Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1021
04-19-2011, 08:33 AM
Ok sorry, i will take back the "horrible" and call it medicore with a smile.

But i will never like, nor approve in any way shape of form of the texture work, where everything overlaps, when you zoom in and window locations make no sense at all.

In explonation: Windows overlapping with the bumpery of the normal map (it is not smooth) and even some of the larger scale textures in itself making no sense, where they are located on the hull.

Sorry if i have not found anymore specific errors to fix or brought any pictures with me.
This is a good thread, i fully approve of it and i hope it will be kept to stay alive.

Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1022
04-19-2011, 09:22 PM
The Hephaestus (C-store Prometheus skin) gamma section 'prongs' (for lack of a better word) are see through from the 'top' when separated. This just looks horrible when looking at the section from anywhere above it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1023
04-20-2011, 10:04 AM
Quote:
Originally Posted by Jonas801
Ok sorry, i will take back the "horrible" and call it medicore with a smile.

But i will never like, nor approve in any way shape of form of the texture work, where everything overlaps, when you zoom in and window locations make no sense at all.

In explonation: Windows overlapping with the bumpery of the normal map (it is not smooth) and even some of the larger scale textures in itself making no sense, where they are located on the hull.

Sorry if i have not found anymore specific errors to fix or brought any pictures with me.
This is a good thread, i fully approve of it and i hope it will be kept to stay alive.

Thanks.
Shhh don't complain about the textures or they'll nerf the zoom again so we can't see it. >.<


:3


Quote:
Originally Posted by Destinii
The Hephaestus (C-store Prometheus skin) gamma section 'prongs' (for lack of a better word) are see through from the 'top' when separated. This just looks horrible when looking at the section from anywhere above it.
Added
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1024
04-21-2011, 06:13 AM
Removing the zoom function? Dont be silly. *puts blanket over monitor*

Fixed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1025
04-21-2011, 03:42 PM
Something that has always bugged me about the Galaxy class model, in every episode of TNG that I remember, the impulse engines on the saucer are always off/dark except when the saucer is seperated. Normally the ship is propelled only by the central impulse engine on the secondary hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1026
04-21-2011, 07:20 PM
Quote:
Originally Posted by Gadebalran View Post
Something that has always bugged me about the Galaxy class model, in every episode of TNG that I remember, the impulse engines on the saucer are always off/dark except when the saucer is seperated. Normally the ship is propelled only by the central impulse engine on the secondary hull.
That changed partway through the run. I can't remember during which series the change took effect, but eventually the saucer impulse exhausts were lit up like the central exhaust.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1027
04-22-2011, 12:33 AM
Quote:
Originally Posted by AngelSilhouette View Post
That changed partway through the run. I can't remember during which series the change took effect, but eventually the saucer impulse exhausts were lit up like the central exhaust.
Late DS9/Voyager, once they moved over to CGI fully they just left the engine glow on all the time. To be fair though, there might have actually been a good reason for them doing that during the Dominion War.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1028
04-22-2011, 05:52 AM
Quote:
Originally Posted by Amosov
Late DS9/Voyager, once they moved over to CGI fully they just left the engine glow on all the time. To be fair though, there might have actually been a good reason for them doing that during the Dominion War.
I would guess (story wise) that it would be because initiating a re-heat of those engines would take too long for them to be used as emergency thrust in a "just in case" situation. FX wise it was probably just an aesthetics decision.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1029
04-23-2011, 12:06 PM
Quote:
Originally Posted by Gadebalran View Post
Something that has always bugged me about the Galaxy class model, in every episode of TNG that I remember, the impulse engines on the saucer are always off/dark except when the saucer is seperated. Normally the ship is propelled only by the central impulse engine on the secondary hull.
Quote:
Originally Posted by AngelSilhouette View Post
That changed partway through the run. I can't remember during which series the change took effect, but eventually the saucer impulse exhausts were lit up like the central exhaust.
yah, TNG didn't use the saucer engines just all the time as in STO. I think it would be cool if we could manually turn them on/off. I know, not now, but in the future. Hopefully other ships will have their own lil perks like this. And no, not just a graphics feature, but a performance as well. perhaps we could choose to have the saucer impulse drive on/off at the cost of some sort of resource/power/etc. On would mean more maneuverability+speed, off would mean possibly more power available to weapons/engines? idk, just a though. it gets weird to see all this power just coming out of nowhere. and having extra power overflowing in one system should automatically overflow into another system that isnt maxed out. if picard ordered EP to Weapons when they were already at full power, surely a phaser relay would have burned out
in addition, I fail to see how a BoP warp core can compete with a Galaxy warp core. way I see it, BoPs have far more speed/turn rate, and weapon power already. and with all those nick-nacks on shields, warp power doesnt mean alot. I think ship size really needs to be a determining factor in what type of power output a ship has.

Id also like to see hopefully in the future the ability to modify a ship's warp core. say, for more Dmg, Shields, or just overall power... even adding a built in slipstream drive might be nice, as they did in Voy. Shoot, i'd luv to even see it where we can eject the warp core if a torpedo damages it or something. that would be epicly realistic. the explosion could be like a bomb. damaging anything within a range of it. obviously with just impulse drives, a warp-core-free ship would be severely underpowered, but im sure its worth it to stay alive rather than exploding along with the core [PS. as of now, no matter how hard of a torpedo hit a ship takes, the warp core Always seems to remain in tact... i never got that. in Voy, DS9 particularly, warp cores were pretty fragile and easy to damage. in this game they are invulnerable. hopefully this will change]

i kno im straying greatly from the topic, but also Id like to point out that in ST, cloak cores could be damaged. in this game even a full spread of quantums wont scratch a cloak device. I hope this gets changed. its pathetic to see a ship thats bleeding left and right leaving a trail of smoke just cloak like nothing. in all of the series, even a little bump could knock the cloak offline for a bit.

yeh, i kno. just a game. prolly will never be realistic compared to ST, but I'm glad for what we have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1030
04-23-2011, 04:05 PM
probably the easiest way to do them is have them turn on for 'Emergency Power to engines' and maybe the attack patterns.

petet
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