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Rebelmoon

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Everything posted by Rebelmoon

  1. I like the Detainer. Very Cool! I'm not a big fan of the Lucrehulk to begin with, but I agree with Major Payne on the size of the domes. A bit too big/tall. Great work, keep em coming! Cheers, Rebelmoon
  2. I'm working on a Roger Young StarShip. How accurate is it? Overall shapewise, I'd say 70-80%. Total accuracy? Less than 50%. I'm aiming for a poly count less then 4000. Currently, it's just a hair over 3000. As it's a WIP, I'll be adding some more detail, and the texture is a base texture I use for all my testing. The final texture will have the expected detail. This has always been one of my favorite starships, and no matter how much you search, the only couple you can find online are in the 30,000-40,000 poly range. (fantastic reference material, by the way) Even if you could reduce the count to 3000-4000, the model would be unrecognizable. So, while those models might look so much better, accurate, & more realistic than mine, at least mine is playable. lol Current Progress Cheers, Rebelmoon
  3. I had that happen on a single antenna one time. It was the same glowing green. I had missed a mesh when I added meshgloss. Went back and applied it, was fixed after that. Cheers, Rebelmoon
  4. Ok, I've exported it as a fbx file. It imports fine back into max, but I have no experience with Maya or if it will import properly. No textures are included. I'd rig it but I have too much other stuff I need to be rigging. lol Pm me an e-mail and I'll send it to you. Cheers, Rebelmoon
  5. What types can you import? 3ds? Obj?
  6. Cool, that link is a treasure trove of quality models! All perfect for EaW. Especially the Republic Cruiser! I'm also going to have to find a place for the Arc-100 & the Viper MK1. lol. I've downloaded several for conversion. That Rand Ecliptic is a monster Star Destroyer with 4 internal open fighterbays. I'll convert them but I'll have to get permision from MTD before I release them as there are no "terms of use" that I can find there. Thanks again Warb_Null. Cheers, Rebelmoon
  7. Nomada_firefox, I didn't mean to suggest they aren't good. They are very decent models, but EaWs models are 10-15 times as detailed as XWAs. An example follows. The "Assassin" Corvette. The 1st pic is the stock model at around 259 polies. http://img244.imageshack.us/img244/7748/acsfn5.png The second is a user made remake of the same corvette at around 4000 polies. http://img244.imageshack.us/img244/612/acchk9.png Really, there is no comparison. Which one would you say was more detailed and looked the best? However, you're also looking at quite a difference in the graphics technology of then & now. To add that much detail to one of those models is possible, but in some cases it's just as easy to start from scratch. But to be honest, I just wanted to make my own. Warb_Null, thanks for the site link! I'll check it out. Cheers, Rebelmoon
  8. I know , I just wanted to make a higher poly model than the ones in the x-wing game. While good quality for the times, they're not quite as detailed as what EaW has. I could have just added to it, but sometimes it's easier just to start from scratch. Cheers, Rebelmoon
  9. Thanks Omega! Those will come in very handy. I hadn't seen those last 3. I'm going to assume those dark slits on the port & starboard of the cockpit are where the secondary laser & ion cannons are mounted for now. Plus they'll help on refining the ship as a whole. Thanks again! Cheers, Rebelmoon
  10. Yeah, it is the same ship from EP1. I've been wanting that ship ingame from the beginning because it's canon, however I'll probably have to build one myself. I attempted to lower the poly count today and is looking like more work than I wanted. We'll see. Now a question, I started an "Otana" YT-2000 Corellian Freighter today and I'm hung up on the location of the cockpit mounted laser & ion cannons. It's also suppose to have dual missile launchers. That, with it's dorsal & ventral quad laser cannons & heavy armor will make this a very fighting ship. Does anyone know exactly how those cockpit guns are set up and mounted & where the missile launchers are located? Here's a render. It's not finished obviously, and it'll have at least one extra LoD, but it's completely mine, not kitbashed, built from scratch. It's just a rough draft really, but it's heading in the right direction. http://img460.imageshack.us/img460/7851/otanayt2000ha8.png Also, if anyone has any other pics of the "Otana" other than the ones found at Wookieepedia, I'd appreciate it. Cheers, Rebelmoon
  11. You're correct, Dr. Nick, as it currently is. Altho it's not as many as it appears. But my goal is to get it down to a usable level, either that or use it as a blueprint for one I'll build myself. Cheers, Rebelmoon
