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FreeSpace Releases => Asset Releases => Topic started by: Black Wolf on December 29, 2010, 02:00:33 am

Title: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: Black Wolf on December 29, 2010, 02:00:33 am
[EDIT]See here (http://www.hard-light.net/forums/index.php?topic=73588.msg1453504#msg1453504) for the Cargo Platform.
[EDIT2]See here (http://www.hard-light.net/forums/index.php?topic=73588.msg1620920#msg1620920) for the Gas Ring.


In the spirit of the season, and several other recent events re: releasing non-critical assets, I figured I'd throw this thing out there for public consumption:

(http://i52.tinypic.com/fkywd3.jpg)
[ [ [DOWNLOAD] ] ] (http://www.mediafire.com/download.php?w8zo80qt6cfagwp)

The GTDk Acropolis is, to all intents and purposes, a small version of the GTI Ganymede capital ship drydock. Designed as a fighter storage unit, the Acropolis is capable of locking down fighters within its ring, allowing fighters to be safely left within its confines indefinitely. They are also favoured during the construction or modification of small batch fighters in orbital construction yards.



Made it ages ago for something or other, it's getting used in TI, but a few things lately have caused a slight relaxation in the policy regarding exclusivity of non-critical assets. So here you go. Don't know if anyone's ever wanted anything like this, but I find it very useful for placing around installations and shipyards and such to add to the sense of place, a certain gritty functionality. As usual with ost of my stff, no normals, no LoDs. I should really learn how to do that stuff one day.
Title: Re: GTDk Acropolis Release
Post by: ssmit132 on December 29, 2010, 02:32:37 am
Looks good. I'm thinking this would also be good for smaller shipyards and places like that where a fully-fledged fighter bay would be too expensive or otherwise infeasible.
Title: Re: GTDk Acropolis Release
Post by: Black Wolf on December 29, 2010, 02:35:09 am
Well, it does have 2 dockpoints - the purpose being that the docking ring could eb attached to a larger ship, and ussed to move non-jump capable fighters through subspace, so that's kinda similar.
Title: Re: GTDk Acropolis Release
Post by: T-Man on December 29, 2010, 05:09:12 am
I remember this; new model i see, looks really good. :)

Apprechiate you releasing it; to my knowledge there's no other models like this (fighter storage bay), so its nice there's a model there to fill that niche when people need them. Imagine a lot of pirate groups in campaigns by others and by me will be glad to have somewhere to put their ships now too. :lol:
Title: Re: GTDk Acropolis Release
Post by: Snail on December 29, 2010, 09:24:42 am
This thing is cool. I really like the idea of ambient shiplife and scenery around installations.
Title: Re: GTDk Acropolis Release
Post by: General Battuta on December 29, 2010, 09:28:16 am
Very, very nice. Extremely useful for fredders. We need more utility stuff like this.
Title: Re: GTDk Acropolis Release
Post by: TopAce on December 29, 2010, 09:43:00 am
Looks Imperial.

Apart from that, Battuta summed up my thoughts.

Very, very nice. Extremely useful for fredders. We need more utility stuff like this.
Title: Re: GTDk Acropolis Release
Post by: Black Wolf on December 29, 2010, 09:49:32 am
Very, very nice. Extremely useful for fredders. We need more utility stuff like this.

I know, and agree. I have more in the pipeline, mostly for Frontlines and TI, but it'd be nice if I weren't the only one. Come on people! We need dockyards, and cargo platforms, and tugs, and tenders, and  mining drones, and customs stations, and research outposts, and drydocks, and freighters! Lots and lots of freighters! And transports, and shuttles, and cargo containers, and courier ships, and... stuff! Lotsa random, cool, useful, civillian stuff! Your FREDders will love you for it.

