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 Post subject: For your viewing pleasure..
PostPosted: Thu Dec 21, 2006 6:05 pm 
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Joined: Tue Sep 19, 2006 12:00 am
Posts: 127
Location: green bay wisconsin usa
I made a nice little movie showing my progress thus far.

enjoy

http://video.google.com/videoplay?docid=-1311881105491800280

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PostPosted: Thu Dec 21, 2006 8:25 pm 
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:D That was pretty cool! Was that alot of work to make those models?

You are getting into what EAW has done for RTS. I hope your ships will have more detail such as firing arcs, hold over damage, damage zones, etc. 8)


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PostPosted: Sat Dec 23, 2006 8:29 pm 
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good stuff.


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PostPosted: Sat Dec 23, 2006 9:17 pm 
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8O Spectacular Mon Cal cruiser! I'm assuming you've been working on that one for the longest? :wink: Very nice looking stuff- the music really completes it.

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PostPosted: Tue Dec 26, 2006 11:21 am 
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sorry about the wait on the reply guys, Im staying with my parents for the whole 3 week break, and they don't have the internet, so i have to go to the library.

anyways thanks for the comments.

The models usually take about 3-4 hours to make. Interestingly enough, the moncal was the easiest one to make, as it didn't really require crafting anyshapes. All I really had to do was warp and elongate some tubes, fuse them together and find a texture for it.

I plan on redoing the star destroyer, but ive recently decided to rewrite the engine from the ground up, so ive got a bit of work to do.

Expect a big update in about three weeks when i get back to green bay (and high speed internet!)

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PostPosted: Wed Dec 27, 2006 7:56 am 
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Very nice!

If you want, I've got some models in the download section, feel free to use them.

Can't remember if the page shows the author ... if it doesn't I'll write at list of what's mine.

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PostPosted: Thu Dec 28, 2006 2:26 pm 
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If I ever release this thing, it would be really cool to include models like your's Krytos.

I'm going to keep using mine for the moment, just because they have extremely low polygon counts (they're pretty crappy models). I'm not really sure what kind of frame rates I would get if I used quality models, but as I'm currently rewriting the whole engine, this kind of testing isn't necessary for awhile.

My engine uses models in the .x (direct x) format. If I release a beta, it would be a simple matter of deleting my .x files and replacing them with similarily named .x models of your own to add the models to the game. There aren't any special steps needed (unlike rebellion).

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