Author Topic: Yet another model - Terran Knossos  (Read 2575 times)

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Offline StratComm

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Yet another model - Terran Knossos
Yep, I've thrown another model together for your modding pleasure.  Presenting my take on a Knossos device of Terran construction:



I'll have a download pack with this stuff sometime after Christmas.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Unknown Target

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Yet another model - Terran Knossos
nice. NEeds some more terran, uh, "qualities," though, it's too rounded, and where's the operating room? Unlike the ancients, our inventions aren't generally automated.

 

Offline StratComm

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Yet another model - Terran Knossos
good idea, I'll go stick a control room and some reactor bulges on it.
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It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

  

Offline Petrarch of the VBB

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Yet another model - Terran Knossos
Nice model, but as was said, a bit on the round side. Needs to be more angular, think of the warp gate from starlancer.

 

Offline Eviscerator

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Yet another model - Terran Knossos
After Christmas??!!

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Offline Knight Templar

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Yet another model - Terran Knossos
Does it move or is it just a circle? Yeah a reactor or two would be cool.

Also (I think its impossible) but it would be kinda cool if the thing lit up or "activated" when used to jump, but I don't even think that could be done, and if it could, its not really model related.
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Offline Goober5000

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Yet another model - Terran Knossos
Quote
Originally posted by Knight Templar
Does it move or is it just a circle? Yeah a reactor or two would be cool.

Also (I think its impossible) but it would be kinda cool if the thing lit up or "activated" when used to jump, but I don't even think that could be done, and if it could, its not really model related.


It actually could.  Make some kind of subsystem on it that's normally illuminated, but goes out when it's destroyed (just like engines).  Have the Knossos start the mission with the subsystem destroyed, but use SEXPs to repair it right when a ship jumps out.  Or even vice versa - normally dark, but illuminated when destroyed. :)

As for the model - it looks kinda plain.  And it looks suspiciously similar to our docking station ring (at left of this picture).

 

Offline StratComm

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Yet another model - Terran Knossos
Quote
Originally posted by Goober5000


It actually could.  Make some kind of subsystem on it that's normally illuminated, but goes out when it's destroyed (just like engines).  Have the Knossos start the mission with the subsystem destroyed, but use SEXPs to repair it right when a ship jumps out.  Or even vice versa - normally dark, but illuminated when destroyed. :)

As for the model - it looks kinda plain.  And it looks suspiciously similar to our docking station ring (at left of this picture).


That sounds a lot like the nav lights that were done a while back.  Trouble is, I really don't know the specifics of how they work, so I would be hard pressed to do that to this model.  As for the model, I have never seen your station ring before, and I can assure you that my model is far from plain.  At roughly 1200 ploys for LOD0 untriangulated, it only looks simple.  I've added some round reactor casings, but I have avoided making it look fortified; after all, it is in the heart of GTVA space (or would be if used for its primary purpose) so it shouldn't be able to fight.  The ring itself doesn't move, but the blue boxes (actually very detailed knossos parts, but that's hard to see) do spin; there are two counter-rotating sets that look a lot like the original knossos did, only more geometric and Terran.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Goober5000

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Yet another model - Terran Knossos
Quote
Originally posted by StratComm
That sounds a lot like the nav lights that were done a while back.  Trouble is, I really don't know the specifics of how they work, so I would be hard pressed to do that to this model.


I think Sandwich did them.  Ask him.

Quote
As for the model, I have never seen your station ring before, and I can assure you that my model is far from plain.  At roughly 1200 ploys for LOD0 untriangulated, it only looks simple.  I've added some round reactor casings, but I have avoided making it look fortified; after all, it is in the heart of GTVA space (or would be if used for its primary purpose) so it shouldn't be able to fight.  The ring itself doesn't move, but the blue boxes (actually very detailed knossos parts, but that's hard to see) do spin; there are two counter-rotating sets that look a lot like the original knossos did, only more geometric and Terran.


Okay, that sounds good. :yes:

 

Offline aldo_14

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Yet another model - Terran Knossos
Can't repair / destroy physical subsystems with the (unmodded) FS2 code.  That's why cloaked ships never worked...

 

Offline IPAndrews

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Yet another model - Terran Knossos
Looks more Vasudan. But what's that coming through it? Hey,hey,hey! :)
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Offline Goober5000

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Yet another model - Terran Knossos
Quote
Originally posted by aldo_14
Can't repair / destroy physical subsystems with the (unmodded) FS2 code.  That's why cloaked ships never worked...


Yes you can.  Set-subsystem-strength.  That's how the nav lights worked before Sandwich made them automatic.  Cloaked ships didn't work simply because of the way FS2 handled textures.  The theory was still sound.

Hmm... cloaked ships...
*scribbles on notepad* :drevil:

 

Offline StratComm

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Yet another model - Terran Knossos
Yeah but physical subsystems don't come back..I've run into that a couple of times.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Goober5000

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Yet another model - Terran Knossos
Quote
Originally posted by StratComm
Yeah but physical subsystems don't come back..I've run into that a couple of times.


You don't need the physical model to be destroyed or come back...all you need is it to light up or be dark.  Engines do that just fine.  Use the same thing for the Knossos.

Also, I think I once saw a mission where an Ancient Knossos was disabled, and it wasn't moving.  Then something enabled it and it started spinning again.

 
Is that sorta how the RT mod Team did the guardian mode thingy by hitting "G" (it destroyed turrent01).... So if you pick another key an repair it should transform back to robot right? (looks for cookie, but jar is empty... Throws a fit) :shaking:

     BTW nice rings (talk about paralell development), sort like my convesions and the SW team post this last week... :nod:

     If this works then tell the BP Team to go back and modify the jump gates!!! Cause they do the runnig lights thing when activated!!!! :cool:
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