Contest: Retexture the Star Fortress
Moderator: pyramid
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Confed Special Operative
- Posts: 265
- Joined: Mon Feb 09, 2004 12:09 pm
-
- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
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.Targon wrote:Is this stuff documented somewhere?jackS wrote:
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
-
- Elite
- Posts: 1671
- Joined: Fri Jan 03, 2003 12:46 am
- Location: Earth, Sol system.
- Contact:
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Artisan
- Posts: 1270
- Joined: Fri Jan 03, 2003 3:27 am
- Location: Perth, Western Australia
- Contact:
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Developer
- Posts: 427
- Joined: Thu Jan 09, 2003 6:03 am
-
- Site Administrator
- Posts: 478
- Joined: Thu Jan 02, 2003 10:05 am
- Location: Perth, Western Australia
- Contact:
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?
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?
-
- Elite
- Posts: 1671
- Joined: Fri Jan 03, 2003 12:46 am
- Location: Earth, Sol system.
- Contact:
-
- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
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)
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)
-
- Confed Special Operative
- Posts: 265
- Joined: Mon Feb 09, 2004 12:09 pm
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?
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?
-
- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
I like the windows
mail it to
daniehorn atsign mindspring.com
and
jackass atsign ocf.berkeley.edu
thanks
mail it to
daniehorn atsign mindspring.com
and
jackass atsign ocf.berkeley.edu
thanks
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
-
- Artisan
- Posts: 1270
- Joined: Fri Jan 03, 2003 3:27 am
- Location: Perth, Western Australia
- Contact:
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
-
- Elite
- Posts: 1671
- Joined: Fri Jan 03, 2003 12:46 am
- Location: Earth, Sol system.
- Contact:
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.
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.
-
- Elite
- Posts: 1516
- Joined: Sat May 10, 2003 5:26 pm
- Location: into the depths
adding some blinking lights, like here: http://vegastrike.sourceforge.net/phpwi ... EngineGlowTargon wrote:P.S. What's the "peteyg's way"?
nice way, but polycount grows really quickly as you add many lights
I see dead polygons....
-
- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
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
the polycount goes up either way--might as well precompute it
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/