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View Full Version : Another update, somebody stop me!


beiltan
16th May 03, 7:36 PM
Ok first off, new ships, 5 of them this time, as follows

Hood class Destroyer (Centre)
ANZAC class Frigate (Left)
Seeker class guided missile frigate (bottom)
Spectre class battle frigate (Right)
Duke class torpedo Frigate (top)

http://beiltanpics.homestead.com/files/fleet.jpg

Next up, i have redone the rail cannons and pulse guns, here they are mounted on the Broadside class Battle cruiser

http://beiltanpics.homestead.com/files/BCturrets.jpg

2 more capital ships to come so far, the Enterprise class fleet carrier, and the Missouri class battleship

Delphy
16th May 03, 7:42 PM
beiltan,

Appreciate the enthusiasm and everything, and certainly the threads are on topic, but just thought I'd point out a similar thread in the Homeworld Research Station called "Ship of the Day".

Instead of posting 1 thread per batch, how about one big thread containing all your ships? That way people would be able to find all your ideas easier, and you'd get lots of viewers. :)

Just a thought
Delphy

beiltan
16th May 03, 8:19 PM
thanks delphy, i was getting sick of checking all the threads, ill start that with my next update

Zefram
16th May 03, 8:22 PM
lol another post? nice looking models :)

flipper
1st Jun 03, 3:41 PM
No offense, but aren't you jumping ahead of yourself just a little? Preparing a mod for a game not yet released is fine, making a couple models, ok. But we don't even know the specifics of HW2 modding, we don't know the format models have to be in order to be usable in HW2, we don't know if models require anything special to be done in order for conversion to take place.

I hope it turns out that you can use all the models you've made and incorporate them into HW2, but my advice would be to hold off getting too far ahead in mod development until HW2 is actually out and its modability is discovered.

Course, not that I know anything about HW2's model requirements. For all I know it may accept every single model format ever created and integrate them seamlessly into the interface.... :bunny:

Zefram
1st Jun 03, 4:48 PM
model formats can be easily changed, programs such as 3d exploration for example, do this. so there is no reason to worry about any of that.

Dawn Falcon
1st Jun 03, 5:06 PM
That assumes a lot about how the models have to BE made

flipper
1st Jun 03, 6:07 PM
I'll make an example as to why making a huge batch of models at this time isn't the best of ideas...and to make that example, I'll use the game I like to talk alot about...Freespace 2.

Now, someone very well could have done the same thing for Freespace 2, knowing it was on its way out, and making huge plans for a mod where a new species was introduced, with, for example, 'organic' looking ships.

Who would know that in actuality, Freespace 2 does not handle curves in ship hulls very well at all....see the point?

beiltan
1st Jun 03, 11:08 PM
flipper, although u have a point, as HW2 is an update of HW, it will have either the same model system or 1 more accessable, which is based on polygons. I can convert my models using deep exploration into almost any type of model format, including HW .peo, so that is not a problem. And, as Mecha has told us, we can add as many ships as we like, their is no ship slot restriction

ELITE_Gnome
1st Jul 03, 11:27 AM
Your vessels have a strong naval feel to them Beiltan, nice clippers!