FUTURECRAFT
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Yes, that site went down a long time ago. myfist0 forgot to renew his free hosting, somehow.
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Re: FUTURECRAFT
Problem is that all the official tutorial thingies link there, so either someone else is gonna have to do in-game conversion or I need an alternative manual.
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Re: FUTURECRAFT
Anyway, I'll propably need some sense of scale, too.
anyone got any measurements for the original Sins ships?
anyone got any measurements for the original Sins ships?
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Re: FUTURECRAFT
Okay, from that I got that SoaSE capships are approximately 800-1000 meters in lenght.
But do you know what I need to type into the modeling software to get that scale in-game?
But do you know what I need to type into the modeling software to get that scale in-game?
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Re: FUTURECRAFT
That was unnecessary, sorry.
Normally what you do when it comes to modding & scale is import a pre-existing asset (say, a Kodiak) for reference and then size up one's own model to suit. Make sense?
Normally what you do when it comes to modding & scale is import a pre-existing asset (say, a Kodiak) for reference and then size up one's own model to suit. Make sense?
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Re: FUTURECRAFT
Yeah, sounds good, so I guess step 1 would be make a model and get the proportions right?
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Re: FUTURECRAFT
Step one would be concept art. Never model without a 2D reference; the end result will just end up looking *. Trust me.
Step three is actually modeling what you're making. Remember to constantly check both the concept and reference to make sure things are kosher.
Step four is creating a UV map of the model and exporting it.
Step five is creating a texture using said UV map.
Step six is adding in misc components like shaders and the aforementioned weapon emitters. This is basically preparation for ingaming.
Step seven is the actual ingaming process, which you can probably find in detail somewhere online. I'm a bit pressed for time atm xP
Remember you'll be doing the above at least 36 times per faction, plus creating fx with ParticleForge and thinking up an extensive tech tree unless you want to rip that wholesale from the base game (which would very much diminish interest outside of this forum). I hate to be an Iv here but there's a reason I stopped working on an soase mod before I even started, and it's not just because I'm lazy as fuck :P
Step two is importing a reference model for what you're working on; put it off to the side, it's just to give you an idea. For instance when I make a map for Halo I always import a Master Chief to give me a sense of scale; the same holds true here.ACH0225 wrote:Spoiler:
Step three is actually modeling what you're making. Remember to constantly check both the concept and reference to make sure things are kosher.
Step four is creating a UV map of the model and exporting it.
Step five is creating a texture using said UV map.
Step six is adding in misc components like shaders and the aforementioned weapon emitters. This is basically preparation for ingaming.
Step seven is the actual ingaming process, which you can probably find in detail somewhere online. I'm a bit pressed for time atm xP
Remember you'll be doing the above at least 36 times per faction, plus creating fx with ParticleForge and thinking up an extensive tech tree unless you want to rip that wholesale from the base game (which would very much diminish interest outside of this forum). I hate to be an Iv here but there's a reason I stopped working on an soase mod before I even started, and it's not just because I'm lazy as fuck :P
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Re: FUTURECRAFT
That's cute.Chairman_Tiel wrote:Step one would be concept art. Never model without a 2D reference; the end result will just end up looking *. Trust me.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: FUTURECRAFT
Concept art is not a problem, I can do something for that by hand.
Best size reference model would propably be a SoaSE-ship of a similar size to what I'm aiming for.
I know, it's a LOT of work.
I'm gonna try to find time for it where possible.
Best size reference model would propably be a SoaSE-ship of a similar size to what I'm aiming for.
I know, it's a LOT of work.
I'm gonna try to find time for it where possible.
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Re: FUTURECRAFT
In fact either project is a lot of work, just in SoSE I believe you will get a lot more out of that work.
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Re: FUTURECRAFT
Advent already is psionic and they got special abilities to steal ships and the such. Is just to adapt that to MQR and thats it
Darkstar stealth could not be included,but if it were,it could make the enemy miss some shoots,or 20% of the damage could be negated or PSIDAR could not work on then [You will not get warning if ships jump on your planet]
Darkstar stealth could not be included,but if it were,it could make the enemy miss some shoots,or 20% of the damage could be negated or PSIDAR could not work on then [You will not get warning if ships jump on your planet]
" We explore... and you call us criminals. We seek after knowledge, and you call us criminals.We exist without skin color, without nationality, without religous bias... and you call us criminals.You build atomic bombs, you wage wars, you murder, cheat, and lie to us and try to make us believe it's for our own good, yet we're the
criminals.Yes, I am a crimial. My crime is that of curiosity."
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criminals.Yes, I am a crimial. My crime is that of curiosity."
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Re: FUTURECRAFT
Your main prob would be that you would like every singe faction to be included, you can carry on you 3 factions at best and TBH its unlikely DarkStar will be there for example.
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