Sneak peek of my GT reworks

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
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Compellor
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Post by Compellor »

Dracus_Prime wrote:QUOTE (Dracus_Prime @ Apr 30 2010, 07:04 PM) Also, I think GigaCorp deserves their out Teleport model since they are currently using the bios model I believe. Just adding more to my suggestions.
This is not the case.
Giga
Bios
The Dreg tele is a retextured Giga tele, but all of their bases are retextures.
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Dracus_Prime
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Post by Dracus_Prime »

Compellor wrote:QUOTE (Compellor @ Apr 30 2010, 07:18 PM) This is not the case.
Giga
Bios
The Dreg tele is a retextured Giga tele, but all of their bases are retextures.
lols, oh right i don't know how I managed to confuse that... they look so different. W/e, still the cap ships need love. and since it has been talked about so much the dreg could use their own base models I suppose.
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Dracus_Prime
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Post by Dracus_Prime »

Well, talking about the capital ships kind of inspired me to work on some GT Capships, I wound up finishing an entire ship overnight, ready to export. Say hello to the Ga' Taraan destroyer:



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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
madpeople
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Post by madpeople »

FYI on capships you can use more polys - there aren't as many of them around as small ships.
7k could be quite reasnoble I would think (I can't remember how many polys the SW core capships had...)
apochboi
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Post by apochboi »

That starbase looks like a Goa'uld starbase!
Dracus_Prime wrote:QUOTE (Dracus_Prime @ Apr 14 2010, 02:53 PM) So, everybody has been taliking alot lately about dreg bases, and that is great, but what about the blocky, poorly doored Ga'taran faction? I really like playing as GT (with a good com and a lot of time to spend), so I decided as my first project I'd fix GT up.

This is not, by any means a 're-design' of the faction, just some visual improvements that enhance yet retain the characteristic features of the GT faction. The faction still maintains a modular, utilitarian constuction feel with the ships sporting the easily identifiable angular forward cockpit.

I am not finnished with the texturing of the models so instead I decided to give an early teaser of my models with the very satisfactory sketchy paint brush style. Enjoy! And more to come soon!



My first GT base model, although I am not quite sure which base it will be yet.



The scout model



The easily recognizable GT fighter model



The steath fighter model, by far the most changed of the ship models I have done so far, have to work out the gunmounts and hitboxes I supose, but I just wanted to go for a look that was more... well... stealthy.
Dracus_Prime
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Post by Dracus_Prime »

It is, with some modifications and redone texturing, after posting that I had made further modifications as well. I am not going to be using it though, too many polygons although a few components might find their way into the palisade remake, but for the most part it was more a proof of concept piece to begin with. I really liked the blockyness of it so I used it as a base, for the base (lols). As I said in the post before, I really like spacejunks texturing of the original bases, and with a few exceptions, I think we should just use his work for the majority of the bases and just fix the doors on them. We will see, this project keeps evolving as I go along.
Last edited by Dracus_Prime on Sat May 01, 2010 11:47 am, edited 1 time in total.
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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
Orion
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Post by Orion »

The engine can actually handle a fairly large amount of polygons, fyi. Just keep the collision primitives simple.

I think I've seen 50,000 polygon spheres in the game (at least 3 of them), 7000 polygon fighters, etc. I wouldn't worry as much about it now as 10 years ago.
Last edited by Orion on Sat May 01, 2010 2:57 pm, edited 1 time in total.
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Weedman
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Post by Weedman »

also, so long as your ships stay relatively spherical, and are not too flat, or too long, it'll make it much easier to add to the core so people don't complain about not being able to hit the ships

if you want a good hitbox, i am able to help with this, there's a tool in msart that auto generates the convex hull for hitbox, and it works really well, it just makes a bubble around the entire thing

stations, on the other hand, you 'll need to make each piece as you go, so the more complex the station is, the more you will hate making the hitbox for it
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Adept
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Post by Adept »

Weedman wrote:QUOTE (Weedman @ May 1 2010, 09:21 PM) if you want a good hitbox, i am able to help with this, there's a tool in msart that auto generates the convex hull for hitbox, and it works really well, it just makes a bubble around the entire thing
Nooooo :doh:

Shapes with wings like this (like the current GT int and fig) should have hitboxes assembled from several parts. The "draw a bubble around the whole thing" is a quick and dirty solution the devs did, and never fixed. We can do much better than that.
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Dracus_Prime
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Post by Dracus_Prime »

Orion wrote:QUOTE (Orion @ May 1 2010, 09:57 AM) The engine can actually handle a fairly large amount of polygons, fyi. Just keep the collision primitives simple.

I think I've seen 50,000 polygon spheres in the game (at least 3 of them), 7000 polygon fighters, etc. I wouldn't worry as much about it now as 10 years ago.
Well f this @#(! then, I have the skills and premade components from past projects to make models with full cockpit detail and pilots (I actually have a fully textured modular cockpit model complete with radar and multi-layer holographic HUD including a posable pilot detailed right down to his eyeballs on my parents computer at home. I know someone that has a modular hanger system I could model right into our carier models, actaully I am going to post some screenshots of this guys gorgeous model right here if I can find it... nope, he took it down but I have it saved on my parents computer and I'll upload it next time I go home. I could totally run wild with this sort of flexabilty, pft, 50,000 polygons... most of ya'll with old machines would hate me though. I'll just stick to the 500-1200 max poly range I think, that is reasonable and it won't be a total bitch to texture (of course with higher poly counts I could model a lot of the features right into the model and save time with the "less fun" (imo) texturing part, but we will see).
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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
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