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Warb_Null

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Everything posted by Warb_Null

  1. Sure. should have done that in the first place. sorry http://speedy.sh/pAjFc/Z-95.max
  2. I don't have one but i can make one. which version do you prefer? http://starwars.wikia.com/wiki/Z-95_Headhunter I like the one with the bulkier engines. I you want I have some other pirate fighters and bombers, mostly from the Starfighter game. Dagger starfighter, Morningstar A Morningstar B Dianoga G-400 Scourge bomber Hutt Dagger Edit : scratch that. I do have one now http://speedy.sh/NCTS3/Z-95.rar
  3. identical model too then, i haven't made a starbase constructor. I had this in mind for a freighter. Oh well, whatever works.
  4. the constructor is a different model, i made the transport earlier. here it is again http://speedy.sh/GDq4U/yorik-trema.rar
  5. There is a dedicated Vong cargoship, the one that looks like a green fish. I thought we allready had it ingame in entrenchement but i could be wrong about that.
  6. Here is the rothana destroyer http://speedy.sh/DEw5y/Rothana-Destroyer.rar
  7. It worked. It's perfect http://speedy.sh/9JK2h/CRUISER-CISSUPPLYSHIP.mesh The Dauntless looks oke but a bit featureless. I could use a bit more detailing. Of course the reference pics show the ship to be just that. I'd say keep it for now, we can always replace it later
  8. I use symmetry as much as possible. I halves the modelling time and UVing is also mush faster plus i only have to skin half a ship. Looking at the pics I can't tell what is wrong but it's not the only thing off. The UV is messed up too. The texture on the top of the ship is wrong. I'll try exporting it from max to see if that fixes it.
  9. It was designed as an inbetween the Acclamator and Venator, probably around 1km in length. The model has been rigged for EaW and as a result the turrets have come of (the need to be seperate models if you want them to rotate in EaW) The need to be put back on so pointing some forward is no problem. Rigging is done in MAX. It is done with bones, place a bone where you want a hardpoint and point it in the fire direction. The name of the bone is irrelevant as long as it is unique. I usually use the type of weapon in the name. If you want more smaller republic ships, I also have a pelta frigate and a rescue frigate. Though not realy front line battleships they could be retrofitted like the counsular was. p.s the aquilares still uses the vindicator description and icons. Just mentioning it though you're probably aware of it allready
  10. Glad you like them. I can't wait to see them ingame. Sorry for the lack of models lately, I'm trying to devide my time between several projects. You might be interested in one of the models i finished recently http://www.moddb.com/mods/republic-at-war/images/rothan-destroyer It's the Rothana Destroyer based on my own design since it doesn't have an oficial picture.
  11. The max file probably has the tangent problems too, I fixed it in XSI or so i thought. It looked as it should in entrenchement. Did rebellion somehow mess it up? Did you try the new version of the mesh exporter? It is supposed to export smoothing groups correctly. I can't get it to run, probably because i'm using an old max version. http://speedy.sh/XrX9s/tector.rar victory and arquitens texture also included
  12. It uses the ones i forgot to include in the zip http://speedy.sh/9R6eh/textures.rar
  13. Vong constructor frigate is done. Mostly based on Ludo's sugestion but i added a pair of manipulator arms. Also it doesn't look quite as agressive as i would like http://speedy.sh/eyU2T/Vong-Constructor.zip
  14. The previous post is gone but you did get the arquitens, providence and supplyship, right? Here are the two Refinery stations made by Arvis and the teamcollored VSD and Acclamator textures. http://speedy.sh/fMGNt/Refinery-Station.rar
  15. Little late to the party but here it goes From Ludo's list The empire has a good trade station, no need to change that The station you have as civic research station would work much better as a trade station i think the repair station is allready ingame I think the orbital shield gen looks fine as is Other than that, those are some very good sugestions. To add my own. For the rebel / NR starbase i think the rebel starbase from EaW would do nicely. For the (Imperial) Refinery: the indutrial complex from xwa http://www.xwaupgrade.com/screenshots.php?image=industrialcomplex_1_1.png For the pirate base i would rather have the asteroid base (also from SWG) It looks a bit more sturdy than a derelict starship. ( also I allready have the asteroid base halfway completed ) And on the subject of pirates, i would realy like to give them unique ships. The mostly imperial roster doesn't fit them. Would you be very opposed to Manadalorians? They are THE galactic mercenaries in star wars. They would have to use KotOR era ships though but i wouldn't mind that one little bit.