Seriously, all of my civvy stuff has been created solely because I reach a point in a mission where I think "I really need this particular, specific piece of infrastructure", and so off I go and make it. There must have been hundreds of times when FREDders who can't also mod get to that point and then just have to stop because there's nothing for them to use. We should consider doing something about that.
Title: Re: GTDk Acropolis Release
Post by: Snail on December 29, 2010, 09:55:58 am
That reminds me. That construction robot seen in the Colossus cutscene. Did anyone ever make it?
Title: Re: GTDk Acropolis Release
Post by: Black Wolf on December 29, 2010, 09:56:58 am
Not AFAIK. :(
Title: Re: GTDk Acropolis Release
Post by: Snail on December 29, 2010, 09:58:39 am
Shame...



;7
Title: Re: GTDk Acropolis Release
Post by: TopAce on December 29, 2010, 10:01:30 am
Very, very nice. Extremely useful for fredders. We need more utility stuff like this.

I know, and agree. I have more in the pipeline, mostly for Frontlines and TI, but it'd be nice if I weren't the only one. Come on people! We need dockyards, and cargo platforms, and tugs, and tenders, and  mining drones, and customs stations, and research outposts, and drydocks, and freighters! Lots and lots of freighters! And transports, and shuttles, and cargo containers, and courier ships, and... stuff! Lotsa random, cool, useful, civillian stuff! Your FREDders will love you for it.

Seriously, all of my civvy stuff has been created solely because I reach a point in a mission where I think "I really need this particular, specific piece of infrastructure", and so off I go and make it. There must have been hundreds of times when FREDders who can't also mod get to that point and then just have to stop because there's nothing for them to use. We should consider doing something about that.

..Satellites...
Title: Re: GTDk Acropolis Release
Post by: peterv on December 29, 2010, 10:03:15 am
It's good as a model and even better as an idea  :p
Title: Re: GTDk Acropolis Release
Post by: General Battuta on December 29, 2010, 10:03:40 am
Well if you hit a point in a mission where you don't have an asset to fill a role you either change the mission or get creative, like Derelict did with its asteroid base. You don't just give up. More preexisting stuff is always welcome, though.
Title: Re: GTDk Acropolis Release
Post by: Mobius on December 29, 2010, 11:13:25 am
Why the "Dk" if the Ganymede has "I" on its name? :)

Other than that, interesting model. As Battuta said we need more stuff of this kind. :yes:
Title: Re: GTDk Acropolis Release
Post by: Snail on December 29, 2010, 11:16:52 am
Well it's tiny. Not exactly an installation. The Arcadia was named an installation (as opposed to a space station) for its size, among other things.
Title: Re: GTDk Acropolis Release
Post by: BengalTiger on December 29, 2010, 11:21:39 am
Well if you hit a point in a mission where you don't have an asset to fill a role you either change the mission or get creative, like Derelict did with its asteroid base.


Or you could search other mods, total conversions, modeldumps, freespacemods and other sites. There's enough of everything in different styles to make several new factions (species?), and probably a few more with simple reskins.

P.S. The above post is NOT meant to discourage from building new models, especially civilian/utility ones.
Title: Re: GTDk Acropolis Release
Post by: General Battuta on December 29, 2010, 11:29:49 am
Well if you hit a point in a mission where you don't have an asset to fill a role you either change the mission or get creative, like Derelict did with its asteroid base.


Or you could search other mods, total conversions, modeldumps, freespacemods and other sites. There's enough of everything in different styles to make several new factions (species?), and probably a few more with simple reskins.

P.S. The above post is NOT meant to discourage from building new models, especially civilian/utility ones.

Right, when I said 'don't have an asset to fill a role' I meant 'can't find one, either.' But yes.
Title: Re: GTDk Acropolis Release
Post by: Black Wolf on December 30, 2010, 12:11:25 pm
Or you could search other mods, total conversions, modeldumps, freespacemods and other sites. There's enough of everything in different styles to make several new factions (species?), and probably a few more with simple reskins.

