the real question is: Will there be enough bandwidth to finish the DA download before next year, lol And guys, realistically, give them some time. As with anything complex, problems pop up last minute, and their probably still working on one or two things. Brad said it will be up before 12am, and so it will be. But i would expect it to be up this evening, not this afternoon, given they may nee
LogicSequence
OKIE DOKIE! thanks for the info brad, now i can get some sleep!
any word on timeyness of release? Few hours? Or tomorrow night? (evening of 16th).
I have been playing Supereme Commander Beta for over 3 weeks now How did you get access to the SC beta? Is the supreme commander beta open to anyone??
i was just asking so i would know if i should be staying up late tonight, or tomorrow night
I have been playing Supereme Commander Beta for over 3 weeks now How did you get access to the SC beta?
will the beta stop working after a certain amount of time? or is the window you spoke of the amount of time it will be available for download? Download will be via SDC? Are we talking early AM on the 16th? Or late PM?
I personally take great offense to Bart/Zendro's comment.
You have to play the Dread Lords Campaign in order to face the Dread Lords. The only other way is to select a dread lords scenerio in sandbox mode.
Yet another WIP pic update.
@han891 You are right about it being unethical, but you are wrong when you say it's not illegal. That model is copyrighted by the owner. That means using it in the way aggiejohn is, violates international copyright law. Ergo, it's illegal. Believe me, I know a little something about this, as I copyright my work all the time, to try and prevent these types of situations. Now comparing that to creating something based on the TV show battlestar galactica, that's two very dis
No it wasn't, that model was made by ZOIC studios. The model he used was made by a modeler called Wil Jaspers, and as such, he owns all the rights to that model.
eye-candy goodness is good. lol, hence why i wanted to keep the ridges in... but if it comes down to it i guess i can cut them, but i really don't want to .
You could probably do a bevel or smooth-shift to give it some depth without adding too may poly's. couldn't you. If not, just do an appearance of depth with a texture? no, doing a bevel or smooth shift will add even more polygons. I'm making an optimized mesh, as low poly as i can make it given the detail. In order to make the ribbing w
See your other thread for my words of wisdom on your mesh. Now, my model doesn't need to be converted. I'm going to place it in the game just fine. Models for the game don't have to be made in MAX. They just have to be converted to .x format when their done. Don't you dare mistake what you are doing, stealing a mesh and using it, for what i am doing, creating my own mesh for use in the game.
Oh, and also, i recognize the mesh in your pic AggieJohn, i doubt Wil Jaspers gave you permission to use it in this manor. You do know it's illegal to just take a mesh, convert it, and use it right?? Not to mention that particular mesh is over 400,000 polygons. Which is crazy insane. You either have to have permission to use it, or make one yourself, like i am. Otherwise, if you put that mesh on the web, you could get into a lot of legal trouble. Not to mention it's going to
i don't expect the poly count to go over 30,000. In fact more realistically it will be around 25,000-26,000. But you are right, the bottom line is if you want the ribs on the ship to be actual, and not texture, then you have to take a polygon hit. I may, MAY, go back and remove the ribs and use a textured version of them for a lower quality version. MAY. Also, here's a good question, would you guys rather have the flight pod hangars open (not the pods themselves, they will
Updated WIP photo again, lookie, more updatedness. Poly count 22,400.
(Citizen)LogicSequenceNovember 6, 2006 17:07:42Reply #13LOOKING GOOD! can't wait to start testing! Few questions tho: A. Any rough idea how large the download will be? 500Mb? B. Are mods functional with DA yet? Will there be a seperate Mods folder for DA? C. Should DA be placed over a fresh install of GC2?
Mods i don't know about, but i myself am making (what i have determined to be) the first Battlestar Galactica Model for GC2. More Info Here .
LOOKING GOOD! can't wait to start testing! Few questions tho: A. Any rough idea how large the download will be? 500Mb? B. Are mods functional with DA yet? Will there be a seperate Mods folder for DA? C. Should DA be placed over a fresh install of GC2?
Updated WIP photo in first post. Poly count is ... Higher than in the first post
Looking good so far. I can't wait to see it textured. And I hope you keep a high poly model available, as well as an optimized version. It may slow things down on slower video cards, but I like the detail. (Don't forget to include some hardpoints inside the hull (please)) I hope you are planning to do a few of the fighters as well. </table
There is a mod out for Nexus: The Jupiter Incident. Have you taken a look at thier model? Looks really good but the lighting isn't that great in that game, unless you are near a sun. Of course it is more realistic that way but doesn't give enough light to most of the great models in the game. I worked on a babylon 5 mod for nexus a while back, a
So since i couldn't seem to find anyone with a Battlestar Galactica Model for GC2, i decided to make my own from scratch, for use in GC2. As of now it's about 50% modeled and 0% textured @ 11,290 polys., a little high for a game i know, but oh well. Here's a WIP shot, Modeled in NewTek™ Lightwave3D® 9. Image © 2006 by LogicSequence and LogicTEK Inc.: