|  | 
| 
 Re: SEV shipset  instructions? Drat, no square Bizarro Worlds http://forum.shrapnelgames.com/images/smilies/wink.gif | 
| 
 Re: SEV shipset  instructions? Well, that's how it worked in Starfury, too..but there were ways around that. | 
| 
 Re: SEV shipset  instructions? You could always make planets that use different shapes... it's just a matter of adding a cubed .X file. | 
| 
 Re: SEV shipset  instructions? Quote: 
 | 
| 
 Re: SEV shipset  instructions? Shipsets are not part of the imagemod... | 
| 
 Re: SEV shipset  instructions? I just heard back from Aaron about bumpmaps, emissive maps, and HLSL. He said that the render engine is much the same as Starfury and doesn't support many of those advanced features, but that they could be added in a patch! | 
| 
 Re: SEV shipset  instructions? Quote: 
 | 
| 
 Re: SEV shipset  instructions? That wouldn't be a problem if it was an original image.  I was referring to images lifted from other games etc. | 
| 
 Re: SEV shipset  instructions? Could someone (maybe Aaron of David Gervais) post a small list of what is possible with the engine of SE V? I mean stuff like particles (how many emitters) are possible, hypervoxels, bumpmaps, what kind of lights are possible, if moveable sections are possible, etc. And how do I control the point(s) where weapons shoot from on a model? | 
| 
 Re: SEV shipset  instructions? Probably the same way as in Starfury- you'll specify X/Y/Z points in text files at the shots will appear there. Actually, grab the Starfury demo. It'll give you a good idea of what SEV will support and will let you test your models to boot. | 
| All times are GMT -4. The time now is 04:52 AM. | 
	Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.