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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » - New Ship models. (1 new ship, 1 replacement model)
 Author - New Ship models. (1 new ship, 1 replacement model)
Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-04-05 11:26   
Nerf nerf blah blah ICC deadspace

What's really interesting here is the new ship models!

I just checked Beta, but couldn't join K'luth (huh?), and ICC and UGTO don't seem to have new models. Which models were replaced and added? :3
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-04-05 11:42   
If Tael gives the go ahead, I'll post a picture.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-04-05 11:48   
No new models for Kluth. I'm guessing it's a MI or pirate model.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-04-05 11:58   
Quote:

On 2010-04-05 11:42, BackSlash wrote:
If Tael gives the go ahead, I'll post a picture.




>:3
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Anathemia
1st Rear Admiral

Joined: June 23, 2009
Posts: 38
Posted: 2010-04-05 12:07   
is it that ugto dread something-or-other he was working on?
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Being a troll ftw.

Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2010-04-05 13:15   
Not yet... There are two more models that I am hoping to slip in either today or tomorrow. Rather leave them surprises for now.

Just for the record, once I finish and sign off on a model it takes a couple of days to port it into the game.

We are working with two different scales and I am trying to make them uniform going forward. This causes a lot of rescaling tests to get it right.

Example:

Current Cruisers in game are acually 0.25 scale of the size we give for their lengths. For movies and splash screens all new models are built to their full size and then I have to run a scale conversion on the model before exporting it to the game.

Once in game some classes of ships require further tweaking of their scaling, the scouts require another rescale of 0.1.

Then we have to remap all the verts to their textures. Instead of duplicates of every texture used on a ship, each faction has its own texture and material sub folder. All ships from that faction are remapped to those folders so they all share one instance of the texture and material.

Eventual plans to combine all textures and materials in a common area are in the works to further slim down the game download again.

Once this is all done, all weapons and equipment have to be matted to the model. Along with sound, engine trails, damage effects, destruction sequence... This takes another day or two per model.

I also have some plans to spruce up the destruction animations of a couple of ships down the road.
[ This Message was edited by: Tael on 2010-04-05 13:23 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-04-05 14:18   
So I've gotta check Beta repeatedly, huh.... gotcha. Looking forward to it.
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