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  #51  
Old June 16th, 2006, 09:11 PM

Markavian Markavian is offline
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Default Re: SE:V Screenshots at the SE Depot

Because the models are fully 3D, i.e. vector data - the same models can be 'scaled up'. So, you can have Escorts that grow slightly larger for the next level of ship development.

Of course, it'd be much cooler if each step had its own individual model but that really is like 50x more work then setting up an additional static graphic.
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  #52  
Old June 17th, 2006, 03:26 AM

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Default Re: SE:V Screenshots at the SE Depot

Quote:
Markavians said:
Because the models are fully 3D, i.e. vector data - the same models can be 'scaled up'. So, you can have Escorts that grow slightly larger for the next level of ship development.

Of course, it'd be much cooler if each step had its own individual model but that really is like 50x more work then setting up an additional static graphic.
Well, its really gonna SUCK BALLS if there isnt a way to represent different models than just scaling the same few up or down.

In the star trek tactical simulator game called: "Starfleet Command Orion Pirates" by Taldren, (its been out a few years)there are a few 3D models that are used to represent several ship classes from say, frigate to light cruiser... but although they are the same model, they are located in SEPERATE model folders and are simply scaled up or down. And as such if the user wishes to change the model, s/he can by simply replacing the model in that SPECIFIC folder for that SPECIFIC class.

I hope SEV works in a similar fashion having seperate model folders for each ship class even if they are all gonna look like the same ship but just scaled differently so the user has the ability to swap the model of that class without being hamstrung by also changing others as well...

I hope I wrote that so its comprehensible...
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  #53  
Old June 17th, 2006, 10:12 AM
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Kamog Kamog is offline
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Default Re: SE:V Screenshots at the SE Depot

Well, hopefully there aren't too many duplicate ship models; otherwise it might be hard to tell in tactical combat whether for example, a ship is a destroyer or maybe a cruiser that's far away and looks smaller.
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  #54  
Old June 17th, 2006, 10:55 AM
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Default Re: SE:V Screenshots at the SE Depot

Of course there is a way!

But those identical models would be exactly identical, and scaled up in software.
All the models can have the same original size (even escorts and dreads), and the mod can make them bigger or smaller as needed.
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  #55  
Old June 17th, 2006, 11:59 AM
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Default Re: SE:V Screenshots at the SE Depot

The warships all have their own models. There is some model re-use for support ships and units.
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  #56  
Old June 17th, 2006, 12:22 PM

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Default Re: SE:V Screenshots at the SE Depot

Not sure if I see any fighters on the screenshots? Guess I could be mistaking them for projectiles. Are fighters ordered around as usual, btw?
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  #57  
Old June 17th, 2006, 01:03 PM
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Default Re: SE:V Screenshots at the SE Depot

Quote:
Dizzy said:
Well, its really gonna SUCK BALLS if there isnt a way to represent different models than just scaling the same few up or down.
Why do you assume this aspect of the game would be unmoddable? Naturally, you can add more models for each race, with corresponding data file entries...
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  #58  
Old June 17th, 2006, 08:15 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SE:V Screenshots at the SE Depot

I think the reason MM cut back on the number of ship classes from SE IV was the sheer amount of disk space that so many 3D models and textures would have used. But yes, the game is configured by text files just like SE IV and so we are free to build 'neo-standard' shipsets for all races if we have the disk space for a multi-GB game. And the processor power for all those models to be animated on screen.
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  #59  
Old June 17th, 2006, 09:09 PM
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Default Re: SE:V Screenshots at the SE Depot

I also think it's more time consuming to build the actual models (or perhaps cost to MM in this case).
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  #60  
Old June 17th, 2006, 09:19 PM
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Default Re: SE:V Screenshots at the SE Depot

Quote:
Imperator Fyron said:
Quote:
Dizzy said:
Well, its really gonna SUCK BALLS if there isnt a way to represent different models than just scaling the same few up or down.
Why do you assume this aspect of the game would be unmoddable? Naturally, you can add more models for each race, with corresponding data file entries...
I think he is refering to making new models. IE the difficulty involved in making NEW models for use with the game. And in that regard he would be correct. Making new models for the game is going to be hard on the easiest days.
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