Stargate: War Begins is a full conversion for the awesome tactical fleet simulator Nexus: The Jupiter Incident. We intend to recreate the feeling of the hit Sci-fi Tv shows Stargate SG-1, Stargate Atlantis and Stargate Universe. Our goals are to implement all of the ships seen in the series, and the original Stargate movie, and to release a full single player campaign, with configurable ships, and all the oppurtunities Nexus can provide.
Created by DreamorCZ
Tractor beam ?
Nope, it's a tech scanner.
Replicators!
Both ships look awesome and the tech scanner beam looks so cool!
WOW ♥
No is not a replicator. This is goauld Gate-glider and asgard science vessel.
btw the asgard ONeill is much too thin....
for what is the tech scanner good?
In the original game it was the fastest way to scan enemy devices so you could then target them to be disabled by tactical laser blasts. It was also one of the only ways to achieve certain bonus objectives. As to what use it will have in this mod, I don't know.
Well, there will be no use of it in a battle that's for sure. However, you might see it during some mission or campaign in future.
The only flaw I see in the mod, are the ships.
The huge ammount of polys and the high dependance on the model to provide details leaving really... to be honest, ****** textures.
Try to think in those with lower PCs! The huge poly ammount kills their PCs. And you can add the same details with textures, normal maps and speculars.
Hello. I'm puzzled, because the mod is running fairly smooth. Perhaps more than ever. Anyway, here's the thing:
If the texs are not of your liking, that's one thing. And we'll take note of that -(you really could've made your suggestion in a more polite way, but thanks anyway).
But, just so you know it: any good texture file (specifically png's and tga's) is a LOT bigger than any model itself. So model polycount is definitely NOT the issue here.
In fact, if we actually do what you suggest, then the "pc kill" you spoke of would be tenfold worse for you.
Also, it's fair to remind you that this game is quite old- so, there ARE (and will be) obvious limitations- not just for textures.
But when you compare this mod or Arparso's to the vanilla game you can see how they've pushed this engine to it's edges. Normal maps, speculars, lighting, you name it.
Take the "Europe 1200" mod for M&B as another typical example: It has SO many improvements for such an old engine that even my own pc needs some time for loading it.
Finally:
The models HAVE to be accurate.
And yes: so their textures, which will get improvements in due time.
But first things first. Mod teams have an agenda and their priorities.
To be honest with you, as part of the mod team, I'm definitely not up to relinquish quality to make up for the kind of problems you mentioned. Same goes for my own job with SFXs and music (i worked hard on balancing total size reduction vs quality).
If you want a different gameplay with poor models and heavy textures to make up for them, then maybe you should go play the EAW mod, which could be better suited for you.
(yet perhaps not for your pc, though)
Thank you again. Bye.
Like xavier said, geometry isn't the problem. In fact, geometry is hundreds of times cheaper to render than textures. Textures are dependent on the fillrate of your card, which older ones tend to not have great performance with. Each set of textures you add (bump, spec, etc) is another pass of the model, meaning the engine has to redraw the entire model multiple times every single frame. Textures and shaders always have been and will be the bottleneck for game performance.
If you're having bad performance, try lowering your quality settings in the game menu. This will lower the texture resolution and also use a lower LOD for the model.
it`s time for a new pic