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January 11th, 2006, 03:25 PM
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Re: BSG Fleet (new)
hey, this is Spartanmk117 of the BSG: The second Cylon War mod for Starwars: Empire at War. This forum was brought to me from
ed kolis, for this i thank him. I am the only current operating member in my mod, seeing as it is only 2 months old.
I was thinking about forming an alliance or a "merge" in which we incorporate our members, models,ideas, and resources.
If you would consider a merge or even a friendly alliance, i would be dearly greatful, if not..than i understand.
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January 11th, 2006, 04:44 PM
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Re: BSG Fleet (new)
Hi, welcome to the forums. Cheese?
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January 12th, 2006, 04:00 AM
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Re: BSG Fleet (new)
The models I have made were made with DOGA. Although I can export them to x or even dxf format, I don't know if they can be edited by other programs. Ed is pretty smart about this, so if he could comment on any ideas, that would be great.
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January 12th, 2006, 04:01 AM
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Re: BSG Fleet (new)
David that is very nice looking image. ![](http://forum.shrapnelgames.com/images/smilies/happy.gif) Love the back ground art work. Simply beautiful.
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January 12th, 2006, 10:24 AM
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Re: BSG Fleet (new)
Quote:
Atrocities said:
The models I have made were made with DOGA. Although I can export them to x or even dxf format, I don't know if they can be edited by other programs. Ed is pretty smart about this, so if he could comment on any ideas, that would be great.
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If you can export to .DXF, you should be able to open the models in Blender, which has boolean-operation and mesh-simplification tools. It also looks like Blender will preserve the multiple textures that you have placed on the multiple objects when you boolean-union them together, so you should be good to go! ![](http://forum.shrapnelgames.com/images/smilies/cool.gif)
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January 15th, 2006, 02:09 AM
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Re: BSG Fleet (new)
Hello new here. Had the demo long ago and rediscovered SE4Gold. Never knew there were mods so I guess I missed out on a lot.
As for your ships,I love them! Only question is are you doing "Classic" or "Neo BSG"? They are not mutually interchangeable, although I do enjoy both universes.
There are many designs on the web for "Classic", like the Tiger Destroyer and Juggernaught Fighter ect...
I look forward to seeing this finished.
Incidently, would it be possible to get a hold of some of those models in .cob format? Someone is making a Classic BSG mod and I would like to try to make some test conversions of your cap ships and fightes. (and try to make some neat pics for the SE4 displays).
P.S. If someone (like you Atrocities?) can PM me or start a new thread since the old Robotech ones are ancient, I have many Robotech models, like 6 types of Invid units (For the 2.0 MOD) since that is going slow I could make small .bmp's of them in action and plug them in right? Do I need to use DOGA to get the models themselves in game? Also How many Polygons are too much? (SDF-1 is around 6k, rest are 1-4k). I have a few of other anime models I'd love to learn how to get into game (Star Blazers/Gundam). I am NOT a modler myself, but I know quite a few.
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January 15th, 2006, 06:46 AM
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Re: BSG Fleet (new)
SEIV does not use any models, only static bitmaps. You can put as many polygons in your models as you want before you render the portraits. Some of Atrocities' models get over 10k polygons IIRC.
This will not be true for SEV, however.
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January 16th, 2006, 04:42 AM
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Re: BSG Fleet (new)
Great news, thank you! I just discovered SE.net so I will be scouring the modding threads there also.
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January 16th, 2006, 12:38 PM
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Re: BSG Fleet (new)
SE V ploygon counts will have to be as low as you can get them, preferrably below 500 per model with the lower being the objective goal.
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January 16th, 2006, 01:50 PM
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Re: BSG Fleet (new)
Reccommended poly count for Carrier Battles mod for SE5:
4
Particularily for infantry units and fighters, which I expect to be thrown around by the tens of thousands ![](http://forum.shrapnelgames.com/images/smilies/happy.gif)
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