Star Ruler 2

Star Ruler 2

Arkaran Exodus Shipset
Dalo Lorn 5 Jun, 2015 @ 1:37am
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Okay, haven't gone into the game yet, so I only have bugs to report.

- Your materials.txt file references the ArkaranShip shader. However, no such shader exists.

- Since you seem to be planning on making a fully functional set of textures, I must note that a normal map is not the only thing you have missing. You also need a specular (Texture3) and a gloss (Texture4) map.

- Linux users will be unable to read the gloss.png and normal.png files. This is because they're called 'gloss.png' and 'normal.png', but your materials.txt specifically refers to 'Gloss.png' and 'Normal.png'. While Windows' file system is case-insensitive, Linux's system is not, hence the issue.

- While the .psds you used to create the textures for the Savior class could conceivably be useful to other modders (easier modification and all, stemming from the myriads of layers you must have in there), I really think you meant to delete those. (Also, those things seriously overinflate the download, seeing as they're 35.6 megabytes all by themselves. :P)
Last edited by Dalo Lorn; 5 Jun, 2015 @ 1:42am
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Showing 1-4 of 4 comments
Dalo Lorn 5 Jun, 2015 @ 8:34am 
Okay, so, recap along with my not-too-expert opinion on how to fix stuff:

- The models are pretty nice. I still feel the noses could do with a little less pointiness, but that's personal preference. :P

- Aside from some parts of the chrome-like plating, all the lights on said plating, and the engine exhausts on the gunship (nice idea, by the way), the ships looks a lot like plastic and/or looks low-res. Making the noise less subtle and/or adding more greebles, and messing around with your template's Shininess value definitely sound like they can fix the plastic, but I don't think you'll manage to completely fix the resolution without upscaling the textures, which would not only mess up your UV maps (i think), but force you to redraw ALL your textures to get any useful results.

Since I doubt you'd be too eager to go with such an extreme solution, I'd guess your best bet is to just fix the plastic and touch up the details, especially the big round light emitters.

Also, remember to make templates next time you make custom textures for a ship, and let the UV map handle the way it looks. Should save you a lot of time when it comes to editing the texture for any reason. :)
athelasloraiel 5 Jan, 2016 @ 11:43am 
did he fix it? I like the models really much.
Dalo Lorn 5 Jan, 2016 @ 11:48am 
I don't think there was anything that major. (Except that he added a normal map the next day.)

Also, obligatory 'shame on you!' for reviving a dead thread. ;)
athelasloraiel 5 Jan, 2016 @ 7:20pm 
I have COP:black and protection from undead anyway hehe.
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