Well, yes, you can look, but I guarantee you there's stuff that just doesn't exist in them - see if you can find a fighter dock anywhere other than this, for a vey obvious example. And beides, not everyone can turn a model from a dump into a functional pof. even fewer can turn an untextured model into a funcional pof. Those of us who can should, IMO, make the effort to do it for the most useful stuff some of the time, rather than neccesarily the most impressive stuff.

Not to slight those people who've made the destroyers and juggernauts and whatnot, but there are lots of them (at varying levels of quality I'll grant), and very few, for example, small installations (although this has improved over the last few years). Hell, there are few small anything.

Ah, never mind. If people want to make civvy stuff, they will. In the meantime, I've got a new cargo platform coming up, and a gas cannister, and possibly the tug to go with it, although that still needs a lot of texture work. We'll see how it goes.
Title: Re: GTDk Acropolis Release
Post by: Mobius on December 30, 2010, 12:25:10 pm
Not to mention the fact that many models have become obsolete over the years, and using them now would result in complaints. Therefore, fresh models are always welcome. :)
Title: Re: GTDk Acropolis Release
Post by: Snail on December 30, 2010, 12:55:57 pm
Ah, never mind. If people want to make civvy stuff, they will. In the meantime, I've got a new cargo platform coming up, and a gas cannister, and possibly the tug to go with it, although that still needs a lot of texture work. We'll see how it goes.
Oooh, sounds cool. Hopefully other people will join in.

Not to mention the fact that many models have become obsolete over the years, and using them now would result in complaints. Therefore, fresh models are always welcome. :)
I do think that there are more than enough Terran destroyers around, though.
Title: Re: GTDk Acropolis Release
Post by: Mobius on December 30, 2010, 12:58:33 pm
Yeah, some categories are more privileged than others, but if someone comes out with a new destroyer I'm going to appreciate his effort regardless of the number of fan-made destroyers. :)
Title: Re: GTDk Acropolis Release
Post by: Snail on December 30, 2010, 01:00:08 pm
Yeah, some categories are more privileged than others, but if someone comes out with a new destroyer I'm going to appreciate his effort regardless of the number of fan-made destroyers. :)
Indeed. More ships are always welcome, but I think people should be encouraged to make useful things rather than more of the same ubership stuff.
Title: Re: GTDk Acropolis Release
Post by: Mobius on December 30, 2010, 01:11:32 pm
Unfortunately, small installations and other uncommon fan-made ships don't have a huge fanbase even if they're amazingly cool.
Title: Re: GTDk Acropolis Release
Post by: BengalTiger on December 30, 2010, 02:06:56 pm
Well, yes, you can look, but I guarantee you there's stuff that just doesn't exist in them - see if you can find a fighter dock anywhere other than this, for a vey obvious example.
Would a rescaled and retextured Ganymede be considered cheating?

EDIT: If not then I could upload this to FS Mods:
(http://img825.imageshack.us/img825/6992/dockk.jpg)
Title: Re: GTDk Acropolis Release
Post by: General Battuta on December 30, 2010, 03:07:17 pm
bengal is that sig really productive :/
Title: Re: GTDk Acropolis Release
Post by: Hades on December 30, 2010, 03:16:40 pm
Well, yes, you can look, but I guarantee you there's stuff that just doesn't exist in them - see if you can find a fighter dock anywhere other than this, for a vey obvious example.
Would a rescaled and retextured Ganymede be considered cheating?
yes, that is cheating considering he's talking about original models and it doesn't even look like a fighter dock
Title: Re: GTDk Acropolis Release
Post by: Dragon on December 30, 2010, 03:26:50 pm
Well, a scaled down ganymede could make some sense in universe.
I guess it could be usefull as well.
Title: Re: GTDk Acropolis Release
Post by: NGTM-1R on December 30, 2010, 03:31:47 pm
Why the "Dk" if the Ganymede has "I" on its name? :)

The FSReference Bible describes the Installation term as being used for not only size, but also self-sufficiency and permanence. This is neither.
Title: Re: GTDk Acropolis Release
Post by: Mobius on December 30, 2010, 05:25:23 pm
Thanks for the info!
Title: Cargo Platform
Post by: Black Wolf on December 31, 2010, 07:01:35 am
As mentioned above, I've got a few of these things to put out there, going to spread them out (many of them still need to be tweaked for release), but since my New Years is effectively off this year ( :( ) you guys benefit from my having time to work on this, so, err... here we go.

