Atlantia-the rework(ignore other one- forgot the poll)
Moderator: pyramid
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Great Idea
Good idea...I am a firm believer that startaegy and real time should be combined. Having a simple RTS system like transport tycoon or simutrans would work great I reckon. It could be another game mode- Patrician mode
Information is Power...let me find some
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Launch Tubes- At Last
Finally got my head around them...The Fighter Launch Tubes...16 Port and 16 Starboard allowing 8 squadrons to launch simultaneously. The defensive missile turrets are ready and Kangaroo_22 is just finishing them off.
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
This might be off topic, but is it possible to code that stations can be conquerable instead of destroying them? Could be like this: one should destroy all of the station's turrets, then destroy all of the station's protection ships and then simulate a fight with soliders inside the base. And then all of the galaxy is after you.
There are no stupid people on Earth; they are only alternatively thinking.
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
should be
Kangaroo...I'm kind of taking for granted that that will be possible. Gives players the ability conquer and then make outposts to control areas of space and frontiers. It will really add to the strategy elements of the game. New units like sensor arrays should be added as well to allow monitering of frontiers and boundaries.
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Great stuff
Looks great kangaroo and I doubt there's anyone who'll disagree...I prefer the first font but lets see what other people think then we can stick with it.
Information is Power...let me find some
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
-
- Elite
- Posts: 8014
- Joined: Fri Sep 05, 2003 4:03 am
- Location: Montreal
- Contact:
Very nice.
Latest version of Cinemut Opaque
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
New pics
Finally figured the turret mounts out! Added the main superstructure defense mounts. The weapons turrets attach direct to these mounts giving excellent fire coverage across the mount's field of view.
Also figured out the hanger configuration now...got the external stuff done, just got to add doors and then after a while I can start the inner workings, transport tubes etc.
Still alot to do but she's definatelt getting there. There are no turrets attached to the mounts as yet and that is the next step!
The green pipework is for the energy weapon turrets. During normal flight they won't be visible and it's only during battle when the core is opened and the energy can flow the repeaters, focussers and various other equipment to channel and focus the energy
SHowing the hanger bays...the smaller ones are for landing fighters and the 2 larger central hangers are for shuttles. Note the defensive mounts below the hanger. These will be for rail guns and missile turrets. Energy/beam turrets won't be much truck against small light fighters.
Also figured out the hanger configuration now...got the external stuff done, just got to add doors and then after a while I can start the inner workings, transport tubes etc.
Still alot to do but she's definatelt getting there. There are no turrets attached to the mounts as yet and that is the next step!
The green pipework is for the energy weapon turrets. During normal flight they won't be visible and it's only during battle when the core is opened and the energy can flow the repeaters, focussers and various other equipment to channel and focus the energy
SHowing the hanger bays...the smaller ones are for landing fighters and the 2 larger central hangers are for shuttles. Note the defensive mounts below the hanger. These will be for rail guns and missile turrets. Energy/beam turrets won't be much truck against small light fighters.
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
not a matter of position really or how easy it is it's more about the level of details...as such, each turret is a unit capable of fire and control. In game players (multiple) can take control of turrets just as players can take control of a fighter. I need a low level turret design and then a very detailed turret design which will come as I start the actual game design.
The poly count is getting rather high but the textures are still pretty small so I'm hoping the 2 will balance out at the moment.
For the moment I'm just going to position the turrets onto the mounts for a design point so I know where everything is and how she will look in game.
The only really high poly count at present is the superstructure and in game that will be tackled with a LOD mesh (or so I've been told that's the way to tackle it!).
I need to get the layout of the ship straight in my mind before I can go ahead with anything else because of the story involved. Most gameplay is centred around, within or fighting for Atlantia and as such a huge amount of thought is going to go into the layout, general structure and how each and everything will work and integrate with each other.
The poly count is getting rather high but the textures are still pretty small so I'm hoping the 2 will balance out at the moment.
