Prof. Quasar-Space Guru,
Many thanks .. I dont know what to say.. ...
The E-mod championships sounds cool.. I wonder if it could be set up where you progressed through all the AI including Epsilon factions based on degree of difficulty, with the highest rankings going to the least killed player.., then the best come together in equal'ish ships for a tad of PVP... on levels of ships rankings...very cool idea.. now if we can get someone to host it and do all the recording... plus establish some rules.. this could be a very fun interesting contest... shades of the 'old days' lol
It is my intention to continue with modelling.. being a long-time sci-fi fan I always marvelled at the ships I saw, and wanted to create them or similar, and as a kid would spend much of my time in art class doing elevations of sports cars and aircraft (not what i was supposed to be doing at all)...lol.
I agree form should follow funtion and if my models dont all fit it is because I want to experiment and learn about the differences and limitations between what I see in my minds eye and what appears in Milkshape... People say its limited and if I want to really progress then I must use other modelling programs like max, lightwave, bryce, etc.. yet I feel that one needs to fully understand the basics and to achieve the desired results without a zillion polys. I look more and more to nature now for shapes.. as technology has, and have never been a fan of models that were a collection of boxes on sticks, yet I love assymetrical designs. Take a look at the Hekken... its based on a horseshoe crab... simple yet efficient and untroubled by evolution for millions of years, the same animal exists today as almost a million years ago.. and its not onlt hydrodynamically efficient, recent experiments have shown that it's also aerodynamically efficient.. goes to show ya really.. a million+ years old..
While space does not care what sort of shape presents itself, atmosphere does, now we assume that freelancer ships can move in atmosphere so my feeling is that given man's perchant for efficient shapes why he would not build them to offer less resistance to atmosphere?.. Aspect ratio is used on many modern aircraft designs and it allows (with some exceptions) better shapes, more eyepleasing, more efficient, to be manufactured. With future advances who know what can be supported... I personally think the result will be well beyond our imaginings... now..
I never seem to be able to create models as fast as I can imagine them thoough so I'll hasten slowly, and look at what the masters of this genre do, until I can create the ships I have in my head.. (man what a rave... ) However modelling is like a addiction I enjoy.. It took someone else to point out that 90% of the job is a texture.. and many modellers do not realise this - I didnt , but hope I do now.
We have an excellent team: Parabolix is fantastic on things equipment and weapons, and when he does it.. modelling, Buck Danny is a primo Coder par excellence, Darky another excellent coder but increasingly our friend on the servers.. he finds servers and does excellent PR.. Veral just gets better and better with .thn files, JustSomeGuy is great on detailing systems..
We welcome modellers that can provide original ship concepts and I have some really nice original models by both Firebase and Major Striker awaiting 'stuff' to get them into the game.. plus a couple of other potentials that need a little "refinement" .. time is my enemy.. when it come to texturing.. problem is very few modellers take the time to learn it well.
If there are those out in TLR land who feel they have the time and effort to help out then we welcome it.. drop us an email.. previous requests have met with zero replies.
There are genius's who frequent TLR and the idea of creating FL-TLR or TLR-FL is something we as a community could actively work towards.. problem is someone has to be the 'co-ordinator' and talent has a tendency not to get on..Humility is not a default of the talented...
Ok... to your questions..
The admin system is in SP only because it was easier to make 1 mod than 2.. currently it is "turned off until we can develop it further" it is normally only availbale to the server staff. BS Bobway is in the admin system. The Snare-9 has the quicksilver guns and turret .. the only way to get them is to buy a Snare-9 which comes with 4 quicksilvers and 2 quicksilver quad turrets.. and no shield worth a damn...
Ohh and btw all.. all the uber ships are gunna cost more, be harder to find, plus level and REPUTATION based... Oh No!.. I hear? .. Suffer.. This includes all ships above level 7... they WILL not be in Liberty ..
Argh,
We should talk .. do you use msn?
I assume you were talking about the previous poster, not asking us to review? I have a problem, I dont understand xml, I can 'see' things in 3d in my head, turn them, develop them, design things and 'see' in my mind what I want..yet xml is all gobbledegook to me. I'm particulraly interested in lighting and translucency in textures and looking at your tanker I see you are too.. this is an area that has never really been explored and I am fairly sure (95% anyway) that the nomad textures are based on two levels; a base non illuminated texture, and a top translucent yet 'self' illuminated texture.. I have made some progress in this area, but maybe we could compare notes? Anton also has some clues on this..
