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Do you post your work to any art sites? because if you do I would like to follow you if I can
Glad you guys like them.Do you post your work to any art sites? because if you do I would like to follow you if I can
Most of my stuff is posted here - http://pixiv.me/11388 (http://pixiv.me/11388). It should let you look through the previews even without making an account. I've been meaning to make a blog for this purpose. One day.
Glad you guys like them.This site of yours will not allow me to view more. Only the first twelve available pictures. I don't want to make an account there, but I'd be interested to see more if you felt like uploading here. Or doing that blog you mention.Do you post your work to any art sites? because if you do I would like to follow you if I can
Most of my stuff is posted here - http://pixiv.me/11388 (http://pixiv.me/11388). It should let you look through the previews even without making an account. I've been meaning to make a blog for this purpose. One day.
Best first post?
Glad you guys like them.This site of yours will not allow me to view more. Only the first twelve available pictures. I don't want to make an account there, but I'd be interested to see more if you felt like uploading here. Or doing that blog you mention.Do you post your work to any art sites? because if you do I would like to follow you if I can
Most of my stuff is posted here - http://pixiv.me/11388 (http://pixiv.me/11388). It should let you look through the previews even without making an account. I've been meaning to make a blog for this purpose. One day.
Fantastic and gorgeous. How about an Orion and/or Hercules?
Perfect. You hit your target.Quoted For ****ing Emphasis. :yes:
Uuuuuuuuuuuunf
Laporte executes plan B at the Kostadin habitat. New aspect ratio should work better as a 16:9 wallpaper.
(https://dl.dropboxusercontent.com/u/51375909/1802S.jpg)
https://dl.dropboxusercontent.com/u/51375909/1802.jpg
Capella was a decisive blow with unexpected consequences. More than a military disaster, it instigated a new epoch of strategic thought. The scale and strength of the Juggernaut fleet left the Alliance’s political climate reeling. Skepticism abounded regarding the value of last generation’s “big stick” policymakers in an increasingly lopsided fight for survival. Through no particular fault of their own, traditionalists were lampooned into oblivion and military minds were quietly replaced. But amidst the turmoil, a new element began to gain traction with high command and the private sector alike.
The GTVI’s Guideline Investigation Group, once derided as a purveyor of farfetched blue-sky projects, was making waves. The Shivans, they reasoned, did not possess conventional intelligence in spite of their unlimited capacity for destruction. Their idiosyncrasies and inability to quickly adapt proved as much. And by cracking their operational mechanisms, critical vulnerabilities would surely be discovered. Fight smarter, not harder. The proposal would turn existing doctrine on its head. By their reckoning, the time for superdestroyers was over. Direct firepower would be of secondary concern in the coming years – a coup de grace against opponents compromised from the inside out by an entirely new type of information warfare.
The Guideline’s proposal was received favorably by Alliance leadership: Armed with the inexhaustible resources of an interstellar economy and unimpeded by legislative oversight, they engineered a strategic infrastructure befitting of the Shivans themselves. A shadow world of special access installations formed its backbone. Ozymandian in scope and ambition, the new arrangement eclipsed earlier efforts by an order of magnitude.
The GTVA's primary computational asset, designated STYGIAN RESPITE, was the linchpin of it all. Based in Antares, Stygian Respite assumed the daunting task of integrating every shred of Shivan-related intelligence into an actionable roadmap to victory. A technological breakthrough allowing electron transmission across metastable subspace bridges made Stygian Respite the fastest manipulator of information in human history. Varyingly described by staff as “a nightmare on a leash” and “the boiler”, and known only as “Puff Island” to outsiders, the number of living souls privy to the installation’s strategic purpose could be expressed in three digits.
A blistering cinder only an ocean could hope to quench, Stygian Respite’s site was selected for its unlimited access to liquid water. Partially constructed in orbit using state of the art automation to minimize the project’s chatter footprint, Stygian Respite encased a reactor with enough output to charge a destroyer’s beam cannon. A submerged labyrinth of molten salt exchangers funneled waste heat to radiator panels at a safe distance. That same heat drove cyclonic cloud patterns with the unintended benefit of masking the installation from visual observation.
Stygian Respite was home to a variety of abstract entities – computational enzymes formulated to digest a diet often composed of cryptic and seemingly irrelevant data. From the microcrystalline grain structure in Shivan hull samples and minuscule asymmetries in the magnetic confinement of their beam weapons, to the gestalt design of Shivan warships and their bulk deployment patterns, nothing was overlooked. Deep cross-comparison, pattern recognition, and structure interpretation revealed behavioral profiles, later enacted by cellular automata to extrapolate past and future timelines. But the most tactically useful deductions came from the systematic (and perplexing) manifestation of irrational number segments found in the ratios between areas and volumes of stellated polyhedra – a gossamer thread of structural basis that would pave the way for unconventional methods of attack.
When the great destroyers resurfaced, they bit hard – and sprung a trap two decades in the making. Armed with pre-adapted jamming, countermeasures, and military viruses, GTVA flotillas achieved parity against Shivan deployments five times their size. The most impressive weapon of all was a direct product of Stygian Respite’s simulations. The Berryman-Turner family of fractal-based imagery attacks sent Shivan behavioral routines into self-referential loops, dooming them to perpetually repeat trivial actions to the end. The initial surge of successes culminated in the Döbringer Offensive, and the destruction of three Sathanas juggernauts and several dozen escorts within an eight-hour period.