  16. I didn't do anything to it but yeah, looks like it. I'll fix it up.
  17. Oke, i'll get those ships to you asap Lavo and thanks for putting them in. The red stripes on the VSD and acclamator and such won't be much of a problem. I allready have one for the VSD (from RaW) I Have the models for the refinery and other stations made by Arvis, and permission to use them. I'll get you those aswell. I too am in favour of having unique stations for every faction. I have some ideas for other stations but haven't had time to build them yet. (like this one http://starwars.wikia.com/wiki/Itani_Nebula_Base for an imperial research station) The Wavecrest is nice but it doesn't fit with the rest of the CIS fleet. I agree with Lavo on this. Don't put it in.
  18. That is beautifull Lavo. The Rebellion version of the mod is going to be awesome. Now that you have to redo a whole lot of rigging can i do some shameless self promotion and sugest a few ship additions / replacements. I'd like to replace the providence with my providence. http://www.moddb.com/mods/towcw/images/providence-class-carrierdestroyer. It's a bit more detailed and acurate than EvilleJedis old model. I'd like to add the Arquitens cruiser to the Republic fleet http://www.moddb.com/mods/towcw/images/republic-command-corvette1#imagebox Just because it's nice And i'd like to add the CIS supply ship http://www.moddb.com/members/warb-null/images/supplyship#imagebox or better yet, replace the coreship with this. The coreship makes no sence as a warship IMO.
  19. Forget the praetor skin in the previous post. I accidentally painted over the windows Here is the right version and the fixed mesh http://speedy.sh/TFXrS/SUPERCAPITAL-REPPRAETOR.rar
  20. Thanks. I'll try to explain what i mean. It's a lot simpler than i make it sound. When you select the model in XSI you can select the "edge" button on the right side menu. The wireframe will turn yellow and cyan. The cyan edges are "hard edges" meaning they don't get smoothed over and will stay sharp. The yellow ones will get smoothed. Some edges are yellow but should have been sharp too, like some of the terrasses on the preator. You can select the edges you want sharpened and select under the "model" menu on the left side under modify--> component--> Mark hard edge / vertex. The edge now turns blue and will stay sharp. I finished the Capital shipyard. It uses the same texture as the other Telgorn shipyard. I also finished the Heavy lifter. http://speedy.sh/dRUj9/Shipyard.rar I included the praetor texture without the logo and with teamcolor.
  21. The team color should be a little darker IMO. I checked the venator texture and it had it's red stripe one the texture so i asumed you wouldn't want teamcolor on this either. I thought the team color is controlled by the alpha layer of the CL texture. Is the venator doing it in another way? Removing the open fleet symol is no problem. The reason why the softimage version looks better is probably because i added a lot of "hard edges" where the max version just shooths things over where it shouldn't. If you get the max version with the fixed engines and rigging in XSI and sen me that file i'll add the edges again
  22. So both the model and the riging needs to be at excactly 0,0,0 for it to work. That explains it. i just eyeballed it. The engines look fine in max too, nothing odd about the UV either. I could try to export it with the max tool, that fixed it for the vong ships though they were messed up all over and not just on very specific area. Odd
  23. http://speedy.sh/gY7KE/Praetor.max The mesh is the same size and the rigging is there in the MAX file. must be something i do wrong when exproting to OBJ
  24. Long overdue but finaly ready : the Praetor reskin http://speedy.sh/cxdSJ/Praetor.rar I tried to merge the old rigging with the new modified mesh but i don't think it worked. it doesn't want to get imported in XSI
  25. Thanks Lavo, clear as a bell. So, i'll go ahead and make a capital yard based on the mock-up above. The telgorn we have now can be the frigate yard. I allready have the dauntless, i was just curious why the mon cal. makes sense now. I have a very, very low poly model of the tug but i think it is much too small to be usefull. depending on the version it's either 5m or 11m. I think another XWA relic, the heavy lifter, is better suited as construction frigate. http://starwars.wikia.com/wiki/Heavy_Lifter All factions can use the same ship except for the Vong. got any ideas for that

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