  12. More of my current projects. The 2 carriers are unfinished kitbash Warlord models. The corvette is a x-wing alliance ship, not sure of the modeler. The cruiser is a public use model by Burningham Studios AND (V)iSTRFiNGA. Corellian Escort Carrier v1 http://img502.imageshack.us/img502/3051/escortcarrierv1tm8.png Corellian Escort Carrier v2 http://img502.imageshack.us/img502/3972/escortcarrierv2le9.png Corellian Assassin Corvette http://img502.imageshack.us/img502/7075/corvettedo3.png Corellian Cruiser http://img502.imageshack.us/img502/1254/republiccruisergm0.png Cheers, Rebelmoon
  13. Ghostly_Substance, I'd be interested in seeing some of your concept art sometime, it sounds interesting. My mod isn't a true Corellian faction mod, it's actually a non-Star Wars mod. It's between the Terran Federation and the Melconian Empire. Two factions from a series of books I've read over the years. I picked the Corellian ships because they fit my idea of what the Terran Fleet would look like. The Melconian Fleet is currently made up of CIS, Chiss, & various others. It's currently only space skirmish now but once I've got both fleets finished to my liking, with text, and space stations, I'll start on the GC, altho it'll start out as space only as well. It's far from finished as I'm working on it alone and only when I have free time. I've posted some pics of a few ships I'm currently kitbashing, rigging, & converting to alo. Plus I have at least 5-6 other Corellian ships from the Warlords model pack that have never been converted to alo in any mod that I know of. Mostly minor ships, but still cool looking. well anyway, Cheers, Rebelmoon
  14. Credit to EvilleJedi, who is the talented modeler behind All the original, unedited models/skins. All I did was kitbash and modify certain meshes to create new units, as well as modifying and or replacing the skins. The Idea: The original idea behind this unit was my personal need for a Corellian Fighter. I mean a fighter that was unmistakably Corellian. I'm making a personal mod that has all of EvilleJedi's Corellian Ships from his Warlord Model Pack as a single faction. None of the existing fighters fit quite like I wanted, so I decided to make one. To that end, I found by using parts of his existing ships, I could "test" designs alot easier than starting from scratch. The end result is the Corellian Dragon Interceptor. Instructions: You should already know how to install it. Everything is included. A unit/squadron xml, hardpoint code to add to the underworld_hardpoint.xml, unit/squadron xml code to add to gameobjectfiles.xml, A icon button (I_BUTTON_DRAGON.tga) that has to be added to the MT_commandbar.tga, and you'll have to add "I_BUTTON_DRAGON.tga" to the MT_COMMANDBAR.MTD. Final Thoughts: The unit code is set up as how I think an interceptor should behave. As in, it's fast, it's guard range is increased, etc., but it's not overpowered. In other words, it should be the 1st fighter squadron that responds to an enemy incursion. Adjust it as you see fit Feel free to use this unit, but please give credit to both me, Rebelmoon, as well as EvilleJedi, if used in a public mod. Cheers, Rebelmoon Render http://img352.imageshack.us/img352/5784/dragon1qy3.jpg Ingame http://img352.imageshack.us/img352/5769/dragon2in5.jpg Ingame http://img352.imageshack.us/img352/3060/dragon3fo9.jpg
  15. The final version of the Corellian "Dragon" Interceptor. I've added some "art" to the hull to finish it up. Let me know if anyone thinks it's too much. Hopefully I'll be releasing it soon. I want to make clean code for easy install to any FOC mod. It's got six weapon hardpoints, 2 being in the fat front part of the body wings along with the 4 nose guns. This shot is with the ALO viewer. http://img488.imageshack.us/img488/3538/dragoninterceptorks3.png Cheers, Rebelmoon
  16. Thanks everyone, I appreciate all the positive replies. There were a few blind spots on the cockpit that were bugging me so I redid it again. I think it fits perfectly now without resembling anything Imperial. I'm calling it finished, at least for now, as I have a couple of other ships in mid-construction that I need to find time for. Pics of the final follow. Cheers, Rebelmoon Render http://img183.imageshack.us/img183/299/interceptorfinalgv6.png Ingame http://img183.imageshack.us/img183/5453/final2bv7.png Ingame http://img183.imageshack.us/img183/8854/final3ur7.png
  17. Thanks everyone, it's good to know my ideas aren't totally crazy. 1upD, I might do that, I've already got a working idea of it's use, as it pertains to the Corellian Navy. Funny how when you're making a ship, your mind is thinking of it's developement as if it's real. lol Jeteye1, you don't know how much I ran that debate in my mind from the moment I decided on that cockpit. The pic I posted earlier is actually the 1st look, I already had those pics on the pc and just uploaded them. I've taken 2 renders of the other 2 versions, but haven't been able to make up my mind as to which cockpit style I like best yet. What's everyone think? The wings are another issue. I like the look of them, but they are too similiar to the Empires. I've tried other looks, but still not sure. I think I might try changing the black to a gray. http://img103.imageshack.us/img103/6019/interceptor1jw8.png http://img103.imageshack.us/img103/3519/interceptor2dw9.jpg Omega1107, I might release these for public use, but the Bothan Cruiser (Corellian Capital Ship) is a pretty big alo file. Around 6 mbs, so depending on how many you have on screen at the time, it might slow some pcs down. I removed parts of the two ships not seen, optimized it as much as I could, deleted all unseen faces. But I also added a quarter more ship, and an internal, open fighterbay. I've tested it for looks, firing arcs, hardpoints, engines, and any graphical glitches, but not during a complete all out major battle. I'll try to do that soon and decide then if I'll release it. Cheers, Rebelmoon
