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IceFire
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Registered: Jul 2000
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Omega - The Good, The Evil

Behold!

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Old Post 12-15-2002 10:26 PM
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Omega - The Good, The Evil

Behold!

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Old Post 12-15-2002 10:26 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Beautiful.

Please try with another background, I want to see spikes more clearly.

Edit: Used psp to enhance brightness on that render, no prob anymore.

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Old Post 12-15-2002 10:31 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

Beautiful.

Please try with another background, I want to see spikes more clearly.

Edit: Used psp to enhance brightness on that render, no prob anymore.

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Last edited by Mr. Fury on 12-15-2002 at 10:38 PM

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Old Post 12-15-2002 10:31 PM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

cool.

1 prob.

whoever modeled this, the spikes should have some curve to them.

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Old Post 12-15-2002 10:33 PM
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Edwin
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cool.

1 prob.

whoever modeled this, the spikes should have some curve to them.

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Old Post 12-15-2002 10:33 PM
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IceFire
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quote:
Originally posted by Edwin
cool.

1 prob.

whoever modeled this, the spikes should have some curve to them.


Possibly Edwin...but there are a number of CGI quality models of this ship out there and some seem to have less curvey and some seem to have more curvey. Its artistic interpretation I suppose. The other element is undoubtedly poly count...I know that the Omega is pushing those limits of FS2 standard right now.

EDIT: I just checked the model, its pretty curved to me...the angle may make it difficult to see how curved they are.

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Old Post 12-15-2002 10:41 PM
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BabProj Team
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Registered: Apr 2001
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quote:
Originally posted by Edwin
cool.

1 prob.

whoever modeled this, the spikes should have some curve to them.


Possibly Edwin...but there are a number of CGI quality models of this ship out there and some seem to have less curvey and some seem to have more curvey. Its artistic interpretation I suppose. The other element is undoubtedly poly count...I know that the Omega is pushing those limits of FS2 standard right now.

EDIT: I just checked the model, its pretty curved to me...the angle may make it difficult to see how curved they are.

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Old Post 12-15-2002 10:41 PM
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Ranger1
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Registered: Mar 2001
Location: Charlottesville, VA, USA
Posts: 169

Now that the top of the z-grav sections have that texture on it it is perfect. I love the omega-x.

I have two questions though. I think it applies to the omega too. That one turret on the top of the nova doesn't rotate, will this apply to one of the turrets on the omega? and have the scp guys found a way to make it work?

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Last edited by Ranger1 on 12-16-2002 at 02:04 AM

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Old Post 12-16-2002 01:57 AM
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Ranger1
Murdock

Registered: Mar 2001
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Now that the top of the z-grav sections have that texture on it it is perfect. I love the omega-x.

I have two questions though. I think it applies to the omega too. That one turret on the top of the nova doesn't rotate, will this apply to one of the turrets on the omega? and have the scp guys found a way to make it work?

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Last edited by Ranger1 on 12-16-2002 at 02:04 AM

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Old Post 12-16-2002 01:57 AM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

Too sweet for wordsexcept for stunning

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Old Post 12-16-2002 02:10 AM
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Triggy
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Registered: Oct 2001
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So the Omega-X is part of Release 2?!? I had no idea that you guys were so far along in texturing/modeling it. Great job all

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Old Post 12-16-2002 02:38 AM
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IceFire
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quote:
Originally posted by Ranger1
Now that the top of the z-grav sections have that texture on it it is perfect. I love the omega-x.

I have two questions though. I think it applies to the omega too. That one turret on the top of the nova doesn't rotate, will this apply to one of the turrets on the omega? and have the scp guys found a way to make it work?


That one turret I only just noticed to be honest. Its a table bug I just found and fixed. Will be there for R2. Or...in the meantime, go into the tables, find the nova, and set the second turret value for turret07a to 2.4. It was at 0.

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Old Post 12-16-2002 03:07 AM
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BabProj Team
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Registered: Apr 2001
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quote:
Originally posted by Ranger1
Now that the top of the z-grav sections have that texture on it it is perfect. I love the omega-x.

I have two questions though. I think it applies to the omega too. That one turret on the top of the nova doesn't rotate, will this apply to one of the turrets on the omega? and have the scp guys found a way to make it work?


That one turret I only just noticed to be honest. Its a table bug I just found and fixed. Will be there for R2. Or...in the meantime, go into the tables, find the nova, and set the second turret value for turret07a to 2.4. It was at 0.

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Old Post 12-16-2002 03:07 AM
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Edwin
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Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by IceFire

I just checked the model, its pretty curved to me...the angle may make it difficult to see how curved they are.



may i check it to?

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Old Post 12-16-2002 03:19 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by IceFire

I just checked the model, its pretty curved to me...the angle may make it difficult to see how curved they are.



may i check it to?

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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.

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Old Post 12-16-2002 03:19 AM
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Alphakiller
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I can.


*whistles*

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Old Post 12-16-2002 03:22 AM
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Alphakiller
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I can.


*whistles*

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Old Post 12-16-2002 03:22 AM
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FlakBait
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HELLLLOOOOOO desktop!

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Old Post 12-16-2002 05:32 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

LOL!
About Nova turret issue, we are not perfect either.

For those who don't want to bother with tbl files:
[URL=http://koti.mbnet.fi/~fury/misc/r11_fixed_shipstbl/]Fixed R1.1 ships.tbl[/URL]

Download it and copy it to your FreeSpace 2 /data/tables folder and replace existing ships.tbl.

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Last edited by Mr. Fury on 12-16-2002 at 12:26 PM

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Old Post 12-16-2002 07:24 AM
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