Eomega

Eomega

Joined Member # 3036189
3 Posts 439 Replies 1,327 Reputation

[quote who="Major Stress" reply="211" id="2505879"] As far as models themselves i think you guys got that covered judging from Eomegas work. Where the hell have you been all this time BTW? didnt you have a trek mod of your own at one point in time here? We could have used that modeling talant years ago. I have a cardassian orbital weapon platform, Danube, and Nova model if you need it. I just havent had any time to convert/Re-UVmap them yet. [/quote] <

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[quote who="Major Stress" reply="189" id="2502823"]Looks good. Whats the poly count?[/quote] The poly count is just over 9,000 right now. I was going off the fact that in the model files it says Card_Starbase, so I was going off information provided by JTaylorpcs. He said that Starbases could be up to 10,000 so that being the case, I set that as my limit. [quote who="Major Stress" reply="189" id="2502823"]Nor station is a Cardassian station. It is slotted as the tr

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Thanks major, that means alot. Being that Jtaylorpcs is helping out with SGI, I am lending a hand with models for SoA2. Here is another I have done, its a rebuild of the Terok Nor model in the model files that I recieved. Just some 'minor' updates to it. Tell me what you all think. [e digicons]:grin:[/e] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/StarbaseWIP009.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omeg

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hello all, I just wanted to say that we are working hard, and to show it I have a new ship for the Asuran Fleet. Here is the Figaro Class holoship. The original model was built by RJB and this low poly rebuild was done by me. Here are two shots of the ship, the first being an orthos and the second a size comparison. [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/AsuranHoloshipOrthos.jpg[/IMG] [IMG]http://img.photobucket.c

2,178 Replies 5,318,139 Views

[quote who="ManSh00ter" reply="13" id="2471589"]Well, you can always treat this as a high-poly model, then bake the normal map onto a low poly model, that's how it's usually done unless you use a sculpting solution. That way you get rid of all the excess polygons and minute detail geometry AND you don't get to spend two years UV mapping every little quad on the high-poly version. And the look remains pretty much the same. P.S. Not sure what adding holes in piers has to do with bump

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[quote who="Carbon016" reply="9" id="2469037"]whoa have you ever heard of bumpmaps[/quote] [quote who="ManSh00ter" reply="11" id="2471487"]Have fun UV-mapping the last one. Good model, I like the details. Some of those could have been done with the bump-mapping instead of actual geometry though. Keeps the poly count down.[/quote] Yes I have head of bumpmapping, and what Im doing is adding in the holes in the piers to show the access to the center open area under the control t

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[quote who="Myles" reply="1438" id="2468579"] Those are what I was talking about. The ship in 'First Strike' fired the same weapons. They're is no real name for them unless you want to get technical and call them 'directed energy weapons', but I like energy blobs better. They fire from the cannons on the side of Aurora class ships and have been shown on other types as well. And I would agree, smaller version of those is good for fighters.[/quote] I belie

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[quote who="TheRezonator" reply="1432" id="2466200"] interesting, i would have thought the jumper would be the fighter, the model above would be the bomber... its just looks meaner than the jumper. i also thought the model looks better upside down than right way up... idn, just my opinion, but its all good[/quote] Jumpers are bombers because they will be using Drones, while this fighter is going to have lasers. [quote who="kris159" reply="1433" id="2466541"] I

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Hello, Firstly, I would like to start of by saying that if you would like to see the progress of our mod, please visit this thread: https://forums.sinsofasolarempire.com/177748 Now that I have that out of the way, The 3D program that I use for the mod is 3DS Max 7. Riser, our other artist works in Sketchup. Here are a few shots of our models that need textu

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[quote who="kris159" reply="1430" id="2464740"]Nice. I thought you might use a jumper or something. Reminds me a bit of Battlestar Galactica. Which one is the right way up, btw?[/quote] The Jumpers are going to be bombers, this ship is the fighter for the Asurans. The one in the back has the nose facing us and is the top.

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[quote who="kris159" reply="1421" id="2457647"]The ship is cool. Looks like the Ancient corvette off the stargate mod for Star Wars: Empire at War.[/quote] That mod also uses this design yes, it is from SGA season 4.

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hmm, Im not sure, but I think that his version is for Entrenchment, as I see it... where it says: MeshNameInfo meshName "Frigate_304_Human_Tech" criteriaType "None" change that to just meshName "Frigate_304_Human_Tech" or whatever you renamed the mesh file too. If its still the stock name, then change it to frigate_techheavy

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[quote who="Franz Bravo" reply="1417" id="2457580"]Gah! I replaced my TXT file with yours, JTAYLORPCS, but I still get a mini dump. Do you think you can E-mail me a mod folder with the beam and missiles already put in the folder? If you can, my E-mail is [email protected] Sorry, again.[/quote] what version of Sins are you running?

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ok everyone, I have a bit of an update for you all. Firstly, thanks to JTAYLORPCS, we have been able to get most of the coding for the Humans done, which is awesome. I have been helping him clean up our mod folders, and in doing so we are saving space on the total mod size. Anyhow, with his help the first part of the mod has just jumped to 25% complete, thankfully that means that I can focus on the Meshes and texture files that need to get done so that we ca

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[quote who="kris159" reply="1403" id="2445271"] First, will you be changing any physics to the gameplay? Just wondering.[/quote] We will change it to suit the Stargate universe as much as possible, yes. [quote who="kris159" reply="1403" id="2445271"]And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed but) even with 2gb of RAM.[/quote] Well 2gb of

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[quote who="TheRezonator" reply="1399" id="2444202"] i got lost on that site, could you possibly post a direct link when you get a minute? cheers[/quote] I cant give you a direct link because you need to be registered to see the Stargate Invasion forums on the board. If you are, just go under Sins of a Solar Empire, Stargate Invasion and the title of the thread is Stargate Invasion: Custom Maps. [quote who="ColonelShadow" reply="1400" id="2444234"]will there b

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[quote who="TheRezonator" reply="1395" id="2443017"]not sure if its been addressed, but do you think you'll add new Grav Well types that reflect stuff from stargate? so like blackholes, different types of nebulas, goauld fortress worlds, ancient relic worlds and human outposts? ETC ETC?[/quote] yes we will be adding in new gravity wells, I have a couple posted up on our Invision free boards.

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