(http://i53.tinypic.com/m3fcg.jpg)

(http://i56.tinypic.com/339hu2u.jpg)

[  [  [DOWNLOAD (http://www.mediafire.com/download.php?81ad2abez0dif25)]  ]  ]

No table file included with this one, (I left it on the other compy :nervous:) but it's simple enough - give it the drydock flag, pick your number of hitpoints and you're golden. What is included, for a change, is LoDs (well, one lod, it's pretty low poly anyway once you take away those girders), debris, and, err... as usual no normal map. I'll get there, one day.

[EDIT] Table entry:

Code: [Select]
$Name: Cargo Platform
$Short name: TPForm1
$Species: Terran
+Tech Description: Cargo Platform.
$end_multi_text
$POF file: Platform1.pof
$Detail distance: (0, 300, 500, 1300)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 20.0, 20.0, 20.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 50.0
$Expl outer rad: 100.0
$Expl damage: 10.0
$Expl blast: 100.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 0.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 0.0
$Hitpoints: 5000
$Flags: ( "drydock" )
$AI Class: none
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: -1
$Closeup_pos: 0.0, 0.0, -363
$Closeup_zoom: 0.55
$Score: 0

Anyway, this is basically a prop - it serves no real purpose, but, much like the fighterdock, adds to the atmosphere around installations, especially civillian or industrial ones. As you can see from the pictures, the TAC fits comfortably on top, but doesn't fit underneath, except in the central spot - I'd encourage people to play with the positioning of the dockpoints though, or just position the cargo containers in FRED, if they want a different configuration. Obviously all the smaller containers fit neatly, but it does look a tad sparse if they're all small. The other thing people may choose to do might be to put some decals or paint on top - the surface is pretty bland, but it's supposed to be covered in cargo, so I've pretty much just left it  as bare metal. Up to you guys - I've left the texs as TGA for easy fiddling.

Oh, and yes, I am aware of the... relative pointlessness of having a cargo platform in space, but just go with it. Rule of cool. :)
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: TopAce on December 31, 2010, 07:10:44 am
You can add some turrets to it to make it have a purpose.

Just wondering: Are the textures yours or from somewhere else? This one, too, looks Imperial.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Black Wolf on December 31, 2010, 07:18:52 am
No, I guess that's just my style of texturing coming through - they're all hand-made.

As for turrets, well, I suppose you could, but if you download the pof, it's pretty obviously just a shell (well, it should be pretty obvious, if I've done my job :)). I can't see anywhere on the model to hide a reactor or anything.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Snail on December 31, 2010, 08:46:35 am
Another cool little thing. Could make cargo depot missions more interesting.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: MatthTheGeek on December 31, 2010, 09:06:04 am
Interesting, although not very FS-ey. The FS universe loves to have random groups of cargos in the middle of nowhere.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: lostllama on December 31, 2010, 09:15:22 am
I could imagine a tug-like ship towing one of these around, or perhaps a few joined together. A sort of alternative cargo conveyance system.