Harrier
Edited by - harrier on 4/22/2005 1:31:28 AM
Many thanks .. I dont know what to say.. ...
The E-mod championships sounds cool.. I wonder if it could be set up where you progressed through all the AI including Epsilon factions based on degree of difficulty, with the highest rankings going to the least killed player.., then the best come together in equal'ish ships for a tad of PVP... on levels of ships rankings...very cool idea.. now if we can get someone to host it and do all the recording... plus establish some rules.. this could be a very fun interesting contest... shades of the 'old days' lol
It is my intention to continue with modelling.. being a long-time sci-fi fan I always marvelled at the ships I saw, and wanted to create them or similar, and as a kid would spend much of my time in art class doing elevations of sports cars and aircraft (not what i was supposed to be doing at all)...lol.
I agree form should follow funtion and if my models dont all fit it is because I want to experiment and learn about the differences and limitations between what I see in my minds eye and what appears in Milkshape... People say its limited and if I want to really progress then I must use other modelling programs like max, lightwave, bryce, etc.. yet I feel that one needs to fully understand the basics and to achieve the desired results without a zillion polys. I look more and more to nature now for shapes.. as technology has, and have never been a fan of models that were a collection of boxes on sticks, yet I love assymetrical designs. Take a look at the Hekken... its based on a horseshoe crab... simple yet efficient and untroubled by evolution for millions of years, the same animal exists today as almost a million years ago.. and its not onlt hydrodynamically efficient, recent experiments have shown that it's also aerodynamically efficient.. goes to show ya really.. a million+ years old..
While space does not care what sort of shape presents itself, atmosphere does, now we assume that freelancer ships can move in atmosphere so my feeling is that given man's perchant for efficient shapes why he would not build them to offer less resistance to atmosphere?.. Aspect ratio is used on many modern aircraft designs and it allows (with some exceptions) better shapes, more eyepleasing, more efficient, to be manufactured. With future advances who know what can be supported... I personally think the result will be well beyond our imaginings... now..
I never seem to be able to create models as fast as I can imagine them thoough so I'll hasten slowly, and look at what the masters of this genre do, until I can create the ships I have in my head.. (man what a rave... ) However modelling is like a addiction I enjoy.. It took someone else to point out that 90% of the job is a texture.. and many modellers do not realise this - I didnt , but hope I do now.
We have an excellent team: Parabolix is fantastic on things equipment and weapons, and when he does it.. modelling, Buck Danny is a primo Coder par excellence, Darky another excellent coder but increasingly our friend on the servers.. he finds servers and does excellent PR.. Veral just gets better and better with .thn files, JustSomeGuy is great on detailing systems..
We welcome modellers that can provide original ship concepts and I have some really nice original models by both Firebase and Major Striker awaiting 'stuff' to get them into the game.. plus a couple of other potentials that need a little "refinement" .. time is my enemy.. when it come to texturing.. problem is very few modellers take the time to learn it well.
If there are those out in TLR land who feel they have the time and effort to help out then we welcome it.. drop us an email.. previous requests have met with zero replies.
There are genius's who frequent TLR and the idea of creating FL-TLR or TLR-FL is something we as a community could actively work towards.. problem is someone has to be the 'co-ordinator' and talent has a tendency not to get on..Humility is not a default of the talented...
Ok... to your questions..
The admin system is in SP only because it was easier to make 1 mod than 2.. currently it is "turned off until we can develop it further" it is normally only availbale to the server staff. BS Bobway is in the admin system. The Snare-9 has the quicksilver guns and turret .. the only way to get them is to buy a Snare-9 which comes with 4 quicksilvers and 2 quicksilver quad turrets.. and no shield worth a damn...
Ohh and btw all.. all the uber ships are gunna cost more, be harder to find, plus level and REPUTATION based... Oh No!.. I hear? .. Suffer.. This includes all ships above level 7... they WILL not be in Liberty ..
Argh,
We should talk .. do you use msn?
I assume you were talking about the previous poster, not asking us to review? I have a problem, I dont understand xml, I can 'see' things in 3d in my head, turn them, develop them, design things and 'see' in my mind what I want..yet xml is all gobbledegook to me. I'm particulraly interested in lighting and translucency in textures and looking at your tanker I see you are too.. this is an area that has never really been explored and I am fairly sure (95% anyway) that the nomad textures are based on two levels; a base non illuminated texture, and a top translucent yet 'self' illuminated texture.. I have made some progress in this area, but maybe we could compare notes? Anton also has some clues on this..
Harrier
Edited by - harrier on 4/22/2005 1:31:28 AM