away on a pretty much a 4 week holiday to australia, which was awesome. As for the ship i have a working pof with a number of bugs which i am trying to figure out, but struggling.
1. the ship works but for some reason it takes a long time for a mission to load with it in to the point were you thinking the game has crashed.
2. the anti capital ship mutli-barreled turrets will not fire properly. I have the firing points setup ok in PSC2 but when ingame the turret will fire 3 shots at once from the center barrel and will not cycle through the fire points, like other multibarreled turrets do.
Can anyone help me with these problems?
TEST VERSION TBL features weapons from FS2 and Blueplanet 2 for testing, its not balanced
https://www.mediafire.com/?qpw6pqknd255s1j
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Do you recall the numbers of the turrets you want the anti-capship weapons on (is it the large ones, 1-10 that have the Mass Drivers)?
I just had a look and the ones that have 'salvo mode' flags appear to be turrets with just one fire-point (25-33). At the moment all those large turrets have mass drivers but they don't have the 'salvo mode' or 'use multiple guns' flag.
Regardless though, she's looking a beaut' must say :yes:.
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Yeah its the large 2 front beam cannons (1-2), 3 barreled turrets(3-10), then the torpedo launchers(11 - 24) are the anti-capitol turrets, the rest are just point defense and standard turrets. Is that the reason they won't fire properly because i forgot the salvo flag on them?? Also for the long loading issue is that the texture size? As they are mostly 2048 textures?
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Sorry for delay replying. Likely yes; you will want to use one of those flags on any turret you want using many guns.
If you want all three guns firing at the same time, then just adding the 'salvo mode' to what you have will do it (it'll take the turret's one weapon and assume every fire-point of the turret as that weapon mounted).
If you want them firing separately however you'll likely want to use one of two methods (depending on how you want it to behave);
You can have multiple weapons in the entry (entered in the brackets with a space between each of them) and then add two flags, "use multiple guns" (which tells the turret to use all the weapons in it's entry; standard turrets will only use the first weapon AFAIK) then "fixed firing points" (this tells the system to lock each weapon to a specific fire point; weapon 1 will only ever use point 1, weapon 2 point 2, etc). The weapons would fire at their own speed, so it'd be like several independent guns on one turret. You'll likely want as many weapons as there are barrels in this case (so three mass drivers, for example).
Another option is a bit more fiddly to enter, but allows you to have the turret steadily cycling through the guns so it can fire the weapon faster than it's normal ROF rate (as if the gunners were firing one, then another while waiting for the first to reload, and so on). For that you have just one weapon entry, put in the "use multiple guns" (which tells it to cycle through the firing points when it's firing), and then add an "$ROF:" tag to the turret with the "+Use firingpoints" tag, which tells it to multiply the ROF by the number of barrels.
If you go with that second option, the $ROF tags go AFAIK just before the "$flags" tag, the '+use firingpoints' below '$ROF' (the system is a bit strict about how things should be ordered), so the turret entry should end up looking something like this;
$Subsystem: Turret03, 4.0, 3.0
$Default PBanks: ( "Mass Driver#karuna" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" )
As for the mission loading and the texture, I'm not entirely up to speed on that I'm afraid but it is possible (I recall having similar long load times with the Erebus, which also uses large textures). Might just be a downside to quality models; The high-poly Typhon is infamous for that too apparently. Normally such long load times is only the first few loads; after that it's in cache and so should go a bit faster hopefully.
Hope that helps. Really looking forward to this as it's a cool looking ship. Nice turret placement too :).
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Just a note, since around 2015/05/06 the code that generates the model's index buffers has been greatly sped up, so much in fact that there's not much benefit from the IBX cache files. As a result these have been removed from FSO. So if you're getting slow load times on 3.7.2 that expected. However I wouldn't expect it to be slow on a nightly from around May onwards (unless you're running DEBUG of course)
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holy 162k polys batman
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Ahh cheers Niffiwan, I think it is the 3.7.2 build i am using at the moment. Thanks as well T-man, will redo the turret flags and see if that works :)
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:bump:
Did it work? :) It's been a while since we heard from you. I'd love to see it finished.
