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Posted: Thu Oct 21, 2004 7:00 pm
by Moonsword
Yes, but your stick out more.

Make a different turret, but very similar to that one... say, don't project the turret so far but have it suspend the 'barrels' closer to the hull.

Posted: Thu Oct 21, 2004 7:02 pm
by Taristin
Why don't I just steal the shivan sentry gun turrets, while I'm at it, and remap them?

:doubt:

Posted: Thu Oct 21, 2004 8:12 pm
by Grimloq
raa, dont take it so personal! turrets are IMO the hardest thing to uberize!

i think the turrets are not that great, but actually... they need not go to waste. i dont know, but i *think* that we *may* have a use for them in TI if you let us... *looks at black wolf to see if he approves...*

my advice on turrets: stagger the barrels. then lengthen them, maybe. then give em 5-6 sides. and you can also make an inside of the barrels by making a tip, then just moving it downwards. it looks cool, and keeps polycounts somewhat low, keeping your options open.

er, dont mean to sound like im taking control :oops: im not...

BTW, its a REALLY cool turret, it just doesnt look vasudan at all.

and obn the sobek: its totally awesome! i have one request: leave that slight 'ridge' that strattcomm mentioned. i think it looks even more vasudan. plus, it breaks up the monotony of a smooth scaly hull tile.

all in all, nice work :)

Posted: Thu Oct 21, 2004 9:25 pm
by Moonsword
Yeah, the model itself is great.

Posted: Fri Oct 22, 2004 1:31 am
by StratComm
I agree with about everyone else. The model itself is great, the turrets are great (and they are vasudan, I think), but the turrets on the model just don't work. Look at those two on the front-bottom. I think the rest of them could get away with that shape, but those two just, well, they completely break the flow of the Sobek. They look like little retarded arms sticking off of an otherwise flat part of the ship, and that's not a positive. Also, I'm not entirely sure that they will rotate correctly; I've always had trouble with multiparts whose barrels did not rotate around some point vertically offset from (0,0,0) in the turret's base. They don't track correctly or something like that. Oh, and you'll need to turn them around on the bottom so that they face backwards to get them to try and face the right direction.

Posted: Fri Oct 22, 2004 1:35 am
by Flipside
Hmmmmmmm All I'll say is that quite a few people, on first encounter with the Aesir will say that they don't look 'Freespacey'. Like all things, it takes acclimatisation.

Oh, and I see that you did use that idea of adding glows to turrets :D

Posted: Fri Oct 22, 2004 3:15 am
by Grimloq
Flipside wrote:...quite a few people, on first encounter with the Aesir will say that they don't look 'Freespacey'.
o.O yes they do... :?

Posted: Fri Oct 22, 2004 3:44 am
by Hammer
whats an aesir?

Posted: Fri Oct 22, 2004 4:21 am
by Grimloq
i hafe 2 words: Twisted Infinities

the aesir are an.. addition.

im not sure how much im allowed to say :oops:

Posted: Fri Oct 22, 2004 4:42 am
by Flipside
Image
That's an Aesir. Check out the screenies thread in the TI Forum ;)

Posted: Fri Oct 22, 2004 4:59 am
by Moonsword
At first glance, no, they actually don't, Grim. Then you realize it's an alien race and learn to love them... once you get the table entries running.

Posted: Fri Oct 22, 2004 5:01 am
by Hammer
oh i thought that waas a pegasus on steroid's

Posted: Fri Oct 22, 2004 5:02 am
by Moonsword
Nope. That's an Aesir ship of some kind/role/name or other.

Posted: Fri Oct 22, 2004 5:41 am
by liberator
ME LIEKS!!!!!!!!!!!!!!!1111111111111

Posted: Fri Oct 22, 2004 5:50 am
by Moonsword
You'll like TI, then.