The aim of this group is to create universal de-facto standard taiidani race for the Homeworld 2. This includes: - Unique stats and research tree which are in harmony with HW2; - HW1 model remodelling to the HW2 level.

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Add media Report RSS Probe texture and shape analysis (view original)
Probe texture and shape analysis
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AmDDRed Author
AmDDRed - - 604 comments

Forgot to mention - the top plate surely creates probes shape.

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Bigboom99 Creator
Bigboom99 - - 15 comments

It is currently at 609 polies, I'll mess around with the model and get the count down by removing unneeded shapes and adding the ones that you have pointed out.

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Pouk
Pouk - - 4,802 comments

It got me thinking about the Z-rotation movement of this probe. I looked into the RDN madstate documentation and I'm not exactly sure at the moment if it's possible to trigger animation when you start moving your ship, that's something I'll have to test.
But if not, it can rotate from the moment it exits the hangar to the moment it's deployed, I hope it wouldn't be a big issue.

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AmDDRed Author
AmDDRed - - 604 comments

Like it would rotate all the time it awaits deployment command?

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Pouk
Pouk - - 4,802 comments

Yes that's what I'm saying.
I haven't tested it yet, I have to try it to see if it can be avoided, that's simply just the worst case scenario, which may or may not be true.

But finding answer for that is also beneficial to one specific example in my own mod, so don't worry I won't look at it.

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Description

Example of my vision of how could it be.
Green areas represent intrudes, blue - extrudes;
Black lines - sure planes (the transition between them could be smoother than it is now); red lines - the relief (layers), like this could be not linear, but exponential changes of the shape.
But of course, I've pointed too much details, but the model must not be more the 300(?) polies.

of course, I may be wrong - if I do, point at it.