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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 12-31-2010, 03:22 PM
TrashMan TrashMan is offline
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Default Ahahahahaha! Sucess!

GOT IT TO WORK!!!!!

Finally defeated the evil 3D Max exporter..I simply used a Truespace .obj exporter plugin and now it works!

The Dedalus carrier is finished, the Prometheus Warship is almost done and the Thunderbolt missile carrier is also almost done!

Expect 3 new ships soon
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  #2  
Old 12-31-2010, 06:50 PM
TrashMan TrashMan is offline
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I still got some bugs to iron out ( 2-3 bits on the carrier are inverted), and more testing needs to be done, but at least it works...

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  #3  
Old 01-01-2011, 12:23 PM
Goblin Wizard Goblin Wizard is offline
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Looks good. It still needs some lights, exhaust fires, etc. I suppose this little hole in the front is a docking bay?

btw I'm very interested how do you import the obj's to the game. I've tried IMDExporter but it always loose collision spheres during import.
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  #4  
Old 01-01-2011, 03:19 PM
TrashMan TrashMan is offline
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IIRC, when I was using 3D Max, I just placed several spheres for collision detection and exported with that.

I've yet to test if the same approach works with Truespace. That Deledaus above has no collision speheres...yet.
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  #5  
Old 01-01-2011, 06:50 PM
TrashMan TrashMan is offline
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Prometheus C mesh test:
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  #6  
Old 01-01-2011, 10:29 PM
TrashMan TrashMan is offline
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Harr.... the Heavy Cruiser Prometheus makes it's debut:




The above image was the C (or carrier) version.
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  #7  
Old 01-02-2011, 03:05 PM
TrashMan TrashMan is offline
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Frak...it appears adding collision spheres in Truespace is not the same as it is in 3DMax....

This is bad news...bad news.

.obj created in Truespace can be converted by IMD editor, but so far I havn't found a way to add colission detection. 3D Max on the other hand can add it, but 90% of .objs created with it give IMD errors....
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