Edit: Actually I might try to model something for civilian use, given the need that there is for it.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Snail on December 31, 2010, 10:15:29 am
I could imagine a tug-like ship towing one of these around, or perhaps a few joined together. A sort of alternative cargo conveyance system.
That actually sounds like an awesome idea. Like real-life freight ships, carrying more than one cargo container (granted, the TC-TRI is about the size of a modern-day aircraft carrier, but still).
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: lostllama on December 31, 2010, 10:35:48 am
I haven't checked the retail cargo container models, but can they be docked together in an end-to-end fashion?
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Black Wolf on December 31, 2010, 10:42:51 am
Hmmm... like barge trains? There's no real place to put a dockpoint on it alas, due to all the sticky-out bits... probably an easy edit to chuck some sort of docking extension on either end, but I really don't relish converting it again... :\

Lostllama - AFAIK, they can be, i.e. it's supported by the engine, but you may need to add an extra dockpoint.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: T-Man on December 31, 2010, 11:00:06 am
Its a lovely model; i bet people will find it useful. The only downside is that at the moment ships can't get to the cargo on it. It might be worth someone adding a second dockpoint on the opposite side of containers so their upside-down, and somehow having containers move away from the station when they undock (at the moment you can't give cargo containers undock orders); that way containers could be collected by freighters during a mission.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Trivial Psychic on December 31, 2010, 11:43:06 pm
Actually, add the opposite side dockpoints to the cargo, then dock the freighter to the cargo and give the jettison-cargo-delay command.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: ktistai228 on January 01, 2011, 09:29:08 am
dude, my PCS2 can't open the Acropolis... have I missed something?
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform
Post by: Black Wolf on January 01, 2011, 02:13:17 pm
Erm, I'm not sure. It opens fine for me, and works ingame. try a different PCS build perhaps?
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: Black Wolf on July 06, 2012, 03:28:28 am
(http://i1180.photobucket.com/albums/x420/FS2BlackWolf/ModDB-Ring.jpg)
(http://i1180.photobucket.com/albums/x420/FS2BlackWolf/ModDB-Refinery2.jpg)

The Innes Model 3 Gas Distribution Ring is a specially designed facility for the storage of refined volatile gasses in atmospheric conditions, generally those of the gas giant from which they were harvested. The device can be fitted with a variety of modifications, including small engines for atmospheric altitude stabilization, and filtration kits, which allow very basic refinement and elimination of gross impurities, though they are no substitute for a full refinery.
:bump:

Another one - this got released by MjnMixael and the BtA crew before I could get it out as part of TI Act 1, so I figured I'd chuck it up on the wiki (http://www.hard-light.net/wiki/index.php/Gas_Ring) and make the release "official".

[  [  [ DOWNLOAD (http://www.mediafire.com/?lna4ca7j27kassa) ]  ]  ]

All the info you need is in the readme. Have fun. :)
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: BlasterNT on July 06, 2012, 03:53:53 pm
Oh cool.  The picture is very ... atmosphereic  :pimp:

Question about feasibility though--is it possible to have free floating things in gas giants?  I was under the impression that there are constant winds in excess of a couple hundred miles per hour. 
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: NeonShivan on July 06, 2012, 07:02:59 pm
Oh cool.  The picture is very ... atmosphereic  :pimp:

Question about feasibility though--is it possible to have free floating things in gas giants?  I was under the impression that there are constant winds in excess of a couple hundred miles per hour. 

If the structure is strong enough it could withstand the winds. It'll be like trying to blow a 5x5 Block of pure, dense Titanium.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: Droid803 on July 06, 2012, 09:06:24 pm
If they're moving along with the wind, then the wind has 0 miles per hour.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: BlasterNT on July 06, 2012, 11:53:02 pm
I'm asking is how turbulent the airflow is.  Do the non storm system parts of a gas giant exhibit relatively laminar flow?  Otherwise, you'd have a heck of a time stabilizing those platforms. 
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: Black Wolf on July 06, 2012, 11:55:27 pm
Rule of cool. :p And they do have engines.
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: BlasterNT on July 07, 2012, 12:35:26 am
Heh, fair enough.  That second picture is beautiful.  Is it from BtA?
Title: Re: BWs Civvy props - Acropolis Dock, Cargo platform, Gas Ring
Post by: mjn.mixael on July 07, 2012, 12:38:42 am
Nope, neither of those images are from BtA. They are probably from TI.