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  #1  
Old August 11th, 2006, 12:41 PM
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Default Re: SEV shipset instructions?

I should also mentioned they are specific Organic or Crystalline versions for all the ships/vehicles listed below.
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Old August 11th, 2006, 02:03 PM

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Default Re: SEV shipset instructions?

Hey, he cut the Battlecruisers! Blah. Hopefully the slot adding process is easier than in Starfury, or SJ gets a new version of the Slotmodder out.
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Old August 11th, 2006, 02:11 PM
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Default Re: SEV shipset instructions?

Thanks Kwok! I guess we can at least start making some 3D models and do the renders later once we find out what's needed
BTW, could you tell us what kind of texturing SE5 supports? I know Starfury only let you have plain old diffuse textures, but will SE5 let you use bumpmaps, emissive (glow) maps, HLSL (High Level Shader Language, used for procedural textures), or whatnot? Since it's upgraded from DirectX 7 to DirectX 8, I'm kinda hoping there might be support for some of those
Will any race use both normal ships and organic or crystalline ships, or are they more like the "paradigms" in Adamant where each race uses only one?
I'm kinda curious, too, if we do have to make the slot layouts, how are they balanced so you can't "uber up" your shipset by giving it a lot of extra slots of a particular type? Limits such as "destroyers have at most 4 armor slots"? Or was that issue never resolved?
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Old August 11th, 2006, 02:22 PM
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Default Re: SEV shipset instructions?

In terms of slots though, the stock races already come with more armor slots than are practial to fill. Also keep in mind there are only inner, outer, and armor slots - no dedicated weapon slots.

I don't think anyone has tried any advanced texturing methods. You can e-mail MM and ask though.

Now to clean up all those beans I spilled.
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Old August 11th, 2006, 03:10 PM
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Default Re: SEV shipset instructions?

Thanks kwok! That's very usefull information.

I'm going to worry about the rendered images and slot placement later, but it would be nice to know the dimensions of the race portrait, I have an unpleasant feeling that it's going to be near impossible to come up with something as good as the stock ones, but if I'm going to try I'd better start early
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Old August 11th, 2006, 03:35 PM
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Default Re: SEV shipset instructions?

The main portrait I believe is 512x512. The stock races were hand-painted if you're looking to match the style.
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Old August 11th, 2006, 04:44 PM
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Default Re: SEV shipset instructions?

How about an 'Image and 3D Model mod'?
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Old August 11th, 2006, 04:47 PM
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Default Re: SEV shipset instructions?

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.
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Old August 15th, 2006, 11:23 AM
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Default 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?
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Old August 15th, 2006, 11:34 AM

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Default 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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