Based on my experience, never try judging your own work :D :D
I did that a lot in the past, and ended up making stuff I which neither I nor my employers liked. In fact, they were much more fond of my development stuff. :D
[i]if you watch the fall of night the front ion cannons were the first to fire at b5 and they did not turn or anything, hence my decsision to make those the manual ion cannons.
plus using the back ones as manual would make more problems when we go into weapons arcs b/c they'll have to fire thru the ship and that would look... welll... bad... [/i]
I suppose in a nut shell what I'm saying is make them all turrets with 180*/360* firing FOV :) To be honest, the back ones look like they should rotate on the Y axis and X axis, and I reckon the front ones should be the same. Also this way, it get's a full 360* field of fire biut can bring all it's guns to bear on a large target in front of it.
[i]as for the turrets, what do u mean they should turn? they do turn.. they're turrets... they turn and move up and down and shoot, LOL that's what they do....[/i]
Hmmm.... when I was playing on it, the rear turrets didn't move around the Y axis, just remained stationary.
[i]as for the hanger, anywhere that you see a tech schematic or specs of the primus says it carries 12 sentri fighters... it's the only ship (canon ships, i.e. primus vorchan) that can carry fighters, as the vorchan is too small. and not only is that the most logical place to be the launch bay... it's also listed as the launch bay on specs :)[/i]
Aye, me knows dude- what I was referring to is that inside the hangar there is no texture to represent the hangar doors- just a plain surface with the GP texture on it.
[i]as far as the paneling, what do you mean by darkening? u mean more sharpness? see the panels more defined? or do you litteraly mean you want them darker? [/i]
To be honest I'm not so sure now,but what I meant is really just make them darker. As in blacker :)
I have to say though that that new picture you posted looks a lot more... right that the previous versions, although there is still a bit of a clash between the GP and Purple GP textures.
Anyways, good job so far dude :)
why on earth would you make them all turrets!? then the player has nothing to fire except the lasers... that kinda sux. as for the turrets... um... they rotate on the x axis and elevate on the y axis...and um.. they work fine over here... as for the textures.... DON'T GO THERE RIGHT NOW. LOL...
[QUOTE][i]Originally posted by LogicSequence [/i]
[B]use spec lighting when i make the texture or in EOC itself?[/B][/QUOTE]
Yes, and I know that a part of the texture will be in shadow. But so greater flats looks more varietal IMO.
[QUOTE][i]Originally posted by LogicSequence [/i]
[B]why on earth would you make them all turrets!? then the player has nothing to fire except the lasers... that kinda sux. as for the turrets... um... they rotate on the x axis and elevate on the y axis...and um.. they work fine over here... as for the textures.... DON'T GO THERE RIGHT NOW. LOL... [/B][/QUOTE]
1) In the campaign the player won't be flying capital ships- the creation of flyable capital ships was always a tempory measure to allow a player to easilly see the ships we'd created.
2) It might well have been another mod running or something- I'll have another look later
Comments
I did that a lot in the past, and ended up making stuff I which neither I nor my employers liked. In fact, they were much more fond of my development stuff. :D
plus using the back ones as manual would make more problems when we go into weapons arcs b/c they'll have to fire thru the ship and that would look... welll... bad... [/i]
I suppose in a nut shell what I'm saying is make them all turrets with 180*/360* firing FOV :) To be honest, the back ones look like they should rotate on the Y axis and X axis, and I reckon the front ones should be the same. Also this way, it get's a full 360* field of fire biut can bring all it's guns to bear on a large target in front of it.
[i]as for the turrets, what do u mean they should turn? they do turn.. they're turrets... they turn and move up and down and shoot, LOL that's what they do....[/i]
Hmmm.... when I was playing on it, the rear turrets didn't move around the Y axis, just remained stationary.
[i]as for the hanger, anywhere that you see a tech schematic or specs of the primus says it carries 12 sentri fighters... it's the only ship (canon ships, i.e. primus vorchan) that can carry fighters, as the vorchan is too small. and not only is that the most logical place to be the launch bay... it's also listed as the launch bay on specs :)[/i]
Aye, me knows dude- what I was referring to is that inside the hangar there is no texture to represent the hangar doors- just a plain surface with the GP texture on it.
[i]as far as the paneling, what do you mean by darkening? u mean more sharpness? see the panels more defined? or do you litteraly mean you want them darker? [/i]
To be honest I'm not so sure now,but what I meant is really just make them darker. As in blacker :)
I have to say though that that new picture you posted looks a lot more... right that the previous versions, although there is still a bit of a clash between the GP and Purple GP textures.
Anyways, good job so far dude :)
[B]use spec lighting when i make the texture or in EOC itself?[/B][/QUOTE]
Yes, and I know that a part of the texture will be in shadow. But so greater flats looks more varietal IMO.
[B]why on earth would you make them all turrets!? then the player has nothing to fire except the lasers... that kinda sux. as for the turrets... um... they rotate on the x axis and elevate on the y axis...and um.. they work fine over here... as for the textures.... DON'T GO THERE RIGHT NOW. LOL... [/B][/QUOTE]
1) In the campaign the player won't be flying capital ships- the creation of flyable capital ships was always a tempory measure to allow a player to easilly see the ships we'd created.
2) It might well have been another mod running or something- I'll have another look later
3) I know that feeling :)