Author Topic: No Camping!  (Read 6888 times)

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Offline Goober5000

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Hmm, 'twould make a nice Vasudan carrier... :drevil:

 

Offline Petrarch of the VBB

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Hehe. It would, it would indeed.

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Offline Goober5000

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Matter of fact - wait a minute, we already have a carrier that looks pretty similar...

 

Offline Knight Templar

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Yea, someone should retex the Conquest. Unless you guys are using it resized. How big is yours? because the textures have always looked like sometihng that is 500m long, not 1.5km or whatever.
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Offline Exarch

  • 27
That's definitely one of the cooler ships I've seen. Definite thumbs up. My one and only gripe with it, and a minor one at that, is that it's profile seems to follow the colossus philosophy of looking somewhat like a rifle :lol: But seriously, great looking ship.

 

Offline Grunt

  • 28
Very good ! :yes:
If the fighterbay is not closed by "invisible texture", put a flak on the back wall with a very narrow FOV. It will cover the runway quite well.
Also you should squeeze the two engine textures on the sides, because they don't fit.
How will you prevent the turrets beside the bridge from shooting through it ?
Just fly on !

 

Offline karajorma

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Quote
Originally posted by Grunt
Very good ! :yes:
If the fighterbay is not closed by "invisible texture", put a flak on the back wall with a very narrow FOV. It will cover the runway quite well.
Also you should squeeze the two engine textures on the sides, because they don't fit.
How will you prevent the turrets beside the bridge from shooting through it ?


I`ve put an invisible texture over the fighterbay (in fact you can see it in these Truespace grabs as it has a slightly greenish tint when in TS).

Yeah. I`ve noticed the problem with the engine textures. The problem is that if I squeeze them any more the next repeatition starts to become visable too. I think I`ll have to load the texture into PSP and make a new custom one for this ship.

I`ve made the side turrets slightly larger so I`m not particularly worried about them shooting through the bridge.  Add to that the fact that they are flak turrets (which are less obvious when they do shoot through something) and I think it should work okay in the game (I`ll check for that when I playtest the ship though).
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Offline Grunt

  • 28
Quote
Originally posted by karajorma


I`ve put an invisible texture over the fighterbay (in fact you can see it in these Truespace grabs as it has a slightly greenish tint when in TS).


You may consider removing it and allowing fighters to fly in.
It's cool to fly into large fighterbays IMO and if the walls are thick enough, then it won't cause any graphical glitches (see GTI Arcadia).:)
Just fly on !

 

Offline karajorma

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Quote
Originally posted by Grunt

You may consider removing it and allowing fighters to fly in.
It's cool to fly into large fighterbays IMO and if the walls are thick enough, then it won't cause any graphical glitches (see GTI Arcadia).:)


I`ll leave it in for the time being. It's not like it's hard to use the don`t collide invisible flag :) Even better I can now have it raise and lower at will using the new SEXP's in FS_open :)
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Offline Miburo

  • 28
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Looks cool Karajorma, like I have earlier stated. Defianently one of most beautifulest ships I have seen :yes:
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Offline JC128

  • 26
:yes:

That is an awesome carrier, only downside in my opinion is, on a real carrier unless the landing strip is rather wide, you would have a second approach from behind for landing. All in all though it looks great.

As for the turrett problem I like the idea of turrets above the fighter bay overlooking the runway, maybe a couple of flak guns or short range anti fighter beams?
Veni Vidi Vici

 

Offline karajorma

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Quote
Originally posted by JC128
:yes:

That is an awesome carrier, only downside in my opinion is, on a real carrier unless the landing strip is rather wide, you would have a second approach from behind for landing. All in all though it looks great.

As for the turrett problem I like the idea of turrets above the fighter bay overlooking the runway, maybe a couple of flak guns or short range anti fighter beams?


Well on a sea based carrier I`d agree with you about the runway but seeing as this is a space based carrier and I`m having trouble justifying having a runway at all (in fact pretty much my entire justification is "The Orion had one and it looked cool") so I think I shouldn`t really make it any bigger :)

As for turrets I took Hippo's suggestion of recessing them into the runway and I think it actually made the ship look better :) Judge for yourselves
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Offline Turnsky

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Offline JC128

  • 26
Quote
Well on a sea based carrier I`d agree with you about the runway but seeing as this is a space based carrier and I`m having trouble justifying having a runway at all (in fact pretty much my entire justification is "The Orion had one and it looked cool") so I think I shouldn`t really make it any bigger  


hehe yea im a big fan of sea based carriers so im kinda partial in that respect. Again its an awesome design though, however like you said it really is hard to justify a runway in space anyhow.

That gives the idea for a nifty dropship like carrier like babylon 5 does. Just drops the fighters through tiny holes in the bottom  of the ship :lol: If only I had the skill (and the program) to pull something like that off.

Enough analyzing, good work keep 'em comin!
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Offline karajorma

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Quote
Originally posted by JC128
That gives the idea for a nifty dropship like carrier like babylon 5 does. Just drops the fighters through tiny holes in the bottom  of the ship :lol: If only I had the skill (and the program) to pull something like that off.


The majority of the ship was made with TS4 which isn`t hugely different from the freely available TS3.2. So if it's lack of talent that is stopping you I can`t help you but if you want to get hold of TS and try for yourself have a quick look at the modding section of my FAQ.

As for B5 like Cobra bays I'm sorely tempted to try that one of these days :)
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Offline JC128

  • 26
I downloaded, TS3 and Rhino last night. Im going to see what I can do with them, I used to have 3D Studio Max that was soooo easy to model in hehe.

Oh well time to kick open the tutorials and the faqs and start learnin
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Offline Deepblue

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Quote
Originally posted by JC128
I used to have 3D Studio Max that was soooo easy to model in hehe.

:nod:

 

Offline Hippo

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Quote
Originally posted by karajorma

As for turrets I took Hippo's suggestion of recessing them into the runway and I think it actually made the ship look better :) Judge for yourselves.


Ok, so when i have suggestions, they work... When I download truespace, my computer crashes and allows me to get a huge upgrade on my parents bill... So, if i make things, i kill computers... If i give ideas, they work, but i can't actually test them...
:sigh:
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Offline karajorma

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Quote
Originally posted by Hippo


Ok, so when i have suggestions, they work... When I download truespace, my computer crashes and allows me to get a huge upgrade on my parents bill... So, if i make things, i kill computers... If i give ideas, they work, but i can't actually test them...
:sigh:
:blah:


I don`t think it's fair to blame TS for that. Download it again. If it kills a second computer then you`ll have empirical proof :D
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there are no stupid questions...
Just stupid people ;) (like me!) he he

  How about this question.. Why bother learning TS (lord knows I can gluelights now (get back I'm dangerous! :nervous: )...
   Just stick with MAX can have them converted to.cobs with DE oe 3Dx or ask someone to convert them for you (they get a new swhip outta the deal) ;7

   Still trying to learn how to break down that Gunstar I sent ya KJ(last starfighter) but keep screwing up. If can learn to do it on this model I can do it to anything... Hopefully in time I'll figure it out. If I have no modling talent myself at least I can learn how to get models ready for conversion. After learning how to make a single model into subobjects for poly reduction I want to learn how to map a texture on a model. I have ultimate unwrap but need to wait a few months to register it. (RL priorities)
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