Author Topic: Original BSG mod development...  (Read 6397 times)

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Offline Raptor

  • 210
Re: Original BSG mod development...
That's the one.  Bottom right.

His design drawing:


There's a hanger pod hang between and below the two arms that hold the engines.

And SteveW's UBER model of it:


That guy's worse than Omni!

Weblink ot his ships designs:
http://ravensbranch.allen.com/colonialshipdescriptions.html
It's all for a table-top 'Babylon 5 Wars' TC, but I figured we can easily use them in FS2 (and yes, I already have permission)
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Re: Original BSG mod development...


That guy's worse than Omni!



You think so? Keep in mind Omniscaper is restrained by the game performance... ;)
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Raptor

  • 210
Re: Original BSG mod development...
You think so? Keep in mind Omniscaper is restrained by the game performance... ;)

True, but then SteveW modelled Atlantis (as SG1's Atlantis) and that was reaching over half a million polys! :eek2:

And each of his BSG ships are in the region of three-fifty thousand... :nervous: :shaking:
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Roanoke

  • 210
Re: Original BSG mod development...
ah, right. Wasn't paying attention.

Y'know for render work, half a mill isn't such a big number. There's no real limit other than what's pratical for the pc to work with. I always found lighting made the largest dent, performamce wise.

 

Offline Lt.Cannonfodder

  • 210
  • Digitalous Grunteous
Re: Original BSG mod development...

And each of his BSG ships are in the region of three-fifty thousand... :nervous: :shaking:

Make that sixty-seventy.

 

Offline karajorma

  • King Louie - Jungle VIP
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    • Karajorma's Freespace FAQ
Re: Original BSG mod development...
It should be a crime to make a model of that quality and then cut and paste it onto a stock background :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Re: Original BSG mod development...
You think so? Keep in mind Omniscaper is restrained by the game performance... ;)

True, but then SteveW modelled Atlantis (as SG1's Atlantis) and that was reaching over half a million polys! :eek2:

And each of his BSG ships are in the region of three-fifty thousand... :nervous: :shaking:

That's nothing. Watch out for my upcomming model.

Battleship Sphere!

"Omg it's sooo smooth!!!

Incredible how 100 million polys can be put into almost good use so quickly. :)


... ok... I guess you shouldn't compare models, that are ment to be for games, with models that aren't.
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Original BSG mod development...
Back to work on Star Fox (TM) you!...

  (Jibber Jabbing about 100 million poly spheres no one can ever use)...  :D

 

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[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

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Offline Raptor

  • 210
Re: Original BSG mod development...

That's nothing. Watch out for my upcomming model.

Battleship Sphere!

"Omg it's sooo smooth!!!

Incredible how 100 million polys can be put into almost good use so quickly. :)


... ok... I guess you shouldn't compare models, that are ment to be for games, with models that aren't.

Yea.  Since his are for renders, they are made so badly (by FS2 standards)


Not that they are poor models, just that the poly use is nuts... :nervous:
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Flipside

  • əp!sd!l£
  • 212
Re: Original BSG mod development...
I think that increasing the polycount, even on a flat surface, will increase the effectiveness of the rendering. Not sure with the level of Renderer they use in BSG though, but often a 2 polygon surface that is too big can start to look a bit telltale in the lighting effects department, even professional renderers like Lightwave and 3DS Max can suffer from this sometimes :( By sudividing the body up particularly when using polygon shaders, you can improve the look of the lighting whilst making no difference to the 'look' of the mesh itself at all :)