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  #31  
Old August 11th, 2006, 05:32 PM
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Default Re: SEV shipset instructions?

Drat, no square Bizarro Worlds
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  #32  
Old August 11th, 2006, 05:54 PM

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Default Re: SEV shipset instructions?

Well, that's how it worked in Starfury, too..but there were ways around that.
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  #33  
Old August 11th, 2006, 06:38 PM
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Default Re: SEV shipset instructions?

You could always make planets that use different shapes... it's just a matter of adding a cubed .X file.
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  #34  
Old August 12th, 2006, 04:39 PM
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Default 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...
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  #35  
Old August 12th, 2006, 07:17 PM
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Default Re: SEV shipset instructions?

Shipsets are not part of the imagemod...
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  #36  
Old August 14th, 2006, 05:06 PM
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Default 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!
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  #37  
Old August 14th, 2006, 11:20 PM
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Default 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?
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  #38  
Old August 14th, 2006, 11:22 PM
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Default 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.
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  #39  
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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  #40  
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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