3D Model Showroom
-
Badass
-
You need to start using LODs and mipmapping. FL’s just terrible at rendering high detail from afar.
Otherwise, I like your renditions of the game. They remind me somewhat of Stargate stuff.
-
You can’t remove the 21k poly limit from the groups, Freelancer won’t handle that. However, you can overcome the group polygon limit by splitting your model into multiple groups. As a result, you can have an unlimited amount of polygons for the total model, as long as there are multiple groups less than 21k each.
-
You know, its things like this that makes me wonder why Discovery Devs arent using their custom station models. I mean, for god sake, the story is 17 years after the original storyline. Has to be some advancements and some ships that should have been replaced. Btw, that is some badass ships there. Very nice detail work. Looks better than the original textures for Freelaner.
-
Great work. Would love to give this mod a go when it’s finished.
-
-
It’s all defined in the SPH and MAT files for the planet.
-
No.
-
At this point thx to Forsaken and FF and for the tons of Informations you guys wrote regarding planets!
@5pool
The glow of the Planets are a trick. I was sending Good_Laky, from your DevTeam, a detailed Tut for how to make these kind of planets but was writing only one sentence to transparency.The Planet textures which i reworked for SoF has an alpha channel included. If you put a simple Light Source with an extend not much bigger than the planet itself in the middle of the planet you will get a planets glow. While bumping the map of the planet you can also intent the later glow in using darker and lighter parts of the bumpmap or you just make another step in creation and lay another map under the surface specialised for the dark parts - where no glowing will exist later. Just keep an eye on which FL bumpmaps you are using - ours are the ones from Radiant.
Later on you can put a variance into the glow in altering the Lightsource itself.
Hope it helps.