would be funny to see a Zerg swarm [e digicons]:grin:[/e] don't even get me started on the unbalance issues going on between the races in Starcraft 2, especially the Zerg vs the Protoss and the Terrans
EternalRequiem
that too... I should have said that but it was really late and I was dead tired when I posted that
not enough ships IMO
[e digicons]:drool:[/e] nice, level of quality of that is very far above my own abilities though I hope to one day make such detailed models such as that. Now the question is... how many polys does it have :P
Manshooter has stated he does work for Blizzard I believe in previous posts. While I might agree with you with them being semi-evil for not releasing Starcraft II and pushing the title 3 years past the date it was SUPPOSE to be released. They did a pretty good job on it and it was worth the wait
Don't forget who Manshooter works for now... they keep him plenty busy
Okay folks here are 3 more models that I've done, a Carrier, the Radiance Mk 2, you can find the Mk 1 in my dabbles in modeling thread and a previous lower quality beginning to work on of the model. Lastly is a new addition that is similar to the battleship model I've already done, class of ship and name is not decided yet. <img src="http://a.imageshack.us/img337/741/radiancemk23.jpg" alt=""
Raiders as pirates, this I believe is already planned
Wraith outnumbered the Ancients remember? That huge spawning facility on one episode where a hive queen was producing offspring at a accelerated rate
Awesome!, that will be extremely helpful in reducing polys for my models. A lot of the models that I do usually end up at around 8k to 10k poly's or more! xD
yeah, thanks, I tried to make it as close as possible as the picture, though my model is slimmer in some areas. I still like the way it came out By the way, triangulated polys on the model push the polys up to 7716, while triangulated it's around 4k poly's
oh hell yeah :p there are several other ships on there that I like the design of and will probably model in the future XD
Well here's a model I did based on the pic on this site http://atlantisdsv.newcapequest.com/library/ueo/atlantis030509d.jpg
[quote who="Tacitus_Germanicus" reply="1775" id="2703136"]Thoumsin: Is it really that important that the fighters have a high poly count? In game you rarely see them up close after all. Keeping them in the general "shape" of the Vorlon fighters may be enough? [/quote] It does matter in late game because the more objects you have aka fighter craft with high poly count the SLOWER the game will run, you also run into the
Zvezdochets, a bit off topic but... what ship is that in your avvy? I swear it seems very familiar to me
Don't expect them removing the 2gb processing limit... rewriting the game engine would take a long time and a lot of money. Better off practically making a new game if your gonna do that
I'm sure there is a readme file in package the mod came in... it would be wise to read it carefully. I'm guessing Vorlons will be like the Shadows in that they colonize in a different method compared to the other races which has yet to be implemented. If anything Shadows and Vorlons are the two oldest of the races that will be playable which will mean they will be very powerful but also have things in there that will limit that power. Numbers of ships, economy, ect, ect... and no... I haven't
because they are still a work in progress that's why
which is basically 60% of the population :P
My guess is the shield generator allows a shield to be placed around structures that normally don't have shields, also it could possibly reinforce shields around any ships in the area. This is just a guess as to what it MAY do
lot more highly detailed I can say that... it is triangulated polys right? lol though that many polys it would be unwise to use in Sins. maybe a game that doesn't crash with such high poly models could take it lol
you should really post this in the mod thread, though I do see something that might cause a problem... you got 1 gig of ram... what graphics setting do you use in the game? two possible causes of the crash are, graphics settings are too high and your reaching a RAM cap which causes sins to crash
ooooh omg lmfao [e digicons]:rofl:[/e]
in case your wondering... I did that model today... XD er... I should say yesterday hahaha
Here's the same model as before but almost complete, just need to triangulate the polys, though it's a bit big poly count wise <img src="http://img269