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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Hsien-Ko
George W Carver~rb
General Member
Since: Dec 23, 2006
Posts: 12385
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 05:16 am
Poly Count : 1814     Are you sure EFs engine can handle that. Maybe with thilos Quake lll plus engine mod.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 09:59 am
1814 isn't alot - EF can handle it fine as well as Q3A (which has a 1000 vert per mesh limit). Nobody uses a Pentium II 233 anymore, so I wouldn't be too worried.
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 11:42 am
Quote (CheapAlert @ April 04 2006, 7:33 pm)
http://eliteforce2.filefront.com/file/HsienKo;59837 \o/

the bad part is, it's in the skins section instead of models. Oopsy.

mail them to change it.
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Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 12:09 pm
Code Sample

// surface geometry should not exceed these limits
#define SHADER_MAX_VERTEXES     1000
#define SHADER_MAX_INDEXES      (6*SHADER_MAX_VERTEXES)


This means you can use a maximum of thousand edgepoints to construct 2000 triangles per independent surface. As player models are split into several different surfaces the number of 1814 seems to be achievable :)
So CheapAlert, did you use Raven's original animations or did you create new ones?
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 05:28 pm
I've created new ones in Blender. Raven's or Steed's animations wouldn't work on that big-handed form (I can't import them anyway lol)
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Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Apr. 5, 2006 10:23 pm
Oh and these do really work with EliteForce?

Are you actually using MD3 models or Raven's MDR format for Hsien-Ko?
If the model is MDR: I know some people who would be very interested to know how to create new animations in MDR models. Maybe you could write a little howto detailing how you did that?
I have ported the MDR model format to the quake3 engine released by id software so that EF models work in there. I know how the animation data is stored within the MDR files, but not how to create them.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 6, 2006 12:50 am
They're purely MD3.
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George W Carver~rb
General Member
Since: Dec 23, 2006
Posts: 12385
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 6, 2006 01:24 am
On the in game menu they look a little jaggy around the edges, but ingame they look better.
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 6, 2006 02:08 am
Quote (FliX @ April 05 2006, 4:42 am)
mail them to change it.

Probably they wouldn't. There was a notice to all staff a few months before I left that files should only be moved if absolutely necessary because it screws up people's CD compilations. If you think that's pretty lame, that makes two of us. Problem is they are relying on files being in particular locations instead of storing the URLs in the database.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 6, 2006 02:39 am
cd compilations?

uh oh. capcom wouldn't like that :\
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