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November 3rd, 2006, 05:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Shipset designing, Tips, Tricks, and Issues
Quote:
That's when I ran into this line in VehicleSizes.txt: "Vehicle TopDown Picture Index "
Since I had inserted my 42x42 pic into the beginning of the _Shipset.bmp I had to change this line for every single vehicle entry in the file.
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Never add stuff to the beginning...
Add it to the end.
The fact that the vehiclesizes.txt will use an index of 20 for the escort, and 1 for the frigate makes absolutely no difference, and saves you a ton of hassle.
The soon-to-come neostandard should provide an ordered location for each of the new reccommended images in addition to names.
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November 3rd, 2006, 06:04 PM
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Corporal
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Join Date: Mar 2006
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Re: Shipset designing, Tips, Tricks, and Issues
Quote:
Suicide Junkie said:
The soon-to-come neostandard should provide an ordered location for each of the new reccommended images in addition to names.
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Which will be great, provided everybody follows it. 
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November 3rd, 2006, 10:17 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Shipset designing, Tips, Tricks, and Issues
Well, if they want their extra images and models to actually get used, shipsetters will...
And if they want to have any chance of getting decent looking models to show up for their new vehicle sizes, modders will too.
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November 4th, 2006, 12:50 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Shipset designing, Tips, Tricks, and Issues
SJ you can sticky the thread if you want. It might be one worth keeping a lock on.
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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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November 13th, 2006, 05:47 PM
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Private
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Join Date: Nov 2006
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Re: Shipset designing, Tips, Tricks, and Issues
I'm currently unable to play the game much due to the bugs. However, I do know enough about 3d modelling and skinning that I thought I might try to create some new ship models, just for s&g's.
Any guidelines on maximum poly counts on models?
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November 13th, 2006, 06:13 PM
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Corporal
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Join Date: Jan 2005
Location: near Paris, France
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Re: Shipset designing, Tips, Tricks, and Issues
I think the best poly count is "the fewer you can" or maybe two more
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I dream of a world where hell is another paradise.
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November 13th, 2006, 06:35 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Shipset designing, Tips, Tricks, and Issues
Stock ships are around 500-1000 polys, IIRC.
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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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