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Posted: Tue Sep 09, 2008 4:38 pm
by redavian
Andon wrote:QUOTE (Andon @ Sep 6 2008, 05:49 PM) It is not going to be in CC due to some ICE restrictions. Those restrictions should be gone with the R5, but that's a ways away.
It will be in Raptor
raptor?
i take it thats a core... what are its initials
Posted: Tue Sep 09, 2008 5:16 pm
by Hockfire
Yes, it is a core.
It hasn't been released yet, but is going to at some time.
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Must... resist... posting....more.... pics....
Too late. (cookie for anyone who discovers the new difference)
...

Posted: Tue Sep 09, 2008 9:21 pm
by zdude1994
You darkened the inner-tube color, made it more pink-purple. I like white chocolate cookies /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> `yt
Posted: Fri Feb 20, 2009 1:12 am
by Valiance
This is by far my favourite looking faction. its awesome in a styrofoamy way =]
EDIT:
Did you make this youself?
Awesome model =]
Posted: Fri Feb 20, 2009 7:19 am
by Cadillac
Faction X has not encountered IC or any other Allegiance faction as of yet.
Posted: Fri Feb 20, 2009 12:25 pm
by Valiance
Cookie Monster wrote:QUOTE (Cookie Monster @ Feb 19 2009, 11:19 PM) Faction X has not encountered IC or any other Allegiance faction as of yet.
Yes it has, i read a thread on it.
can bombers mount boosters?
Posted: Fri Feb 20, 2009 4:13 pm
by EdDaalleg
What's the poly count on these models compared to the other factions?
Posted: Fri Feb 20, 2009 6:52 pm
by Hockfire
@Cookie:
Read this
IC Report.
@Valiance:
Oh, I see you found some of my "other" work. That wasn't expected...
Well, anyway, that is a normal BL aspect of adult stage (Bio-Lumens "morph" to become all the different ships and units both Allegiance and Quantus are based off, and that would be the look that you had if you hadn't morphed into something else yet and you just had left the body follow it's natural course). I will add some fact sheets about that strange organism as soon as I get time for it. Oh, and that will be BL's Ass. Mech equivalent for Quantus. Might already give you a Heads-Up.
Edit: Oops, I forgot to tell you something. ALL ships (well, 'cept the Pod) can mount boosters (REAL boosters, not some Belter's welding-work). This is also to compensate BL's naturally low speed.
@Edmond:
Here's a small comparison chart:
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IC Fig: 498 T's
Rix Fig: 392 T's
X Fig: 3310 T's
TF Fig: 528 T's
BL Fig: 1760 T's
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And I can also tell you that the highest triangle count goes for the Scar, to 9k triangles - but that's because the Scar is some big @#(!.
Average Base Triangles is: 1195 T's
Average Small/Medium Ship Triangles is: 1610 T's
Average Capship Triangles is (not counting the Scar): 4679 T's.
Posted: Fri Feb 20, 2009 7:31 pm
by Valiance
in an earlier post you say you have done all the artwork, but most of the models are missing. have you made them and just not posted them up, or not made them?
how fast do you intend for bombers to go?
Also, i saw a picture (cant remember where) of a ship with a coloured booster. im not sure if that was an artwork thing that changes all boosters to that colour or it is a simply a red boost =]. if it is the latter, or the latter is possible, it would be awesome on your faction =]
Did you seriously model that BioLumen citizen thingy yourself? its $#@!ing awesome!
EDIT:
ooh, ooh, how about when a biolumen grows over a certain size it needs constant maintenance to not disintegrate, which would explain the cost of caps and bombers! =]
Posted: Fri Feb 20, 2009 7:41 pm
by Adaven
I don't think poly's are going to be much of an issue. The dx9 client should drastically improve rendering performance for most people. And reducing the polycount of a model is much easier than trying to increase it, so it wouldn't be too hard to later make a low poly set of models and setup an optional download for whatever version doesn't end up on AutoUpdate.