Contest: Retexture the Star Fortress

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

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etheral walker
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Post by etheral walker »

because I didn't rendered no textured layers, it's more easy for me to estimate the overall quality of the texture by hidding big white parts. But there is a central section ;) just let me paint it ;)
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etheral walker
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Post by etheral walker »

.... and for weapons system just remind that they are subunits in VS engine, so I just need to say where I want some and it will be rendered and animated fine. Now, to make my own turret mesh, I don't know, at first i wanted to reuse some of my babylon 5 ones.
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Targon
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Post by Targon »

jackS wrote: (My only comment on yours at this point is that I hope you're the one who's going to come up with the valid turret arcs and not me :) - figuring out all the appropriate fields of fire for that looks like it'll be interesting)
Is this stuff documented somewhere?
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Post by jackS »

Targon wrote:
jackS wrote:
Is this stuff documented somewhere?
the specification of the subunit tag (in this case, turrets) allows for restricted="..." where "..." is the arccos of the desired maximum swing in any given direction. You'll also want to make sure that the R and Q vectors are appropriately specified so that the initial angle is halfway between the two max swing points - and you'll probably need to make custom turrets so that the gun subunit of the turret subunit is restricted to pi/4 +- pi/4 so that the restriction on the turret base actually means something. this is documented in the specification of the xunit file.
etheral walker
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Post by etheral walker »

sad thing, I switched to lightwave 8 and on my computer the surface baker does not work anymore with this release. Can someone bake it for me? All is ok, just need a LW user to bake 2 uv maps
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etheral walker
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Post by etheral walker »

solved, some shaders have a strange behaviour
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etheral walker
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Post by etheral walker »

ok for me, I might tweak 1 or 2 little things, but here is my entry
Image
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Post by charlieg »

That really is the dogs bollocks. (That's a good thing, a brit saying.)
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Post by hurleybird »

Thats toltally awesome. It looks a lot 'meaner' than it did before. IMO for a while it looked more like a commerce station, but now it looks more militaristic. If you want to make any more tweaks a would recomend making it look more 'bulish' and jagged.
etheral walker
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Post by etheral walker »

it becomes really more jagged after a few shots :)
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dandandaman
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Post by dandandaman »

cool :-) does that come with a detail texture? 'cause that would totally rock too :-)

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Post by etheral walker »

detail, damage and lightmap ;)
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Post by scheherazade »

all these models are way better than any base in game right now...
so i'm thinking, when there is a 'winner' for the station... what else do you guysa think these models could be good for? which other installations?

-scheherazade
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Post by zaydana »

I think the two we have here already are definietly star fortresses, but if you look in the thread 2 down from this, there is another station model that needs finishing and then texturing. :) That's a commerce center of some sort, or HQ or whatever.

Really, I think we need _many_ more stations. I liken it to the current world:

While cares can be mass produced and nobody really cares, who dares to make skyscrapers that are identical to one and other, unless they are right next to each other? In the same way, I think we need scores of different stations - it would add sooo much depth to the VS universe. What we have already is a great start!

I think that what I just said lends itself to some types of stations more than others, tho. There probably could be some sort of standard mining base (although variations would be nice), I think all the star fortresses need to at least look similar, and the same with other military installations. But commercial stations I think need to look wildly different.

As for the two stations we already have, I think one would probably be a HQ type of station, and the other one the standard type of station yuo'd find on the frontier. Any other ideas?
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Post by hurleybird »

Some pirate bases would be cool :)
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Post by jackS »

on the topic of more stations - a partial list (taken from the ship list document) of other stations that should end up being in game (absent commentary on priorities or need for replacement):

