Timmaigh

Timmaigh

Joined Member # 3617814
121 Posts 1,602 Replies 2,439 Reputation

Just buy some AMD Phenom X4 CPU, some cheapish AMD board for it, 4GB of DDR3 RAM, and Nvidia GTX460 and you are all set. That CyberPower PC does have unfortunately pretty shitty GPU, i would avoid that, if you want the machine for gaming.

40 Replies 164,201 Views

[quote who="G_Bison" reply="27" id="2908311"]Very nice, question. @ the 32 second mark, shadow was cast along the other ship. If that is actual game and not a cut scene, I'm impressed, still a work in progress, thanks for the update Tim..... [/quote] Youre welcome [e digicons]:)[/e] I would say that is ingame footage, they seem to have some kind of cinematic "camera" similar to old Star Trek Armada, if i understoo

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[quote who="boshimi336" reply="2302" id="2906435"]Woa!!! ZombiesRus5, I just noticed that your Avatar is animated ! ' As far as effects and other flashy things, are you all utilizing the mip mapping features of .dds or are you sticking with .tga? I figured now might be a good time to mention these things as the choice can dramatically affect performance mid to late game. [/quote] Uh, youre right! Never noticed it before. BTW its really creepy picture, i alwa

5,473 Replies 14,199,554 Views

I think, if youre interested in modding, the best thing to do is choose your "specialisation"... i mean, you can build new models, create textures, play around with entities and create new abilities, weapons, effects and other stuff.... there is lot of different work to do, so i would choose what fits my bill the best and either join some other modders or if you are adamant about creating your own mod, just convince some other people to help you... either way and that is basically whole

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[quote who="HawkWall" reply="2291" id="2904645"]Well.. Here's The Textured liati.. With Bump- and ambient maps.. No specular because i cannot seem to get it to work on any modelling software i have.. Tell me what you think.. It is not rendered with ambient occlusion on this time.. edit: And most importantly tell me what you think of the custom made 'lion nose' cockpit Reduced 55%Original 1024 x 512 Reduced 52%Original 857 x 838[/quote] &n

5,473 Replies 14,199,554 Views

[quote who="TobiWahn_Kenobi" reply="2282" id="2901912"]@Timmaigh Vorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent! [/quote] Splendid. Looking forward to it. If my texturing job was excellent, you wouldnt have to reUV it [e digicons]:D[/e] ...but thanks anyway, next time i will learn from my mistakes and UV it properly. I do no

5,473 Replies 14,199,554 Views

[quote who="HawkWall" reply="2276" id="2901605"] So you just used the warp/bend thing? And yes i would very much like to use the vorchan texture on the model. It is very very well done! To tell the truth, i thought it was from some original babylon 5 model. [/quote] Hehe thanks, i made the texture from the scratch, but it was nothing complicated as i had the FXPANELS texture as background and just bent and recolored it. Otherwise m

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[quote who="HawkWall" reply="2271" id="2901113"]Yay! More people are always welcome! Does anyone know if there's any program in which i could see how all the textures look like on the actual model? It would be a lot easier to do them if i'd know how they'd appear in game... I would also like to know how Timmaigh bent the Vorchan's wing texture that way and should i put a metal texture on the ship, like on the Vorchan? [/quote] </

5,473 Replies 14,199,554 Views

[quote who="TobiWahn_Kenobi" reply="2249" id="2899247"]@HawkWall Don't. We are all no professionals (game developres that is). With every mistake one gets better and I definitely want to have a look at your Liati! Please!! For reference http://www.star-ranger.com/images/ACTAcentauriLiati.jpg[/quote] Exactly, do not let some initial mistakes stop you, its part of the learning process. Not to mention, it is always good to have some additional skills, you w

5,473 Replies 14,199,554 Views

I want Vasari Titan to have only one purpose/ one weapon...to be planetkiller [e digicons]:cylon:[/e] I am not sure how would it be useful in the game, as most of the times you want to suck the planet resources with the Egg, but it would be certainly cool. I can see it as glorified Siege Frigate, you would use it to kill badly protected enemy planets with the difference, it would kill the planet in one single instant blow. So if enemy defence wont be up from the m

181 Replies 538,939 Views

[quote who="TobiWahn_Kenobi" reply="2237" id="2898023"]@Timmaigh While most engines can cope with holes in a mesh, in sins we should only use closed meshes because haveing hole can have weird effects of faces disappearing or having the wrong orientation. I think this is mostly due to the convertXSI.exe but i have no other way to check. Having a solid mesh is the best way so this is how we do our models. SO: Holes=Bad[/quote] Ok, that is good to know. Thanks for t

5,473 Replies 14,199,554 Views

I think those pipes do not have more than 8 sides, but they are not just regular cylinders, thats why i needed them to model using lofting, as i needed to create elbow fittings (i needed to google this, funny thing in my language we call it not elbow, but knee) on the pipes, and that is where it started to become more polygon-heavy... good thing now is i did not attached all the objects into one mesh, so i can apply modifiers only to those parts i need, bad thing is i already collapse

5,473 Replies 14,199,554 Views

[quote who="TobiWahn_Kenobi" reply="2232" id="2897665"]@Timmaigh Model looks very good, but 37k is a bit much. We aim for a my of 15k per model (+-1k). You can send me the model though and I can take a look at it and see if I can shave off a few polies. Vorchan will take some time due to illness but I'm working on it.[/quote] Ok, i will send it to you. The thing is, it was on cca 17k faces, but after i applied the triangulation, it jump

5,473 Replies 14,199,554 Views

How many triangles per starbase? I just triangulated the starbase and it went up to 37k faces. There is quite a lot of pipes on the model, if i want it to be precisely like on the show. final model btw i found today some nice screens of balvarian carrier and octurion batttleship from the X3 mod, so i these will be my next models, if i manage to beat the l

5,473 Replies 14,199,554 Views

[quote who="TobiWahn_Kenobi" reply="2227" id="2896533"]@Hawkwall the numbers are the date of production As for the hardpoints, engines and stuff (we cannot use turrets, just static meshes), thats done by me in XSI. If you want to assist in modelling, UV and texturing, we welcome you to yet another job [/quote] So Primus is 2195 and Vorchan 2160? I remember they said at some point during the show the Primuses were 80 years old, but

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[quote who="HawkWall" reply="2223" id="2896378"]Sorry to ask, but is there any info on what Centauri models are being worked on at the moment? Or the ships they're planned to have? I thought i saw some list on what ships the different races were going to have in the final version, but i don't find it anywhere.[/quote] Obviously i have no idea, what are Zvezdochets et al working on right now, but for my part there is this little thing with fixing Vo

5,473 Replies 14,199,554 Views

Yeah, 1mm is still on the big side, but this is definitely much more useful, compared to 1cm stuff. And i can see in year or 2 making it again 10x smaller....how big is the average cell by the way? I suppose this varies, but i wonder how small will need the nanobot to be to kill the cells on the cell level, i mean not just bigger agregates of cells, but target and kill single cell? Anyway this would probably require tracking method with such precision/resolution at first... The grey g

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[quote who="ZombiesRus5" reply="2212" id="2895914"]I did not send a texture with AO applied as I figured Tobiwan would want to use his process if the texture map would work for him.[/quote] Ah that explains everything. I sent Tobi the files. I would say it looks great on the last pic, and suprisingly the quality of the texture does not look to suffer with your texture compared to original texture, as the parts have now less pixels @Tobi Wahn: Yes, i remember now, back

5,473 Replies 14,199,554 Views