View Full Version : New ship designs?
November 5th, 2003, 03:51 PM
No, they aren't. At the moment, I don't think any new ships have been released- it is harder to make a STarfury set than a SE4 one, and SE4 has been out much longer.
There are several in the works, though.
November 5th, 2003, 09:32 PM
There is a TOS enterprise model/Mod available.
November 6th, 2003, 01:26 AM
Does anyone know where to download new ship designs that work with Starfury? Ive noticed alot of the mods and ships mentioned in the forum say they are for Space Emires IV. Are these compatible with Starfury? I'm new at modding for this game and would love to learn more
November 6th, 2003, 10:07 AM
I wonder if any one will make an original ship or just continue to convert other peoples work? Oh well, whatever works I guess. http://forum.shrapnelgames.com/images/icons/icon7.gif
November 6th, 2003, 10:51 PM
Yeah, textures are..interesting. In the case of my shipset, I am converting it, but getting Bryce materials into a format Starfury can understand is going to take a bit of trickery.
November 6th, 2003, 11:47 PM
ok, my first try at modeling, and with pretty crappy textures as well.
still, got the engine-glow working as well as the firing points...
( no slots modded, only the passage for the spaceobjects )
supposed to be kind of a heavy fighter. maybe if i can get some better textures for my next try...
November 7th, 2003, 12:34 AM
The slots should be the easy part, since I have my SlotModder available.
Just render a Black&White overhead view, and then drag and drop slots on that picture.
November 7th, 2003, 01:00 AM
i think the main problem with completely new shipmodels is getting textures for them. this was less an issue with se4, since the ships were rather small on-screen. but in starfury, anything without textures or only plain colors simply doesn't look good enough.
November 7th, 2003, 03:47 PM
Originally posted by Atrocities:
I wonder if any one will make an original ship or just continue to convert other peoples work? Oh well, whatever works I guess. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">That rather depends on what you mean by 'original'. With every modder making Star Trek/Star Wars/B5 mods, why re-invent the wheel? Just borrow one of the hundreds of already available ship models and find a way to convert it to SF.
Myself, I am working on 'original' models, since my mod is an original one - that is, not based on another popular scifi series.
I'd really like to see more of truly original mods, and less of the 'me too' pop scifi mods. Do something original!
[ November 07, 2003, 14:48: Message edited by: Wydraz ]
November 7th, 2003, 08:58 PM
Phoenix Im a bit of a bryce nut myself http://forum.shrapnelgames.com/images/icons/icon7.gif
What I would do is do a render from each of the 6 sides (if it were a cube)
then using (scratchs head trying to remember name of proggy)....(UV mapper thats it!) u can make a template of the model (if the original is in .3ds or .obj format anyway). Once u have the template for the textures u can fill the template (which is just a piccy file) with the renders youve taken from the appropriate angles. I hope helps or at least vaguely makes some sense.
Oh and great forum about time I posted.
November 7th, 2003, 09:29 PM
It makes sense, and that is aproximately what I'm doing. Its a bit more complicated than that, since the UV map has to be edited, or the textures end up stretched out.
November 10th, 2003, 02:27 AM
Since SE:V is also using the same file format for its ships, I'll be developing all my future works in .x format - I'm just working on my skills at the moment before I start doing any thing serious.
Of course, DOGA models can be exported as .x files, although they tend to have very high poly counts. However, I think MeshX (shareware) can be used to optimize this meshes and reduced their counts to more suitable levels for Star Fury.
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