Forums » Suggestions
1st thing.. I just started making a spacecraft via Blender, is it possible to use Blender 3d for your game? Im trying to make it as high quality as i can, but i would not want to colour it by my self, are eny of you game makers available to do it? I could ask one of my friends to colour it perhaps too.
Btw, is this kind of ship / idea maded or beeing maded.. A huge ship/spacecraft which be available to dock by other players which ships owner has allowed to. The docked people, can defend the ship by using turrets(laser guns) which are at right,left,top,bottom(?) of hull.
Enyway.. Thnx!
-Qwerg72_6
Btw, is this kind of ship / idea maded or beeing maded.. A huge ship/spacecraft which be available to dock by other players which ships owner has allowed to. The docked people, can defend the ship by using turrets(laser guns) which are at right,left,top,bottom(?) of hull.
Enyway.. Thnx!
-Qwerg72_6
What you describe is what we call a "capital ship".
Go back to the first page of this topic and read Incarnate's long post:
http://www.vendetta-online.com/x/msgboard/3/21226#262881
If you don't understand the stuff in that post you probably ought not to waste your time.
Regarding Blender:
"Our prototyping pipeline is only compatible with 3D Studio Max (we actually use older Max 7). One can model in anything and then export/import to Max if one desires. Beware of UVW coordinates and things when doing export/imports, they can sometimes get messed up (depends on formats and programs involved)."
Go back to the first page of this topic and read Incarnate's long post:
http://www.vendetta-online.com/x/msgboard/3/21226#262881
If you don't understand the stuff in that post you probably ought not to waste your time.
Regarding Blender:
"Our prototyping pipeline is only compatible with 3D Studio Max (we actually use older Max 7). One can model in anything and then export/import to Max if one desires. Beware of UVW coordinates and things when doing export/imports, they can sometimes get messed up (depends on formats and programs involved)."
i agree vo content looks overal outdated, this is not only 'archived' by low polycounts and lowres textures, mostly its the "baby toy"-style ... atleast to me.
it should get an overall darker, sharper and more dangerous looking content.
forget about large wings ors fins unless the vessel is capable of athmospheric flight.
it should still look manmade and not that alien.
first step may be a redesign contest for all game factions including each ship and ship variant aswell as station parts and other faction specific artwork.
i know what it means to work with quite limited assets, beeing bound to an old max version is such a thing, having to define hardpoints and such things within the model is another inflexibilty.
an opensource or otherwise free solution with the possibilty to import the most popular formats such as 3ds, lwo or obj and even more is desireable to get as much as possible community created content in, from varios artists using varios modelling, uv-mappung and texturing assets!
within the application the contributors should be able to organize geometry and mateterials in the right way for the gameengine and export thier work in the format preferred by the gameengine for submission.
a well written tutorial covering evrything from import over setup to export should complete tool or toolset.
keep in mind not evryone is a max or photoshop devotee, there are a plenty of good, well working assets around ... iam for example using for the most lw modeler, ultimate unwrap and gimp.
it should get an overall darker, sharper and more dangerous looking content.
forget about large wings ors fins unless the vessel is capable of athmospheric flight.
it should still look manmade and not that alien.
first step may be a redesign contest for all game factions including each ship and ship variant aswell as station parts and other faction specific artwork.
i know what it means to work with quite limited assets, beeing bound to an old max version is such a thing, having to define hardpoints and such things within the model is another inflexibilty.
an opensource or otherwise free solution with the possibilty to import the most popular formats such as 3ds, lwo or obj and even more is desireable to get as much as possible community created content in, from varios artists using varios modelling, uv-mappung and texturing assets!
within the application the contributors should be able to organize geometry and mateterials in the right way for the gameengine and export thier work in the format preferred by the gameengine for submission.
a well written tutorial covering evrything from import over setup to export should complete tool or toolset.
keep in mind not evryone is a max or photoshop devotee, there are a plenty of good, well working assets around ... iam for example using for the most lw modeler, ultimate unwrap and gimp.