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  #41  
Old December 19th, 2005, 06:46 AM
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Default Re: Lookee what being bored can do.....

Ohhh now there's a different style for ships. My natural fear of change aside they do look good.
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  #42  
Old December 20th, 2005, 01:35 AM
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Default Re: Lookee what being bored can do.....

I especially like the second to last one. It looks like a colony ship or a deep space refueler. 'Twould line up nicely next to a Battlestar.

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  #43  
Old December 20th, 2005, 01:40 PM

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Default Re: Lookee what being bored can do.....

Do those glowing bitmaps work for SEV models in game?
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  #44  
Old December 20th, 2005, 02:52 PM

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Default Re: Lookee what being bored can do.....

DOGA models in general have a ridiclously high number of polygons, so they likely won't work in SEV..
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  #45  
Old December 20th, 2005, 05:37 PM
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Default Re: Lookee what being bored can do.....

Not really... The big explorer ship I posted further up is only about 2500, and that's with lots of little guns & turrets that you could trim off a SEV model. A trimmed version of that Explorer came in at 895 polys which should be quite manageable for SE5.

Only problem is that, in Starfury at least, .X models created in Doga have a slight wee issue with the textures. Unless I'm doing something wrong. Not an unprecedented occurance, but rare.
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  #46  
Old December 21st, 2005, 10:31 AM

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Default Re: Lookee what being bored can do.....

Certainly that effect is not limited to DOGA only (I use Rhino).

But assuming I did put that DOGA model into SEV, would the game actually show the glow?
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  #47  
Old December 21st, 2005, 11:39 PM
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Default Re: Lookee what being bored can do.....

No, the glow is an effect of the rendering engine in DoGA. You can have 100% ambient textures in .X models, but nothing with a glowing aura unless the game engine supports that effect. Given what I seen, some special effects are supported, but I don't know if they're available to the ship mod author.

As to DoGA having too many polygons, you have to (of course) be wise in choosing your parts. When making models for real time use, if that model is the size of a stamp, you don't need high resolution parts.

I wrote of a handy game mesh creation tutorial for Metasequoia that uses DoGA to create the basic ship design. So, I know it's doable since I used DoGA and Meta to build a complete and functional ship set for the SEV beta.
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  #48  
Old December 22nd, 2005, 09:18 AM
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Default Re: Lookee what being bored can do.....

Quote:
zircher said:
I wrote of a handy game mesh creation tutorial for Metasequoia that uses DoGA to create the basic ship design. So, I know it's doable since I used DoGA and Meta to build a complete and functional ship set for the SEV beta.
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Linky?

I remember from Starfury that the problem with the textures was that the game stored them as an external bitmap, but when you export from DoGA, the texture is included in the .X file, but SF doesn't read it so you wind up with a 'blank' model.
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  #49  
Old January 27th, 2006, 01:30 AM
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Default Re: Lookee what being bored can do.....

Sorry about the delay on this, I missed the reply.

Go to http://www.virmin.com/doga and scroll down a little bit.

When doing the raw export from DoGA to .X, you can have problems with path names. Edit the .X file with Notepad, remove the texture paths, and then keep the model and textures together. It should work out fine (with the exception of intersecting parts, but that's what the tutorial is about.]
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