April 14, 2025, 08:44:19

Recent Posts

Pages: 1 ... 5 6 [7] 8 9 10
61
Mod Development / Released Mods / Re: [CEP] How far do we stray?
« Last post by Sargoth on February 16, 2016, 21:53:43 »
62
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by Sargoth on February 16, 2016, 14:22:12 »
Modern versions of lightwave (and some other third party programs) now have integrated tools to make the process easier, managed to make a quick UV map for Phobos in about five minutes - not sure how easy it would be to create a texture for it though...

Problem with the ingame Phobos is that they've cut out the top and bottom section from the main model. I've put it back together, but whatever I do the UV cords remain. And my better Phobos texture gets cut off. I'd like to have a look at this new UV texture of yours ;)
63
Mod Development / Released Mods / Re: New Asteroid Pack
« Last post by GeoModder on February 14, 2016, 23:27:18 »
Graphic card drivers/settings can't be an issue?
64
Mod Development / Released Mods / Re: [CEP] How far do we stray?
« Last post by GeoModder on February 14, 2016, 23:26:03 »
Definitely true regarding unused and unfinished meshes.
Background activity? You mean extra secondary objectives, or 'civilian' traffic/objects not directly related to the mission at hand? There are a couple missions (especially the ones with stations in it) that lend themself for that.
65
Mod Development / Released Mods / Re: [CEP] How far do we stray?
« Last post by The Old Dragon on February 14, 2016, 22:46:36 »
I'm all for it, I believe there are quite a few incomplete and unused meshes. Having these finished and put back into the game would be great. As far as idea's for down the line go, I'd like to add some background activity to the mission areas and look at tweaking ship movement.
66
Mod Development / Released Mods / [CEP] How far do we stray?
« Last post by GeoModder on February 14, 2016, 19:32:55 »
Questions to the participants of this 'little' project.

For instance, do you feel my little relabeling of planets and moons in sol system is worthy of extending to the other star systems in the game? Should objects within star systems be open for repositioning in order to simplify or make them more visual interesting? That last one would likely need fixed positions in briefings to be reworked.
There's a dozen or so unused device meshes in the earth\devices map. Do we link existing weapons to these to show more diversity?
Do we use or switch other meshes from within the game? I am for instance fond of the kisszallito_01 model over the escape_pod model as old Earth shuttle. The latter looks too Noahish to me.
Or even models from outside? I spotted a nice usable fighter model or two in Arparso's Freespace Evolution mod with not too many polies (if he's willing to see it used elsewhere).
67
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by Sargoth on February 14, 2016, 19:25:24 »
I has texture map ;)
68
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by GeoModder on February 14, 2016, 18:43:46 »
Underneath & Vertical? :P
Anyway, way out of my bailiwick.

Just wondering, would it be a service to have a list of observed mesh/model errors/malfunctions available, or would that come over too daunting?
69
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by The Old Dragon on February 14, 2016, 18:08:47 »
Very true Geo, I'll blame the old grey cells for that one :) But it's still a heck of a lot for manual mapping.

In normal mapping (i.e. building a model) you work in the axis of X, Y & Z.  In UV mapping, you work in the U & V axis.

I daresay that's something we can fix in the CEP ;)

Modern versions of lightwave (and some other third party programs) now have integrated tools to make the process easier, managed to make a quick UV map for Phobos in about five minutes - not sure how easy it would be to create a texture for it though...
70
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by Sargoth on February 14, 2016, 18:07:05 »
It's the map coordinates for how the texture is shown on a 3d object. And it's a headache doing it right, at least for me
Pages: 1 ... 5 6 [7] 8 9 10