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Posted: Tue Feb 24, 2009 5:39 pm
by Raveen
Anything that can save as .x is Alleg compatible. Blender might be a good choice.
Posted: Tue Feb 24, 2009 8:39 pm
by Compellor
The Dreg HTT realllly bugs me. It's a reskinned carrier! Their corvette is pretty bad too.
Posted: Tue Feb 24, 2009 9:48 pm
by Quia
Everything Dreg is a reskinned something. The Destroyer and the Devastator are towers, and the Assault ship is a refinery.
If you're adding items to that list, Rama, the Belters sup CVH is $#@!ed.
Posted: Tue Feb 24, 2009 9:59 pm
by Valiance
Quia wrote:QUOTE (Quia @ Feb 24 2009, 02:48 PM) Assault ship is a refinery.
ROFL!
Posted: Wed Feb 25, 2009 5:56 am
by Compellor
The assault ship and corvette use a model which appears to be unused, but resembles a tower, what with the two big forward guns. I think their miner was originally intended to be a probe. The transport is particularly bad because it has a great big hole in the middle, complete with landing lights.
As to CVHs, anyone can fix that, it doesn't take an artist. Well, I'm not sure what to do if don't have a bound.x file to work with, but that's only because I don't have Milkshape. What I'm not sure of is why the boxes were so loose to begin with... I don't know how many more polys can be added without causing problems for the engine or server or something. What's your specific beef with the Belter Sup? From looking at it, my first guess would be the long stretch of asteroid opposite the launch bay.
Posted: Wed Feb 25, 2009 7:53 am
by Ramaglor
Compellor, all dreg models are recycled old models. Small ships have been replaced with new ones.
Posted: Wed Feb 25, 2009 11:15 am
by Broodwich
iirc the dreg corv model is what their scout used to be, dreg ints used to be belter corvs, etc.
Posted: Wed Feb 25, 2009 7:09 pm
by Ramaglor
Psh, dreg ints were belts HTT! Get your veggifications right!
Anyway Buyo, we need texture artists more than modelers.
Posted: Wed Feb 25, 2009 10:12 pm
by Buyo
I'm just getting started with this, I read a major amount of tutorials and downloaded like 2 gb worth of tools including photoshop, milkshape, etc.
And, coincidentally I was going to start with making a texture then move on to models, my current project will be re-texturing the TF current scout model with a high res one.
I just have 2 questions, right now what formats and color depths are possible to put into alleg?
Posted: Wed Feb 25, 2009 10:18 pm
by Andon
with a text.mdl file, you can use png files and a few other ones (PNGs are preferred). It's much easier than anything else. I think currently there is support for 24 bit, I'm not sure about 32.