NEW! Battle of Coruscant Map

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  #61  
Old July 17th, 2007
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Ok so the fighters are like 95% done but I'm not satisfied with the results so I'm gonna have them critiqued. And I may have found a way out of the model problem.
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  #62  
Old July 18th, 2007
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well, to my knowledge, a low poly count creates a poor quality image resulting in lower graphics which would result in less lag. so your right
but it seems to me, that low poly models are only used for AI in games like flight simulator.
but i suppose if the model is textured correctly you can get a quality image with a low poly count...
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  #63  
Old July 19th, 2007
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Umm you don't know what I'm talking about. I'm not reducing the quality of the models at all. Just wait and see before you say anything.
  #64  
Old July 19th, 2007
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Ok this is an in-game screen of the fixed rep ship model thanks to AceMastermind

  #65  
Old July 19th, 2007
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Change the sky. Use the one from the shipped Space Coruscant.
  #66  
Old July 19th, 2007
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Haha that's not my priority right now
  #67  
Old July 19th, 2007
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wow thats nice. i like the accurate hangars (finally someone gets it right)
and i never said that you did reduce the quality, i was just...
i dont know what i was doing...
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  #68  
Old July 20th, 2007
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Yes! The hanger is where it should be!
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  #69  
Old July 21st, 2007
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I've pretty much finished Anakin's fighter but its so fun to play with I'm just going to go ahead and make a jedi fighter available to pilot (but it will be unaccessible to AI).

I can't post pics because it looks rather..well plain but you would actually have to play it to understand.
  #70  
Old July 23rd, 2007
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After a bit of messing around, I got the tri-fighter laser down




Thanks, once again, to AceM

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