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October 8th, 2005, 05:54 PM
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Re: creating shipsets
Yeah, I think I was a while back... never quite got the hang of Erlang... 
Though what would be more useful with SE5 is an .X exporter 
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October 9th, 2005, 06:14 PM
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Re: creating shipsets
Most of blenders interface woes can be fixed with 2 things, #1, dont eff with it unless you know what it does, you can find out what it does on the blender.org sites or the elYsiun forums. #2 1 hand on the mouse, 1 hand on the keyboard, and have a hotkey list available. Mouse id for moving things around and clicking number sliders mostly, keyboard is where about 80% of your commands are.
The only thing I haven't nailed down in blender is texturing... but then that is my weak point in many 3D programs......
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October 10th, 2005, 09:35 PM
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Re: creating shipsets
OK, I said I used to be working on a .X exporter for Wings...
Well here's a preliminary version - can't export textures yet (all objects are gray), and I haven't done much testing, but it does create valid DirectX files
http://kolis.dyndns.org/ed/prog/wpc_x/wpc_x.beam
Source (in case you're interested):
http://kolis.dyndns.org/ed/prog/wpc_x/wpc_x.erl
Instructions: When you installed Wings you should have got a plugins shortcut under your wings directory. Go to that shortcut, then to the import_export directory. Place the beam file there and restart Wings. Use the new "DirectX (.x)" menu items under File|Export and File|Export-Selected.
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October 10th, 2005, 11:35 PM
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Re: creating shipsets
Woot!
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October 16th, 2005, 04:13 AM
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Re: creating shipsets
The .X exporter now supports textures! 
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October 17th, 2005, 12:21 PM
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Re: creating shipsets
Yaay!
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
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October 24th, 2005, 08:20 AM
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Re: creating shipsets
that 1500 poly limit, does that aply to Star Fury ships too or is that the SEV limit?
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October 24th, 2005, 10:12 AM
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National Security Advisor
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Re: creating shipsets
It's not a limit at all. It's just a recommended figure to keep performance in mind. But yeah 1500 is good for bases, and 300-1000 is a good range for ships.
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October 24th, 2005, 12:27 PM
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Re: creating shipsets
Starfury has a lot fewer ships on screen at a time than SEV will, so Starfury can handle much higher poly counts without performance suffering.
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October 24th, 2005, 03:07 PM
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Re: creating shipsets
Quote:
zircher said:If you're new, I suggest downloading L2 and getting a feel for that before moving on to L3.
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I don't know as much about DoGA as Zircher does, but I can tell you one thing; I never ever touched any 3D modeler in my life before, but less than 15 minutes after I downloaded L3, I was happily making stuff that wouldn't look bad in a shipset (in fact, some of it actually got into my Bartelian shipset) so I would say jump into L3 rightaway. Like I said, you learn the basics in a few minutes; the palette designer, not much more than five to fifteen to get a basic feel for it. If you learn L2 before you start with L3, it's your own decision, but for my own part I found L3's interface to be rather self-explanatory and I would recommend to start using L3 rightaway.
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