1. Installations
1.1. Aera Merchant Marine
(Aera Storage Depot)
(Aera Civilian Shipyard)
(Aera Repair and Salvage Station)
(Aera Orbital Docking Platforms)
Aera Factory
Aera Medical
Aera Mining Base
Aera Refinery
1.2. Aera Military
(Aera Relay)
(Aera Sensor Array)
(Aera Military Shipyard)
(Aera Repair and Salvage Station)
(Aera Jump Point Fortifications)
(Aera Weapons Platform)
(Aera Long Range Weapons Platform)
(Aera Planetary Defense Station)
(Aera Anti-matter Refinery)
Aera Asteroid Fighter Base
Aera Fighter Barracks
Aera Medical
Aera Research
Aera Star Fortress
1.3. Confederation
(Confed Military Shipyard)
(Confed Repair and Salvage Station)
(Confed Jump Point Fortifications)
(Confed Weapons Platform)
(Confed Long Range Weapons Platform)
(Confed Anti-matter Refinery)
(Confed Defense of Area Missile Battery)
(Confed Storage Depot)
(Confed Repair and Salvage Station)
(Confed Orbital Docking Platforms)
Confed Asteroid Fighter Base
Confed Factory
Confed Fighter Barracks
Confed Medical
Confed Mining Base
Confed Refinery
Confed Relay
Confed Research
Confed Star Fortress
1.4. Andolian Military
(Andolian Distributed Fortification)
1.5. Andolian Spaceborn
(Spaceborn/Andolian Military Shipyard)
(Spaceborn/Andolian Civilian Shipyard)
(Spaceborn Habitat)
1.6. High-Born Command
(H-B Military Shipyard)
(First Class Orbital Docking)
(Second Class Orbital Docking)
1.7. Luxury Travel Conglomerate
(H-B Luxury Shipyard)
1.8. Homeland Security
(HS Prison Station)
1.9. Mechanist Home Defense Forces
(Mechanist Automated Mega-Shipyard)
1.10. Mechanist Civilian
(Mechanist Civilian Shipyard)
1.11. Merchant Guild Shipping
(Confed Storage Depot)
(Merchant Shipyard)
Confed Commerce Center
1.12. Unadorned Fleet
(Unadorned Sensor Array)
1.13. Forsaken
1.14. Rlaan Civilian
Rlaan Medical
Rlaan Factory
(Rlaan Research)
(Rlaan Relay)
1.15. Rlaan-Briin
(Rlaan-Briin Medical Procedure Station)
(Rlaan-Briin Bio-mod Research)
1.16. Rlaan Equalizers
(Rlaan Prison Station)
1.17. Rlaan Merchants
(Rlaan Repair and Salvage Station)
(Rlaan Civilian Shipyard)
Rlaan Mining Base
Rlaan Refinery
1.18. Rlaan Military
(Rlaan Military Shipyard)
(Rlaan Jump Point Fortifications)
(Rlaan Weapons Platform)
(Rlaan Anti-matter Refinery)
(Rlaan Civilian Population Defense Redoubt)
Rlaan Asteroid Fighter Base
Rlaan Fighter Barracks
Rlaan Star Fortress
1.19. Shmrn Guard
(Shmrn Area Fortifications)
1.20. Royal Ingatwa Fleet
(Uln Relay)
(Uln Jump Fort)
(Uln Diplomatic Station)
1.21. Unworthy
(Uln Mining Base)
(Uln Orbital Docking Platform)
Targon
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Post by Targon »

Here are (I *hope*) the final screenshots of my version of the poor station.
http://img46.photobucket.com/albums/v14 ... t-sf-1.jpg
http://img46.photobucket.com/albums/v14 ... t-sf-2.jpg
http://img46.photobucket.com/albums/v14 ... t-sf-3.jpg

All right, how to submit the model and textures?
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Post by hellcatv »

I like the windows

mail it to
daniehorn atsign mindspring.com
and
jackass atsign ocf.berkeley.edu

:-) thanks
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Post by dandandaman »

great Targon :-) Now that one looks mean :twisted:

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Post by etheral walker »

hey targon, you painted the lights on your texture or you used peteyg's way? they look so real!
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Targon
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Post by Targon »

etheral walker wrote:hey targon, you painted the lights on your texture or you used peteyg's way? they look so real!
Painted. Both color and glow channels.
P.S. What's the "peteyg's way"?
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Post by Bob McDob »

I have to admit - I am impressed. Very professional and well done. It looks like Vega Strike is finally coming of age.
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Post by hurleybird »

can you also mail that to nervbird @ yahoo dot ca?

If its ok with you i would like to see if i could do some texture work, maybe add a damage map, and make some turrets for your model :)

Looks, really, really, imposing BTW. Great job!

EDIT: If i changed anything, you would still have full credit of course.
etheral walker
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Post by etheral walker »

Targon wrote:P.S. What's the "peteyg's way"?
adding some blinking lights, like here: http://vegastrike.sourceforge.net/phpwi ... EngineGlow
nice way, but polycount grows really quickly as you add many lights
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Post by hellcatv »

well that's probably what goes on no matter if the artist makes the lights or if the 3d program makes the lights

the polycount goes up either way--might as well precompute it
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