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to be honest i haven't had much chance to work on it, This time of year is extremely busy for me as i am working an almost 70 hour week. Also i want to change the large turrets, as i don't think they fit. So after Xmas when my job settles down i should be able to get back on track with this guy
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:bump:
Any updates? I love your ships and I'm gonna use all of them.
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I have been trying and trying to get the turrets to fire properly but for the life of me the stupid things will not fire in salvo mode or using the
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" )
I am at my witts end with this, i may end up just changing the large turrets to single barreled turrets at this rate, which i don't want to do but i don't know how to get the game to cycle through the firing points on the large turrets, i have even tried copying turret entry from other ships and it will still fire all barrels at once. Here is a copy of the table entry is there anything wrong with the entry for turrets 3 - 10 for the flags, i cant understand why it is ignoring the flags ingame.
$Name: FDD Everest
$Short name: FEDBattleship
$Species: Terran
+Tech Description: XSTR( "A warship converted from an old mining hull. Well armed and fast, but poorly armoured.", -1 )
$end_multi_text
$POF file: Everestmk2.pof
$Detail distance: (0, 2000, 8000)
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 25.0
$Rotation time: 200.0, 200.0, 160.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 195.0
$Shockwave Count: 2
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 80.0
$Max Weapon Eng: 100.0
$Hitpoints: 90000
$Armor Type: Heavy Armor 100
$Flags: ( "capital" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -1500
$Closeup_zoom: 0.5
$Score: 500
$Subsystem: communications, 8, 0.0
$Subsystem: sensors, 8, 0.0
$Subsystem: navigation, 8, 0.0
$Subsystem: weapons, 8, 0.0
$Subsystem: engine01, 15, 0.0
$Engine Wash: Default100
$Subsystem: engine02, 15, 0.0
$Engine Wash: Default100
$Subsystem: radar01, 3, 4.0
$Subsystem: radar02, 3, 4.0
$Subsystem: radar03, 3, 4.0
$Subsystem: radar04, 3, 4.0
$Subsystem: fighterbay01, 3, 4.0
$Subsystem: fighterbay02, 3, 4.0
$Subsystem: Turret01, 4.0, 3.0
$Default PBanks: ( "Heavy Particle Beam" )
$Subsystem: Turret02, 4.0, 3.0
$Default PBanks: ( "Heavy Particle Beam" )
$Subsystem: Turret03, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret04, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret05, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret06, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret07, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret08, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret09, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret10, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret11, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret12, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret13, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret14, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret15, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret16, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret17, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret18, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret19, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret20, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret21, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret22, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret23, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret24, 4.0, 3.0
$Default sBanks: ( "hammer" "hammer" )
$Flags: ( "check hull" )
$Subsystem: Turret25, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret26, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret27, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret28, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret29, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret30, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret31, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret32, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret33, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Flags: ( "check hull" "salvo mode")
$Subsystem: Turret34, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret35, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret36, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret37, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret38, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret39, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret40, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret41, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret42, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret43, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret44, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret45, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret46, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret47, 4.0, 3.0
$Default PBanks: ( "Point Defense Turret 2" )
$Subsystem: Turret48, 4.0, 3.0
$Default PBanks: ( "FD medium Turret" )
$Subsystem: Turret49, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret50, 4.0, 3.0
$Default PBanks: ( "120mm Arclite cannon" )
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" "salvo mode")
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Is there any other version of Everest released for testing, but the one on previous page? It has 92k polys on parent model of LOD0. It's likely to cause errors due to 64k vertex limit per model and probably has more strange issues.
I'm gonna import it to Blender, set the hierarchy again [make proper LODs and debris as well] and reconvert it. A lot of details are gonna be detail boxes.
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I have been trying and trying to get the turrets to fire properly but for the life of me the stupid things will not fire in salvo mode or using the
$ROF:
+Use firingpoints
$Flags: ( "check hull" "use multiple guns" )
I am at my witts end with this, i may end up just changing the large turrets to single barreled turrets at this rate, which i don't want to do but i don't know how to get the game to cycle through the firing points on the large turrets, i have even tried copying turret entry from other ships and it will still fire all barrels at once. Here is a copy of the table entry is there anything wrong with the entry for turrets 3 - 10 for the flags, i cant understand why it is ignoring the flags ingame.