This particular event was the threshold of a paradigm shift. An external and uniquely deliberate signal, which remains the subject of considerable debate, triggered the manifestation of hardened traits within the local presence: Shivan ships entrenched themselves behind an impermeable causal firewall, trading one deficiency for another. Blind to both GTVA subversion and their own strategic landscape, Shivan forces fragmented into cells capable of limited independent action but prone to erratic, counterintuitive behavior. Even in this degraded state, their numerical superiority blunted the Alliance offensive, leaving them off balance and wide open. An alarmed leadership pressured Stygian Respite for some measure of respite, but they were stonewalled by an absence of expedient data. The move away from heavy warships fathered a brittle and inflexible doctrine with no margin for error, and the loss of several critical installations sparked a cascade of failures that left the Alliance’s command structure in pieces. A handful of military assets were able to avoid detection during the ensuing catastrophe, but Stygian Respite was not among them: on September 17, 2392, the terrestrial world it stood upon was vitrified by a small group of Sathanas juggernauts.
[snip]Both the illustration and the text that goes with it are awesome.
That is like a BP-quality techroom description. :yes:Until I got to the part where there was apparently a third Shivan Incursion, I thought it was something written for BP that I somehow hadn't already read.
Holy ****in' wow. Like god damn
Me too.That is like a BP-quality techroom description. :yes:Until I got to the part where there was apparently a third Shivan Incursion, I thought it was something written for BP that I somehow hadn't already read.
-snip-
Reading that, I thought all the shivan data would cause it to go full on "demon seed".......
Oooh. Are they shuttles or fighters?Just shuttles. It’s a noncombatant ship, as far as something with a thruster plume like that can be considered noncombatant.
-Was there a plan for a FreeSpace 3? How firm was it? How long after FreeSpace 2 do you see its narrative picking up?
We wanted the humans and Vasudans to go on the offensive and attack the Shivan homeworld. We referred to it as 'Shivantown.' Beyond that, we didn't really have anything concrete.
*snip*
Is it just my internet connection being stupid or some of the drawings here (especially the early ones) are no longer accessible?Some of those early drawings are starting to show their age but for posterity I rehosted them. Most of them.
Woah, this is really nice.
Is this reactive or some other special kind of armor I see there?
There's only 32 of them on this ship, shouldn't that be well within the limit? For a larger ship they would be scaled appropriately so there would only be a few dozen. Only problem I'm seeing is that baking a blue glow under those panels isn't going to work after they get blown off.
texture-replace SexP in FredSadly there is no such thing AFAIK. :( You can turn off individual glowpoint banks but not specific glowmaps, only for the entire ship.
You can have 32 pieces of debris in total, but if you use them all for "live" debris there will be nothing left for actual debris. ( https://wiki.hard-light.net/index.php/Engine_limitations#Models )
It depends on how much work you'd like to invest to make it work - when a modeled subsystem is destroyed it switches to a <subsystem>-destroyed model (if there is one). If you include the surrounding part of the hull (on which the glow map is applied) into the subsystem, you could be able to turn off the glow map upon destruction.
texture-replace SexP in FredSadly there is no such thing AFAIK. :( You can turn off individual glowpoint banks but not specific glowmaps, only for the entire ship.
texture-replace SexP in FredSadly there is no such thing AFAIK. :( You can turn off individual glowpoint banks but not specific glowmaps, only for the entire ship.
As far as I know, there is no way to replace a texture during the mission itself, be it through SEXP or LUA.texture-replace SexP in FredSadly there is no such thing AFAIK. :( You can turn off individual glowpoint banks but not specific glowmaps, only for the entire ship.
There is texture substitution in FRED...I'm not sure it's SEXP controlled but I'm pretty sure it's in the ships editor.
As far as I know, there is no way to replace a texture during the mission itself, be it through SEXP or LUA.texture-replace SexP in FredSadly there is no such thing AFAIK. :( You can turn off individual glowpoint banks but not specific glowmaps, only for the entire ship.
There is texture substitution in FRED...I'm not sure it's SEXP controlled but I'm pretty sure it's in the ships editor.
Soooo..... is there a chance of seeing this in-game one day? ;7The ship or the texture-replace sexp?
Hmmmm.... makes you wonder why. I mean if it were an issue with engine not being able to load-in textures after the initial loading of a mission, then SEXPs like ship-create wouldn't work... Or maybe ship-create and similar are such edge cases...
Soooo..... is there a chance of seeing this in-game one day? ;7The ship or the texture-replace sexp?
Hmmmm.... makes you wonder why. I mean if it were an issue with engine not being able to load-in textures after the initial loading of a mission, then SEXPs like ship-create wouldn't work... Or maybe ship-create and similar are such edge cases...
When the mission is loaded, and the ship-create sexp is found, the game will pre-load the data (including textures) for the ship class used by that sexp.
However, this is not a restriction, just an optimization. If the data were not pre-loaded, there would be a slight pause when the ship is created.
One one three, don't ever stop.
I can see a definite increase in fidelity while retaining your trademark style, have you always worked in 3d?
BP3
Just out of curiousity, did you ever finished that one ship you wanted to convert to FS?No, all the working files got stolen along with my laptop. The model is still up on P3D (https://p3d.in/6i65n). Edit: the P3D download includes the texture files so there might actually be a chance to make it game-ready.
Always has been...No way! It used to be cringe.
Just out of curiousity, did you ever finished that one ship you wanted to convert to FS?No, all the working files got stolen along with my laptop. The model is still up on P3D (https://p3d.in/6i65n). Edit: the P3D download includes the texture files so there might actually be a chance to make it game-ready.
Anybody got these still?
Anybody got these still?
https://www.pixiv.net/en/users/3289549/artworks?p=3
They're still here