Search found 841 matches
- Sun Dec 10, 2006 10:30 pm
- Forum: Developers' Journals
- Topic: Space Station, Exterior
- Replies: 29
- Views: 20928
- Sun Dec 10, 2006 10:16 pm
- Forum: Developers' Journals
- Topic: HumanShips
- Replies: 29
- Views: 18251
@beni: thanks :) i will try to use less faces. which ist the really maximum of faces i am allowed to use? We said about 1000 faces per model. It's a limit we're not really bount to but we want you to keep attention to your level of detail. so, i have now uploaded a new version of my ship with less ...
- Sun Dec 10, 2006 10:11 pm
- Forum: Developers' Journals
- Topic: Space Station, Exterior
- Replies: 29
- Views: 20928
BTW: is it really that difficult to design something with a lot of faces?? I am able to create a missile with 500 faces in no time, and not one of those use faces I mean That really depends. I've seen your rockets and I see what you mean. With other stuff it's probably harder. It depends on the mod...
- Sun Dec 10, 2006 10:00 pm
- Forum: Bug Reports
- Topic: [Solved] Collision detection affects viewing angle
- Replies: 3
- Views: 3204
- Fri Dec 08, 2006 10:55 am
- Forum: Developers' Journals
- Topic: NoxonShips
- Replies: 13
- Views: 9322
Now a little word about your models: Ralph still has to upload his models - @patrick: you checked his rights? - so I will talk about tobias' model. Well, it would be great to see a bit more soon, because time is a critical factor. The model itself looks good so far and the drawings make me want to s...
- Fri Dec 08, 2006 10:51 am
- Forum: Developers' Journals
- Topic: Space Station, Exterior
- Replies: 29
- Views: 20928
- Fri Dec 08, 2006 10:45 am
- Forum: Developers' Journals
- Topic: Character and Weapon Systems
- Replies: 39
- Views: 26437
Models: Hey guys. Your stuff looks awesome. I especially like the design of the rockets. But I think you overdid it a bit. Since rockets will be quite small on the screen we will definitely not use that many details. My suggestion is: Keep the detailed models because they're just cool and can be use...
- Fri Dec 08, 2006 10:12 am
- Forum: Developers' Journals
- Topic: Pirates space ships
- Replies: 3
- Views: 3108
- Fri Dec 08, 2006 10:08 am
- Forum: Developers' Journals
- Topic: Pirates Main Spaceship
- Replies: 13
- Views: 14295
- Fri Dec 08, 2006 9:48 am
- Forum: Developers' Journals
- Topic: HumanShips
- Replies: 29
- Views: 18251
@ AdrianW: Good, the slots are at their appropriate position now. I just checked out the latest version of your model and I have to say it really looks good. There are no mistakes in the model at all. No we have a problem though. I guess you want to make the middle more detailed, but you reached the...
- Wed Dec 06, 2006 11:51 pm
- Forum: Content Creation
- Topic: Noxonian Weapons
- Replies: 14
- Views: 25122
- Wed Dec 06, 2006 9:03 pm
- Forum: Developers' Journals
- Topic: Camera support for Cut-Scenes
- Replies: 11
- Views: 8839
The trick of that whole thing is, as far as I know the camera target. Since the camera consists of the camera itself and the camera target, you can probably do something with the target. As for now we had the target attached to the ship. We can of course detach the target from the ship easily and th...
- Wed Dec 06, 2006 8:53 am
- Forum: SVN, Wiki, Forum
- Topic: Future Forum Topics
- Replies: 7
- Views: 17794
- Wed Dec 06, 2006 8:42 am
- Forum: Developers' Journals
- Topic: Camera support for Cut-Scenes
- Replies: 11
- Views: 8839
That is really cool it works because that is a critical feature. We will most certainly not give the player the possibility to shoot while fading, but you should fix that anyway. My idea was earlier on, that the camera is a lot more detached from its target. This means you should program a few "mode...
- Tue Dec 05, 2006 1:06 am
- Forum: General Discussion
- Topic: Orxonox Ubuntu package available
- Replies: 13
- Views: 24505