DefianceIndustries
Rear Admiral
cool. If you ship it over I'll get a start on it.I don't really mind, since you do the Fed stuff anyway, and probably it would be better for you to texture it anyway, to avoid style differences.
cool. If you ship it over I'll get a start on it.I don't really mind, since you do the Fed stuff anyway, and probably it would be better for you to texture it anyway, to avoid style differences.
you have to do it manually as the new models break WCPedit.
That was the part that I was more curious about all told. Also how much work is it to create a new mesh? Like are we talking an hour or a day? Could it be done in photoshop or would a different set of tools be needed?
Basically you'd need to follow the steps in my tutorial, and create and/or modify a new piranha mesh. In my case its a bit easier since I own the original blender and texture files, but the steps are roughly the same. You'd have to create a new model (or convert the asset in your MUP install), draw up a new texture, and then export the mesh to .IFF and convert the new texture to MAT.
Alternatively you could use the Texture Conversion tool to convert the original MAT (00022000) to a BMP, edit it, and then resave it as a MAT. That would solve the problem but it mean that you couldn't have two piranhas from different squadrons in the same scene.
He he I was wondering if someone else was going to make that connection, the differing paint jobs for the different squadrons and such. Though since you brought it up, has anyone else wondered if the Devastator was intended to be a Black Widow Squadron ship as well since it has the Black Widow Squadron paint job?
@DefianceIndustries and @gr1mre4per - this upgrade pack is absolutely amazing!
Beautifully rendered fighters in proper 60 FPS (this monitor can only do up to that anyway)! I have one question to help with testing the models. Does anyone have a full history file for the Flight History terminal? That will help tons in seeing all the different craft to look in the F6 Object Viewer. Wish Secret Ops had a trainsim.
I just do not have the time right now to play through the entire game to unlock missions but I can squeeze in the time to seriously put a critical eye over all the models.
Any suggestions how to take a screenshot? My Steam overlay appears to not function and hitting print screen just captured the Cerberus splash screen.
Unless you force disable v-sync in your gpu options the game will sync to your monitor refresh. This is usually 60. With v-sync off I've had over 1000fps but some things get wacky.Looks pretty good. And it plays really smooth. Fraps was reporting 150 fps though.
Looks like a good start for the bugs, but there's something off about the normal maps you've created for them. They kind of give the impression of being made out of that kind of faux-leather that's used on couches. I wonder if scales would work better? Or perhaps a mix of this stuff and scales?
@DefianceIndustries while you are at redesigning, take a deeper look at the Panther.
The nose is quite edgy compared to the original model. What do you thin?
Looks like a good start for the bugs, but there's something off about the normal maps you've created for them. They kind of give the impression of being made out of that kind of faux-leather that's used on couches. I wonder if scales would work better? Or perhaps a mix of this stuff and scales?
@DefianceIndustries while you are at redesigning, take a deeper look at the Panther.
The nose is quite edgy compared to the original model. What do you thin?
I'm curious as to what you mean by 'edgy'. The MUP model seems a great deal more rounded out and less edgy then the original in-game model.
The nose,cockpit and canopy needs to be "sharper"
compare: