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Re: The Star Trek Mod - 1.9.0.7 Update Released
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Do you think the Mount issue (the only even vaguely significant bug) is important enough for a patch? I don't think so myself. (unless you have solved the supply issue http://forum.shrapnelgames.com/images/smilies/smile.gif ) (But from my own view point gimme! gimme! gimme! http://forum.shrapnelgames.com/image...ies/stupid.gif) |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Since I don't play PBW, I like updates frequently, provided they fix problems and don't just improve cosmetics.
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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I honestly do not think you will find a 4x game that lends itself to the look and feel of a star trek game more so than this mod other than say BOTF. This is just testimate to the wonders of SEIV and we are very lucky that Aaron set up SEIV to be so moddable. I do not think that SEV will be as easilly moddable as SEIV and the ships sets we now have for SEIV we will not have for SE V. (SEV uses 3d x format ship models like in SF. How many new ships did we see for SF? Not many. In fact virtually none.) So game play might be emulated, but I sincerely doubt that ships will be. Well not in the great numbers they have been for SE IV and this mod. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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Re: The Star Trek Mod - 1.9.0.7 Update Released
And for the record, all 3d programs are lego programs. DOGA simply has already made a lot of the "standard" objects used in a 3d environment. DOGA is a great tool but has two major failings, one it does not render rounded edge well, and two it has a very high polygon count for its models.
DOGA is anything is an expediant tool. Sure it lacks the power that say 3dmax or maya might have, but it is simple enough to use, and has been used to produce some stunning images and ship sets. No matter what program you use to render new ship images for SE V, you will have two large obsticales to over come. 1. The texturing issue. Since you will not be able to use great detail in your ship models, the reason for which is to keep the polygon count down, you will have to rely upon texturing and texture mapping. A good example of this is the models used for such games as BOTF. The ship is just a wire frame with a Texture mapped to it. The second large issue will be a combination of sizing and polloygon counts. The larger the image the higher the count. So to have huge fleets in SE V battling it out, the ship models will most likely have to be very small. The more you have the slower the combat will run. This is just simple physics, and problems that many games have ran into from Rebellion through Homeworld. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
What software is Malfador using for the shipsets in SEV? If we can find this out then maybe we could duplicate (and then modify) the model creation workflow.
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Re: The Star Trek Mod - 1.9.0.7 Update Released
Most likely 3d max.
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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Re: The Star Trek Mod - 1.9.0.7 Update Released
The big thing is to find out how models are being exported to the x format.
Also, once we know how it's being done we can "borrow" custom ships from other games until we can figure out how to make them ourselves. |
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