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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Well it's very very easy to stretch the ship excluding the tanks, and then fill space with more tanks But how does it go? Code: __ __ __ __ / \/ \/ \/ \ | || || || | \__/\__/\__/\__/ / \/ \/ \/ \ | || || || | \__/\__/\__/\__/
OR __ __ __ __ __ __ __ __ / \/ \/ \/ \/ \/ \/ \/ \ | || || || || || || || | \__/\__/\__/\__/\__/\__/\__/\__/
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06 Dec 2007, 12:50 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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It's: OOOO OOOO neutralzone.de is excellent site for ship info, in this case for malon ship: http://www.neutralzone.de/database/indexfra.htm
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06 Dec 2007, 13:17 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Seven's doing some texturing with 3DSMax 2375.
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06 Dec 2007, 13:31 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Malon emblem for ship: color black and white
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06 Dec 2007, 13:44 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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I don't know if it came up before but those models (though 4 years old) from "VegaTrek", a mod for Vega Strike, look astonishing: vegastrike forum: http://vegastrike.sourceforge.net/forumsvegatrek download: http://sourceforge.net/project/showfile ... p_id=52085 (0.2.0) http://deeplayer.com/vegatrek/release/V ... .0.tar.bz2 (0.3.0) sounds like an interesting project to me plus it's opensource, has its own working 3D engine and is already at 0.5.0 version number (hopefully means something good ). String, Zeleni, Kenneth, you think this might be interesting to look at? also Fox: you might be able to get some additional ideas for the new bote content out of their database wiki if needed: http://vegastrike.sourceforge.net/wiki/Database
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06 Dec 2007, 16:40 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Nice looking meshes, Kenneth will find something for shore. 186 mb ? That's game data?
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06 Dec 2007, 18:21 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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mod only. the game is pretty awesome (~450mb), download on vegastrike site. Just played a bit around, has some FreeSpace 2 and Privateer 2 feeling. hm, speaking of which, the freespace 2 opensource 3d engine ain't useful for us or is it Strings? we should ask this pnuematic 81 guy (if we still find him, 2003 is sometime away) and also some other guys there on the forums, I'm shure they'll help us once they know about us. Heard, their sovvy does also look very nice..
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06 Dec 2007, 18:29 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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We certainly need fresh blood overhere in large quntities, i recommend forming headhunters squdron with Malle in charge! Seriously, i have few names on my hitlist!
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06 Dec 2007, 18:44 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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yeah I have some experience in that (just wait for the new content, all my headhunting ). anyway, that's why freespace 2 3d engine may not be that useful for us: http://www.moddb.com/mods/4614/star-tre ... nversation (read all)
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06 Dec 2007, 18:48 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Quote: The problem we are facing was that anything larger than a defiant or bird of prey just did not fly right when controlled by the AI (the way it flew did not factor any other weapons except front and rear ones). Dug and Mike have spent countless hours trying to alter the source code to fix this, but to no avail. Yeah, appears it's not fixable.
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06 Dec 2007, 18:57 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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seems like the AI is the biggest problem on designing 3d space combat anyway, more than the fancy "looks".
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06 Dec 2007, 18:59 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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06 Dec 2007, 19:47 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Ooh i'm loving that Galaxy class image posted above - that model is soo detailed! The models are nice on that site you posted, Mal, but the colour schemes for some of the ships seem a little off to me, especially the Cardassian and Dominion models. Some of the Klingon designs are a bit too green for my liking as well. The Federation models are seriously well detailed though. Looks like you guys have some competition.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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06 Dec 2007, 20:39 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Malvoisin wrote: seems like the AI is the biggest problem on designing 3d space combat anyway, more than the fancy "looks". Yeah, I've spent some time on the combat engine today and so far I still haven't worked out any details for the AI. But I do have some good algorithms to load in ships, and got a extendable way of storing the state of the battlefield, so... the basics are there. I think the next step is to think about manipulating that data to mimic intelligent behaviour. @Zelani: the Malon freighter is one messed up mesh I noticed a lot of Z-fighting when I loaded in a test texture, turns out there are two copies of the same mesh occupying the same space. Well, I cleaned it up now, knocking 2.2k off the poly count, down to 3.3k. Time for actual texturing, yay, I like texturing
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06 Dec 2007, 21:51 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Are you still doing it turn based?
Regards Wolfe
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06 Dec 2007, 22:43 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Yep of course.
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06 Dec 2007, 23:38 |
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FoxURA
Lieutenant
Joined: 11 Jul 2005, 01:00 Posts: 493
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Done any thinking on the one for BOtE yet?
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07 Dec 2007, 00:01 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Ideally, I'll make the same engine work for both games, just using different content. It would save time and effort in development and afterwards by not having to support two versions. However, if it is not feasible for some reason or another, then two variants have to be made; I am certain much of the code, algorithms, and ideas would still be interchangeable, and can be re-used. My plan from the beginning remains the same, to help both existing projects
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07 Dec 2007, 01:00 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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One thing to keep in mind is that each game uses differant 'ship combat' stats and components i believe.
Supremacy's are similar to the ones Dafedz made up but minus a few things like no longer using energy, it's all there in the editor. You'd have to ask Malv or something in the know on the differances to BotE's system though however.
Regards Wolfe
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07 Dec 2007, 01:30 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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If you like texturing Strings there are a few other models on SharePoint that need it. Just look in the image library for the gray ships. The combat engine sounds more exciting to me right now though.
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07 Dec 2007, 03:54 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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well just to say again, the vega strike and blender model sites I linked need someone (else) to go after if you like the models there. The coloring can be easily changed in the textures via color scheme in gimp or photoshop for example so the coloring shouldn't be a problem, so if anyone wanna ask.. anyway, our stats are fully descripted in our bote wiki on sharepoint. besides I think it should be even possible to write a "stats converter" for both supremacy and bote which ain't a bad idea anyway since it allows modding for both games simulatenously .
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07 Dec 2007, 06:59 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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@ Strings, sorry to here about large number of vertices and polys, i am eager to see final result, so keep up with good work!!
Have you and Mike decided on raw ideas about game combat system,i am reffering on visable part of game not the code?
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07 Dec 2007, 11:17 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Finished! Malon Freighter (3 tanks version) Poly: 3290 Vert: 2418and a shot from underneath for good measure Download here http://myweb.tiscali.co.uk/strings/MalonFreighter1.rar
Last edited by Strings on 28 Aug 2008, 12:50, edited 2 times in total.
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07 Dec 2007, 21:04 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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ASTONISHING! Excellent job and one more thing... zipped 3ds + credits
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07 Dec 2007, 21:15 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Thanks Ok here's the .rar file. It's a bit big because I've put in the layered .pspimage file to help whoever tinkers with it later. PS - in the credits, I've left the model creator as blank... can you fill it in ?
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07 Dec 2007, 21:35 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Nice, i like the leaking effect Regards Wolfe
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07 Dec 2007, 22:27 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Wonderful.
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08 Dec 2007, 00:21 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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*Danger! Danger! Chemical leak in progress!* Excellent work, Strings. That's a beautiful model you've got there.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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08 Dec 2007, 02:11 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Don t worry about mr. Korber he will find his way into credits. Strings, what have you decided about freighter number 2, rehuing or adding new tanks?
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08 Dec 2007, 12:38 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Adding extra sections and tanks Hmm... 3 tanks ~400 polygons 12 tanks ~1600 polygons.
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08 Dec 2007, 13:23 |
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