ok, ok, i'd cut down the poly count a little... but really.. their poly counts are very low, anyone wanna see a few higher res models?
anyone know if that engine can handle normal mapping? I'm guessing no since it seems to employ vertex as opposed to pixel shading
Russian Elite Games Site said:Requirements for models:
1. Have an animation of the flight and landing. Animation of flight is not required, just a static frame. Animation landing includes retractable landing gear, retractable wings, etc.
2. The model should be textured to discover the texture on one image.
Suggestions: Suggestions:
1. I beg you to keep origanalnoe aspect ratio model. This is necessary to correct a conflict. Overall dimensions can be fit through the INI file.
2. Do not forget the details! In the original models are little things that are not immediately noticeable, but that surprise and delight when they discover. For example, a warning sign of radiation on the Cobra MK III. Repeat one to one is not required.
3. Have a conscience! If your model will have too many polygons, it will not marketable. Try where possible to use a smoothing normals, instead of increasing ranges.
The member list shows only three, but we all seem to be fairly active posters at the moment...way too many Steves around here. btw
It's a shame we can't chat with these Russian guys.
I've always thought:
To hell with next-gen.
Just give us FFE with updated graphics and lots more hand-coded missions and i'll be happy!
If we could get a community effort together to make some hand-coded missions then we'd be there! No more waiting about for something that is not even definitely happening yet.
Nice, as long as I get home for me dinner...sign me up sir! i'll write ya some stories n send ya off around the galaxy to some pretty obscure spots alrighty.
sign me up sir! i'll write ya some stories n send ya off around the galaxy to some pretty obscure spots alrighty.