  18. I was bored, so I thought I would post some pics of a couple of ships I kitbashed out of EvilleJedi's Warlords Models. They are for a personal mod I'm making that uses all of his Corellian ships as one of the factions. Altho he didn't include a true Corellian Heavy or Fighter, so I tried to create those class ships with the basic Corellian theme. I'm still not sure I achieved it but they do seem to "flow" with the other ships when ingame. Anyway, Disclaimer follows. All the original, unedited models/skins were created by EvilleJedi. All I did was kitbash (or butcher, depending on your point of view) different ones into new units, and modified and or replaced the skins. Cheers, Rebelmoon 1st, a mix of Bothan Assault Cruiser, Trafed, Corellian Destroyer, etc. http://img472.imageshack.us/img472/8277/commandcruiser2hv3.png http://img472.imageshack.us/img472/6788/commandcruiseruo9.png And my idea of what a Corellian Fighter might look like. I'm still tweaking it tho. http://img472.imageshack.us/img472/49/interceptorth1.png http://img472.imageshack.us/img472/6829/interceptor2hx1.png http://img472.imageshack.us/img472/2862/interceptor3qq2.png
  19. You ROCK, Mike! It definately fixed the multple engine problem. They act as they should straight from the reinforcement window. I'll let you know if anything else shows up. Thanks again
  20. You can edit the engines. But it can be tricky. Just by opening an engine.alo and saving, it changes something. For example, if you open & save pe_z95engines.alo, without making any changes, they will alternately flash on and off between the two at different times. I was able to work around that by increasing the maximum lifetime in seconds from the original setting of that alo file. Another example of an issue I haven't figured a fix for yet is multiple engines equaling more than 3. When I drop it from the reinforcement window, it arrives with only one engine lit dimly. Then it slowly gets brighter and then each one of the other engines light up the same way, one at a time. After they're lit, they work fine. I've been trying all the options, one at a time to see it's affect, but so far I'm stumped. Still, this is a fantastic tool, just not sure how some of these options work yet.
  21. Ahhh, That might be where I saw it. In the renders section perhaps. Thanks, Cheers, Captain Moon
  22. Does anyone know of a mod that has the Republic Cruiser seen in A Phantom Menace EPI? I could have sworn I've seen one before, but I can't remember. Thanks for any info either way. Cheers, Captain Moon
  23. Changing the Alpha from white to black fixed it. Something so simple and easy to fix. Thanks!! Cheers, Rebelmoon
  24. It's the refineryship from z3r0x's MOD. All I did was remove the red colors on the texture to where it's all shades of white/grey. I saved it as a DDS. In EAW, this has never been a problem, but the FOC's have a seperate DDS, a bump map texture that is Blue. Could that be a problem? I've tried making a new one as one of the tutorials explained how to do, but doesn't help. I'm going to try and change the alpha to all black and test it. Cheers, Captain Moon
  25. My texture question was answered, so instead of making a new post, I'm just adding to this one. I've been looking at the all engine.alo in Hexedit. The color is shown depending on which one you're dealing with. Blue, Red, Yellow, etc. You can change a color as long as the words are the same size. However this limits you very badly. I'm trying to figure out where those colors are located. Such as changing the RGB entries to 0 will make the color black. I would think there is a entry somewhere that determines this. It might be in a file that is uneditable, I know, but I'd like to find out. If it was possible, then custom names for certain colors added to this entry would allow anyone to change the engine color fairly easily. Just make the new custom color name the same size as you need to fit in the hexedited engine.alo. lol, I might be the only one with a need for that ability, but if anyone knows the answer, please let me know. Cheers, Captain Moon END EDIT I've used the search function, phrasing it everyway I can think of. But couldn't find an answer. I'm sure it has to do with the alpha, but I'm stumped. Everytime I edit a FOC texture in Photoshop, it shows a light blue ingame. Almost translucent up close. Please let me know what stupid step I'm overlooking. Any info is greatly appreciated. Cheers, Captain Moon

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