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-   -   SEV shipset instructions? (http://forum.shrapnelgames.com/showthread.php?t=29699)

Ed Kolis August 11th, 2006 05:32 PM

Re: SEV shipset instructions?
 
Drat, no square Bizarro Worlds http://forum.shrapnelgames.com/images/smilies/wink.gif

Phoenix-D August 11th, 2006 05:54 PM

Re: SEV shipset instructions?
 
Well, that's how it worked in Starfury, too..but there were ways around that.

Captain Kwok August 11th, 2006 06:38 PM

Re: SEV shipset instructions?
 
You could always make planets that use different shapes... it's just a matter of adding a cubed .X file.

Kana August 12th, 2006 04:39 PM

Re: SEV shipset instructions?
 
Quote:

Captain Kwok said:
There's been talk of an Image Pack for SE:V, with the exception that the SE:V pack wouldn't use copyright images - so that it could be included with future SE:V releases etc.

Well thats going to limit some the feel/look of some mods. Even though AT's Doga Star Trek ships are made from scratch, Paramount, would still consider it some form of intellectial property or something...if it looks like a duck, and quaks like a duck...

Ed Kolis August 12th, 2006 07:17 PM

Re: SEV shipset instructions?
 
Shipsets are not part of the imagemod...

Ed Kolis August 14th, 2006 05:06 PM

Re: SEV shipset instructions?
 
I just heard back from Aaron about bumpmaps, emissive maps, and HLSL. He said that the render engine is much the same as Starfury and doesn't support many of those advanced features, but that they could be added in a patch!

Kana August 14th, 2006 11:20 PM

Re: SEV shipset instructions?
 
Quote:

Ed Kolis said:
Shipsets are not part of the imagemod...

Yes, True...but what if I want a picture of a photon torpedo, or a transporter pad, or some other star trek device, weapon or what not?

Captain Kwok August 14th, 2006 11:22 PM

Re: SEV shipset instructions?
 
That wouldn't be a problem if it was an original image. I was referring to images lifted from other games etc.

Timstone August 15th, 2006 11:23 AM

Re: SEV shipset instructions?
 
Could someone (maybe Aaron of David Gervais) post a small list of what is possible with the engine of SE V?
I mean stuff like particles (how many emitters) are possible, hypervoxels, bumpmaps, what kind of lights are possible, if moveable sections are possible, etc.
And how do I control the point(s) where weapons shoot from on a model?

Phoenix-D August 15th, 2006 11:34 AM

Re: SEV shipset instructions?
 
Probably the same way as in Starfury- you'll specify X/Y/Z points in text files at the shots will appear there.

Actually, grab the Starfury demo. It'll give you a good idea of what SEV will support and will let you test your models to boot.


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