If you want the game to cycle through the firing points, you don't want salvo mode. Salvo mode means "fire from all firing points simultaneously".
Additionally, "use multiple guns" and "salvo mode" are incompatible (the latter automatically removes the former). If you run this table entry through a debug build, it should tell you about incompatible flags like that.
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Sorry Betrayal thats the only version i have, i am currently loading up a earlier version of it on 3ds max, to see if their are any problems there, but if you want to help, i am more than happy for you to look at it. I don't know why this model is being a problem child!
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Sorry Betrayal thats the only version i have, i am currently loading up a earlier version of it on 3ds max, to see if their are any problems there, but if you want to help, i am more than happy for you to look at it. I don't know why this model is being a problem child!
Okay, than. I will publish my version when it's done. It's gonna be a little bit different than yours, but at least I'll do my best to make it usable :P
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Are you going to replace the small 2-barrel turrets with multipart ones? I noticed they seem placeholder-ish, being single part and with only one firing point. You can have multipart turrets at weird angles just fine, you only need to define their up and forward vectors:
http://www.hard-light.net/wiki/index.php/Subobject_and_subsystem_properties
Multiple firepoints on small turrets also don't hurt.
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yeah i am they are play holders, i am currently trying to work out the bugs, with the large turrets and trying to bring down the polycount as well, rechecking the parenting of subobjects etc. I have also given a copy to Betrayal and he is going to do his own thing with it.
One major bug i am having with the multipart turrets is that when it fires the barrel will turn backwards so it fires on from the rear of the turret. It only happens on the turrets on the underneath, and i have seen it on other peoples ships as well. i thought resetting the xform of those ones might fix it but hasn't. So i am trying to work that one out as well. But work is being done on her very slowly at the moment.
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Ah, I know why's that. That's actually the proper behavior. Take a look at Mediavps Hecate, for example (not the HTL Orion, which seem to be an exception). You'll notice that the bottom turrets are facing backwards by default.
There are two ways to fix it. The first one is to turn bottom turrets 180 degrees so that they face backwards (they can be realigned using animation code, so that in-game they face the correct way). The other is to use the Uvec override to make the turret think it's facing upwards. Both of those can be done in PCS2.
In general, post any issues you have in here. Polycount isn't very important for performance nowadays, the version you sent would be pretty much fine, IMO. Ships this big aren't supposed to be used in large numbers. What I'd like to see are more "Dauntless-style" textures and improved AA (currently, it pretty much only has a bunch of placeholder turrets, with rather poor coverage to boot). Maybe even some missile launchers.
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Cool, Dragon, thanks for the feedback. The Lack of AA was a design choice, as the ship is designed to be a capital ship killer, and had to rely on cruisers like the dauntless for AA and is own fighters, had to give the vessel some weakness lol
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At the very least, some flak turrets in critical places would be useful. Missiles might indeed be overkill. The small PDTs are plinkers for shooting down torpedoes (at least in my experience, if you use the original Steve-O's config), a couple of those 3-barrel flaks would be good so that its critical subsystems are completely defenseless.
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Ok i have had a few days off work and recovered from New Year. I have managed to get some work done on this troublesome child of mine and i have to say i am 95% there! I have put new turrets on it, altered there position a bit. The Turrets i have used are from the BP team, as they are awesome and fit well with my designs, so all credit to the BP team for the turrets.
I have done some in game testing.
Match 1
1 Everest against 6 Molochs and 3 Cains
All matches end up with the everest dying but on average it can take out the 3 Cains and 3 molochs before going down. 1st Cain is taken out by a opening barrage of torpedo's and mass drivers.
Match 2
1 Everest against 6 Molochs, 3 Cains, 10 manitcores and 10 Nahema bombers. But Everest has 2 Dauntless cruisers for support.
Results vary. All Shivans destroyed, Everest always survives but its health is on average at 15%. Sometimes both dauntless cruisers survive but most of the time one of them is destroyed and the other is crippled.
