Topic: Nexus - The Jupiter Incident  (Read 10044 times)

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Offline Mackie

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Re: Nexus - The Jupiter Incident
« Reply #20 on: December 03, 2004, 09:23:15 am »
as propably am  I , importer shops rule \o/

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Offline Reverend

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Re: Nexus - The Jupiter Incident
« Reply #21 on: December 03, 2004, 01:19:03 pm »
BEST of all, there is someone who has the same exact desire I had since day one... a continuous space, persistant world capacity. No more hex mpas, no more mission select screens, you can get in your ship and stay in until you die or log out. Thats the tough part, but at least it has it. Maybe now I wont be wating my money anymore on games like Starshatter.
Unfortunately, I might as well wait to get it when it comes out in US, as I need a new graphics card, the demo just laughed at it. Oh, it loaded and all, but movement was like.....ship is sitting there....tick..................freeze............tick............freeze. :rofl:

Offline Sandman3D

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Re: Nexus - The Jupiter Incident
« Reply #22 on: December 03, 2004, 10:05:00 pm »
This looks pretty cool...hope my machine can handle it. :-\
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Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #23 on: December 04, 2004, 09:31:07 am »
Cost me £35 but im happy... now all I need to do is learn how to use lightwave....  ;D

Offline Darkdrone

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Re: Nexus - The Jupiter Incident
« Reply #24 on: December 04, 2004, 12:53:55 pm »
Cost me £35 but im happy... now all I need to do is learn how to use lightwave....  ;D

£35? i had it for £25 on play.com

DD

Offline Chris Jones

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Re: Nexus - The Jupiter Incident
« Reply #25 on: December 04, 2004, 01:50:34 pm »
As soon as I get this game.. 
..Because the game does not have to, and will not, remain the same..


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Offline Sandman3D

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Re: Nexus - The Jupiter Incident
« Reply #26 on: December 04, 2004, 02:23:50 pm »
Well, d/l'd and played the demo...looks awesome!! ;D A little hard to follow at first, but hey, took me a few days to get used to Freelancer too. :P Now, about modeling...I use max5 to model, and really don't want to try and learn LW. How difficult is it going to be to convert ships...too much hassle for someone to do for me so I better get LW, or NP? :-\
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Offline manitoba1073

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Re: Nexus - The Jupiter Incident
« Reply #27 on: December 04, 2004, 03:53:46 pm »
the game is awesmome!!!!!!!!!!!!!  there is also heagemonia: legions og iron is another game that would rock too.

http://www.haeggalaxy.com/haeggalaxy/modules.php?name=Content&pa=showpage&pid=8

heres for the other place for nexus also.



Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #28 on: December 04, 2004, 04:08:03 pm »
Ive been playing with Lightwave all day... dont really like it... been using max for over a year now and I just dont like the Lightwave user interface, I know we con import our models into lightwave cos nexus need the weapons and stuff in a manner max cannot provide.. what I need to know is that If I model a ship in max and add bumpmapping and stuff, is it gonna stay together once I convert it... or is it gonna be a mess that I need to sort out in Lightwave...  ???


Offline Sapharite

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Re: Nexus - The Jupiter Incident
« Reply #29 on: December 04, 2004, 04:16:29 pm »
I made a ATTN. Darkdrone post here somwhere for You DD to check. I have some questions to you about the game... Will you take a glimpse on it?? ;D
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Offline TheStressPuppy

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Re: Nexus - The Jupiter Incident
« Reply #30 on: December 04, 2004, 08:11:15 pm »
For the aspiring modders of nexus. You don't need to give up 3dsmax. You can do all of your modelling, and texturing in max. The only thing you will need lightwave for is to add on the special hardpoints for the engines, nav lights, and weapon hardpoints, and maybe some animations if you chose. The majority of ships you see in the game now are 3dsmax conversions imported to LW for finalization.

I am working on a new fleet of TOS ships which will more than likely find their way into Darkdrones TOS part of his mod. I also have some TMP ships already completed awaiting conversion. (you think I'm building that TOS connie just for SFC? hehehe) and what he said is true you can chose whatever era you want in the game menu.

I'm also working on a mod called "The Renaissance Project". A simple concept of taking all of the TOS.TAS, and Franz Joseph ships, and adding TMP/movie style detail and FX to them bringing them into proper linage to the rest of trek.

Chris Jones, your skills will add greatly to this. I'm well aware of your mods for SFC. DD posted links for the mod tools for you, and others that don't have the game yet to check out.  I read that you have trouble with the demo, the demos only support 1024x768 res i believe.

Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #31 on: December 05, 2004, 03:13:34 am »
So if I bumpmap a ship in max is that also preserved once I convert to LWO?

What are you using to convert? ???

Cheers dude ;)

Offline TheStressPuppy

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Re: Nexus - The Jupiter Incident
« Reply #32 on: December 05, 2004, 04:40:56 am »
You dont need to bump map the ship in max tho it will help you in creating the maps themselves. the model viewer automaticly searches for any texture file with " __bump", "__spec", and "__lum" in its name.

example: if you have a texture named "cruiser01.tga" the viewer will search for "cruiser01__bump.tga","cruiser01__spec.tga", and "cruiser01__lum.tga". these textures do not have to be mapped to the model for them to work. As long as they are the same resolution as the diffuse texture (cruiser01.tga), and they are in grayscale. If you read the documentation that came with the model viewer it will explain all of this in much greater detail.

I bump mapped my connie in max to help me make the bumps themselves, and to view the results. before i exported it i removed the bump, and self illumination flags from all the textures in the material editor.  fair warning, the bump maps look much different in game than they do in a max render. they arent as strongly pronounced in the model viewer. working on compensating for that.

To convert the .3ds to .lwo i used Deep Exploration. some people also use polytrans.

bit of good news is i managed to talk a homeworld tool guru code monkey into taking a look at the game, and seeing if he can create a tool that creates, and edits the hardpoints without having to use lightwave. (like visual mex edit does for homeworld models) well see how that goes.

Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #33 on: December 06, 2004, 02:59:57 pm »
That is good news stress.... keep us posted on that one dude... it would be handy as LW is a pain if you have never used it b4 :D

Offline wulf111

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Re: Nexus - The Jupiter Incident
« Reply #34 on: December 06, 2004, 03:31:19 pm »
lightwave is a pain???? so is 3dsmax it took me forever to learn on my own, hell im still learning what it can do LOL.

also i remember seeing somewhere a max plugin that will allow you to export to the .lwo format i just cant remember where tho  :'( ???


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Offline Sapharite

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Re: Nexus - The Jupiter Incident
« Reply #35 on: December 06, 2004, 03:49:01 pm »
There ios no time to keep talking about what program is better. I've been learning lightwave and 3DS. Both are quite user friendly. It is obvious that a person who has been working in 3DS for quite long time can criticise Lightwave. Both have different style but both can do many great things with our fingers on the blackboard :P I would prefer lightwave because its models look more realistic than those in 3DS. The leading program is MAYA 3D and Pneumonic would have a right to say this one roxx and outclass both 3DS and Lightwave. Just remember that Lightwave is the older program with history taken from AMIGA PC's and Jurrasic Park as well ;D
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Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #36 on: December 06, 2004, 04:12:35 pm »
wow....  The AMIGA......  :(

I used to have the AMiga 600... awsome... ;D

Offline wulf111

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Re: Nexus - The Jupiter Incident
« Reply #37 on: December 06, 2004, 04:20:07 pm »
There ios no time to keep talking about what program is better. I've been learning lightwave and 3DS. Both are quite user friendly. It is obvious that a person who has been working in 3DS for quite long time can criticise Lightwave. Both have different style but both can do many great things with our fingers on the blackboard :P I would prefer lightwave because its models look more realistic than those in 3DS. The leading program is MAYA 3D and Pneumonic would have a right to say this one roxx and outclass both 3DS and Lightwave. Just remember that Lightwave is the older program with history taken from AMIGA PC's and Jurrasic Park as well ;D

im saying one is better than the other just different like intel and athalon both do the same thing its just how they do it is a bit different..... nuf said now lets get back to what really matters this new game looks awsome i will deffinatly be getting a copy when its released in Feb. till then there are many SFC models to make


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Offline markyd

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Re: Nexus - The Jupiter Incident
« Reply #38 on: December 06, 2004, 04:23:14 pm »
The Game is awsome... been playing it for a week.... and been to the forums and their are plenty of different mods on the go... the Battlestar Gallactica ships look phenominal... Also a B5 mod.... this game is a window of possibities..

The game itself has a steep learning curve though.. but once you got it...  ;)

Feb for the US eh.... sucks  :'(

Lucky brits  :)

Offline wulf111

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Re: Nexus - The Jupiter Incident
« Reply #39 on: December 06, 2004, 04:32:31 pm »
yeah 3 months to wait does suck but alot of those mods should be completed or near complete by then LOL im sure to find alot of "our" stuff in many of them who knows i did DL'd the mod kit jump in with em  ;D


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