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Warb_Null
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Hokai i am a long time lurker and love playing testing the mod - but not realy good at finding bugs. Also all you guys do a wonderful job of updating the mod to the state it is in now and much kodo's from me for it.

 

I was thinking as the ingame turrent you could use http://starwars.wikia.com/wiki/Asteroid_Laser_Battery it is not great to look at but it is used in a starwars game. I know it does not look great but some excelent majic by warb and he could enhancit some. And i was also thing for the missile defence platform i know the mines are basic but the mine type 3 from x-wing games might surfice as a turrent since that is what they are closest to - or you could try and port in the laser and missile turrents from empire at war.

 

My 2 cents worth for the next while and continue the great work

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You're a little too late LordWarspite, I just finished my turrets :D

The Turbolaser and Missile turret are based on those from EaW but I beefed them up a bit.

http://speedy.sh/3qwxy/Turrets.rar

If you want, Lavo, I could do a couple more imperial looking based on the Turbolaser tower.

I'll do some Vong turrets too.

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You are always welcome to do more models if you wish. These two are quite nice; I also notice you included a transparent pic of each, thanks for that, saves me time. If I had enough particles knowledge, I could make the "base" of the turrets static like in EaW, as you can generate the base as a particle effect and use the "gun" as the actual model.
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I had not done so yet. Thanks for the fix! I'll get this in fairly quickly. Edit: Working on all the models; it seems that the Ro'ik Va'lh is still screwy, same problem as last time.
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You probably have, but have you checked the Gunboat for five-sided polygons? Seeing as it renders fine in XSI, this may be the issue, like the Harrier.
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Sorry for the late reply,

Yes, i checked for 5 sided polygons. The one i exported directly from MAX didn't have that problem ingame. it looked as it should.

I haven't looked into it yet, i've been a bit bussy.

 

I did finish the Gravity Well Generator. I made two versions ; one with the dishes (canon) and one with interdictor-like spheres (non-canon) I like the spheres better but i'll leave it up to you.

 

Also finished the starbase construction ship (Cargo Ferry) I don't know if you wanted teamcolor stripes so i made one with and one without teamcolor.

 

http://speedy.sh/K6dt4/Models.rar

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Can you send me the one you exported from MAX (or did you do that already)? I'll take a look at it and see what I can do with it.

 

I'll make use of both versions of the gravity well generator, one will be for the CIS/Alliance, other for the Reps/Imps. Not sure which I'll use for the NR, that remains to be seen. Much thanks for these three models!

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You have the ones i exported from max, you said the weapon null's were all of on those. I can send the again if you want.

Welp, yeah I realize now that I didn't even try getting the one you sent to me to work. Unlike the Scout Ship, this one's centered and the weapon nulls from the old mesh work fine on this. I'll take a look at the Ro'ik Va'lh later today.

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You got most of the Scout Ship's holes, and thanks to sending the .max version I was able to slap it in. There's only two holes in it now. Thanks for the Vong constructor!

 

Both the galaxy well generators look great, but for some reason their spheres and disks aren't rendering properly. It's odd as they appear fine in XSI; picture here. And yes, the disk GWG is straight while the sphere one is flipped on it's side. I think it adds a nice flavor and variety to the two, or am I wrong? If you can get them exported properly from 3ds MAX, this would work great as well; as there's no positioning issues I can easily slap in the nulls in notepad. I'm also wondering, would it be possible to give those yellow arrows team colors?

 

Edit: Seems the game doesn't like the Yorik-Trema either. As with the GWGs, if you can export it from MAX I can easily slap in the nulls.

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Argg still more holes :(

 

I didn't intend for the GWG to be flipped but why not. I'll edit the textures to include the teamcolor and export them in max.

also exported the yoric-trema in max. i tried to view it ingame but it mini dumped. could that be because there's no rigging?

http://speedy.sh/4kPxh/yorik-trema.rar

p.s I made it to be the vong freighter, the ones for the trade station but i supose it can work as a constructor too.

 

I have an idea for a vong trade station too, something looking like a alien-egg. and for research stations i was thinking Yammosk like structures, a floating brain with tentacles.

 

edit : the GWG's http://speedy.sh/cSau2/GWG.rar

another question, is a _DA texture necessery ? the GWG have no lights and i don't like glossy ships so i didn't make a DA texture. should one be included even if it's all black?

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Yeah, I used the Yorik-Trema as the Vong's freighter. I'll see if this one works, thanks.

 

Ohhh, that sounds good. Very, very fitting.

 

A DA texture isn't necessary, in reality the game works without them. In fact, several ships don't even have a DA texture, or some, like most Vong units, have

filler texture, which is just a black block. The only textures the game needs, in order to not look like a total POS, is a CL and NM texture. Seeing as how the NM is made from the CL texture, this isn't difficult at all. Also, for the EaW-style GWG, I didn't flip that one, kept it straight.

 

From what I hear, this becomes even more prominent in rebellion, due to it's re-hauled lighting system and shadowing; not having proper tangents might be the kiss of death for some models. On the flip side, Titans can have up to six weapons. Imagine the Executor with it's current loadout, plus proper point defense batteries and ion cannons.

 

Edit: Game minidumps when I attempt to zoom into (aka. actually see) both GWGs and the Yorik-Trema. Doesn't have anything to do with meshpoints, this is really odd.

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It seems the V2.0a of the maxtool causes the mesh to minidump. V1.1 does work but doesn't export smoothing groups. Or rather, is doesn't if they're not allready there.

So i imported the V2.0 mesh in max (with smoothing) and exported with V1.1. Succes !! One mesh with smoothing and not-messed-up texture :)

 

http://speedy.sh/GVcug/FRIGATE-VNGTRADESHIP.mesh

 

It's a bit of a work-around but whatever works, right.

I took the rigging from another tradeship, it should be good to go.

 

Edit : scratch that. It only seemed to work because the vong ship is supposed to be smoothed all over. The GWG is supposed to have sharp edges but it too is smoothed all over and looks crap ingame. at least it doesn't minidump :?

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Eh, doesn't matter if it's on it's side, for now it works, and that's what counts. Plus, I can probably import it into MAX, flip it, then re-export it myself.

 

Will try and slap in the Vong ship today or later this weekend.

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Here is the other GWG, and guess what, this one got flipped too. No idea why but this one is vertical.

Did the Vong research stations, the Yammosk, too. I tried to convert them in XSI myself but failed with the tangents. I can't get it to work :(

Anyway, i made two variants; one with "tusks" for the military, and one without for civil.

 

http://speedy.sh/V7KP9/Yammosk.rar

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Another Vong structure. This i made as the vong trade station.

 

http://speedy.sh/H9KCd/Vong-Trade-Station.rar

 

The Repair Station model is also done and UVed, it just needs a skin.

I'm also working on a Vong shipyard. Burntstrobe came up with the concept and he'll be skinning it too.

 

Edit : Added the wrong mesh file. fixed now

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Warb, your Viscount is much better looking than any of the ships in Rebellion. The new shadows system finally does it justice. Encase anyone is wondering, the planet in the background is in fact NU's Terran.

 

http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_0.png

 

http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_1.png

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