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January 15th, 2006, 02:09 AM
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Private
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Join Date: Jan 2006
Location: Lancaster, PA
Posts: 6
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Re: BSG Fleet (new)
Hello new here. Had the demo long ago and rediscovered SE4Gold. Never knew there were mods so I guess I missed out on a lot.
As for your ships,I love them! Only question is are you doing "Classic" or "Neo BSG"? They are not mutually interchangeable, although I do enjoy both universes.
There are many designs on the web for "Classic", like the Tiger Destroyer and Juggernaught Fighter ect...
I look forward to seeing this finished.
Incidently, would it be possible to get a hold of some of those models in .cob format? Someone is making a Classic BSG mod and I would like to try to make some test conversions of your cap ships and fightes. (and try to make some neat pics for the SE4 displays).
P.S. If someone (like you Atrocities?) can PM me or start a new thread since the old Robotech ones are ancient, I have many Robotech models, like 6 types of Invid units (For the 2.0 MOD) since that is going slow I could make small .bmp's of them in action and plug them in right? Do I need to use DOGA to get the models themselves in game? Also How many Polygons are too much? (SDF-1 is around 6k, rest are 1-4k). I have a few of other anime models I'd love to learn how to get into game (Star Blazers/Gundam). I am NOT a modler myself, but I know quite a few.
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January 15th, 2006, 06:46 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: BSG Fleet (new)
SEIV does not use any models, only static bitmaps. You can put as many polygons in your models as you want before you render the portraits. Some of Atrocities' models get over 10k polygons IIRC.
This will not be true for SEV, however.
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January 16th, 2006, 04:42 AM
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Private
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Join Date: Jan 2006
Location: Lancaster, PA
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Re: BSG Fleet (new)
Great news, thank you! I just discovered SE.net so I will be scouring the modding threads there also.
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"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"
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January 16th, 2006, 12:38 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: BSG Fleet (new)
SE V ploygon counts will have to be as low as you can get them, preferrably below 500 per model with the lower being the objective goal.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 16th, 2006, 01:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: BSG Fleet (new)
Reccommended poly count for Carrier Battles mod for SE5:
4
Particularily for infantry units and fighters, which I expect to be thrown around by the tens of thousands 
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January 16th, 2006, 01:52 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: BSG Fleet (new)
For those SE5 might have the same "Cheat" starfury does, and render them as bitmaps, instead. It looks a bit weird but it works.
Starfury does it for missiles, not fighters, but the concept is the same..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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