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_3_20151103_0ea25e7%202016-01-04%2019-56-26-76_zpsv66ap4i1.jpg)
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_3_20151103_0ea25e7%202016-01-04%2019-57-52-73_zpsmo2bgwo4.jpg)
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_3_20151103_0ea25e7%202016-01-04%2019-59-29-56_zpslldo4ne7.jpg)
Planning to make a video of the engagement.
Now i the remaining problem, haha yes i have a problem, its the multipart turrets i have angled on the side, they do this
(http://i621.photobucket.com/albums/tt300/Dalek-seth/fs2_open_3_7_3_20151103_0ea25e7%202016-01-04%2019-55-23-41_zpsdgwmrexp.jpg)
I know how to stop the turrets from doing this its the $uvec: 0,0,0 and $fvec:0,0,0 in the turret proprieties, but i don't know how to fig out the values for each on, to get the turrets to behave.
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The easiest way to figure the "up vector" (uvec) in PCS2 is to make a glowpoint and tweak its normal until it's exactly parallel to the turret's top. You then use the normal's values in uvec. You can probably do it more easily in a modeling program, though.
Also, those big turrets look nice, but they're GTVA guns... What I liked about your ships was that in general, they looked very UEF-ish, or more specifically that they were close to Steve-O's style. The previous big guns looked good, IMO. GTVA turrets look nice, but I like Steve-O's better, TBH. It's not very clear from the pictures, but are the other turrets Steve-O's or did you replace them, too (it seems like it)? If so, could you release a version with Steve-O's turrets? I planned to use your ships to round out the (otherwise very lacking) fleet of actual Steve-O's ships, which had only the Vexor and Hyperion updated so far. Between the frigates, the Everest and Dauntless, it all worked pretty well together.
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Cheers, yeah i can do a version with Steve-Os turrets for you
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Much appreciated. You could also experiment with some red stripes over the blue hull (say, over the elevated sections fore and aft). I'm also planning to apply team colors to your ships (to all of them, though I think I'll start with Dauntless), BTW, I will let you know how it goes.
Another thing I noticed is that the side VLS launchers are a bit big. I tried to scale a torpedo (Steve-O's Supernova) to them and it ended up about 45m long. :) Shrinking the launch tubes to have a radius of about 2m (the largest commonly used missile models have a span between 2-4m) should bring them to a bit more reasonable size. You could increase the number of ports to compensate.
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Wee update, returreted the ship with more UEF turrets for you dragon, i am also currently retexturing the main hull with my own paneling to keep it in line with the others, will get pics up soon as i can.
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I also have update. I almost finished my conversion using Vexor turrets. Starbug, if you have any texture updates or normalmaps I would appreciate if I can get them :P
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The easiest way to figure the "up vector" (uvec) in PCS2 is to make a glowpoint and tweak its normal until it's exactly parallel to the turret's top. You then use the normal's values in uvec.
That's a good method, but you need to remember to reverse the x component. So, in a glowpoint normal, 1,0,0 points to the left, but in a fvec/uvec you need to change that to -1,0,0.
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(http://i67.tinypic.com/2qn2l3r.jpg)
Still needs at least some basic normalmaps. The rest seems to be fully working.
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OOOOOH that is really nice Betrayal, awesome! i have also returreted the ship as well and redid the main hull textures
Note i have yet to add thrusters and glow points
Textures Betrayal :)
https://www.mediafire.com/?v70l25t6w1o6his
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Thank Ya. Those are nice :P. I love new armor plating. I will release my version as soon as I'm done with proper testing.
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:bump:
So, here is my first [or to be honest third, and first successfull xD] conversion.
http://www.mediafire.com/download/od991vrvo53h2my/Everest.rar
Requires textures from previous link. Also custom weapons are not included. Despite being 113k poly monster, game handles well even multiple destroyers. Most of the details are detailboxes.
It's fully working, but has no debris, nameplate and some other things... Yet :P, but anyway releasing stuff is cool.
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Awesome i will download it when i get home tomorrow :) :) :) :) :) :) :).
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So... :nervous: anyone have fixed textures for Everest? Current gives weird effect.
I want to use this ship as replacement for Segomo in some mod.
[attachment eaten by a Shivan]
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Buggy normalmaps. I know how to handle this issue.