For the moment I'm just going to position the turrets onto the mounts for a design point so I know where everything is and how she will look in game.
The only really high poly count at present is the superstructure and in game that will be tackled with a LOD mesh (or so I've been told that's the way to tackle it!).
I need to get the layout of the ship straight in my mind before I can go ahead with anything else because of the story involved. Most gameplay is centred around, within or fighting for Atlantia and as such a huge amount of thought is going to go into the layout, general structure and how each and everything will work and integrate with each other.
Information is Power...let me find some
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
Added a couple of turrets to the mounts. Gives quite a good idea of scale I think. I've left the superstructure off on these to make the mounts more prominent.
Each group has a rail gun mount, Beam turret mount and a missile mount...just in case you were wondering
Each group has a rail gun mount, Beam turret mount and a missile mount...just in case you were wondering
Information is Power...let me find some
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
comdcom
Here is the commissioning decommissioning facility designed by kangaroo22. This will be one of 16 identical units that make up the entire facility. They will be arranged in a ring of 8 units. The ring is then mirrored down on itself providing a total of 16.
I have tried to put a few tags on to show what bits are and to offer a clearer view of this manufacturing facility. The comdcom will be a huge place. Each unt will be around 2500m long so you can just imagine the scale. A ship of Atlantia's size would have been manufactured in sections here and then stitched together ready to be fitted out.
I think a round of applause needs to go out to kangaroo_22 for this very novel design and his attention to detail.
Before you ask...yes! more detail will be added to increase the perception of size! Hope you enjoy it.
Thanks kangaroo_22.
I have tried to put a few tags on to show what bits are and to offer a clearer view of this manufacturing facility. The comdcom will be a huge place. Each unt will be around 2500m long so you can just imagine the scale. A ship of Atlantia's size would have been manufactured in sections here and then stitched together ready to be fitted out.
I think a round of applause needs to go out to kangaroo_22 for this very novel design and his attention to detail.
Before you ask...yes! more detail will be added to increase the perception of size! Hope you enjoy it.
Thanks kangaroo_22.
Information is Power...let me find some
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
-
- Elite
- Posts: 1671
- Joined: Fri Jan 03, 2003 12:46 am
- Location: Earth, Sol system.
- Contact:
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
Can you switch the UV spehre to icospehre? And I think it makes no sense to have a tall quartz dome if it has so short buildings inside. One thing that I thought: Could it be possible to make habitats as rotating subunits so that there is some gravity there?
There are no stupid people on Earth; they are only alternatively thinking.
-
- Bounty Hunter
- Posts: 165
- Joined: Thu Feb 09, 2006 3:33 am
- Location: Newcastle
-
- Elite
- Posts: 8014
- Joined: Fri Sep 05, 2003 4:03 am
- Location: Montreal
- Contact:
That's looking better and better; been too busy to come look around this thread lately, but Ploppy just passed me a link at the WCU forum, and I thought this ship might be representative of the kind of texture you might want for Atlantia...
http://www.users.globalnet.co.uk/~dheb/ ... /SotkW.htm
Though, probably this other ship's squarish finish might be more inspiring for some of the stations...
http://www.users.globalnet.co.uk/~dheb/ ... RichBB.htm
This one's pretty space stationish, too...
http://www.users.globalnet.co.uk/~dheb/ ... smarck.htm
Keep it up, guys.
http://www.users.globalnet.co.uk/~dheb/ ... /SotkW.htm
Though, probably this other ship's squarish finish might be more inspiring for some of the stations...
http://www.users.globalnet.co.uk/~dheb/ ... RichBB.htm
This one's pretty space stationish, too...
http://www.users.globalnet.co.uk/~dheb/ ... smarck.htm
Keep it up, guys.
Last edited by chuck_starchaser on Mon Mar 27, 2006 6:08 am, edited 1 time in total.
Latest version of Cinemut Opaque
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.