Originally posted by Lt.Cannonfodder
Damocles, I'm not familiar with Starshatter. Are you saying the game uses real planetary systems and the planets are 3d models?
Ya, you build an actual system, the planets are 3d models with textures wrapped around them, I"M bugging milo now to make their polycount dynamic cause when you get close they get really ugly.
For example, the Narn system has a main sun, and then planets orbiting that sun, each planet has an area, and thats where the missions take place.. the areas can be any x distance in orbit from the planets.. and the planets can also have moons that themselves can have areas, and of course you can add astroids, atmosphere.. rings and what not
You can also add planet areas(surface, like flying over it lol).. like the mars colony and what not, but milo has said the tools to do this are really primative so I gather its something he is slowly working on improving so we can use it.
Here is how one of the systems is setup.
This is a minbari system
STARSYSTEM
name: ShLekkTha
sky: {
nebula: "MINBARI1.mag",
// poly_stars: "PolyS.mag",
}
stars: 2000
dust: 100
ambient: (1,60, 80)
star:{
name: ShLekkTha,
image: "ShLekkTha/Suns/G1.pcx",
tscale: 1,
radius: 200e7,
mass: 200e6,
light: 20e11,
color: (36,133, 255),
back: (69,39, 25),
}
//
planet:{
name: ShLekkTha,
image: "ShLekkTha/Minash/MalTak_LOW.pcx",
high_res: "ShLekkTha/Minash/MalTak_HIGH.pcx",
glow_high_res: "ShLekkTha/Minash/MalTak_HIGH_GLOW.pcx",
glow: "ShLekkTha/Minash/MalTak_GLOW.pcx",
radius: 4.378e6,
mass: 5.972e24,
atmosphere: (190,253,255),
orbit: 2.00e10,
tilt: -45,
tscale: 1,
ring: "ShLekkTha/Rings/rings1.pcx",
minrad: 1.1,
maxrad: 1.3,
}
//
region:{
name: Minash,
radius: 480e3,
grid: 10e3,
orbit: 14e6,
asteroids: 0,
inclination: 0.1,
}
//
//
planet:{
name: Harlar,
image: "ShLekkTha/Harlar/LOW.pcx",
high_res: "ShLekkTha/Harlar/HIGH.pcx",
glow_high_res: "ShLekkTha/Harlar/HIGH_GLOW.pcx",
glow: "ShLekkTha/Harlar/GLOW.pcx",
radius: 3.378e6,
mass: 5.972e24,
atmosphere: (185,214,255),
orbit: 5.00e10,
tilt: -24,
tscale: 1,
//ring: "ShLekkTha/Rings/rings1.pcx",
//minrad: 0.6,
//maxrad: 1.9,
}
//
region:{
name: Harlar,
radius: 480e3,
grid: 10e3,
orbit: 12e6,
asteroids: 0,
inclination: 0.3,
}
//
//
Moon:{
name: Tarlash,
image: "ShLekkTha/Tarlash/LOW.pcx",
high_res: "ShLekkTha/Tarlash/HIGH.pcx",
glow_high_res: "ShLekkTha/Tarlash/HIGH_GLOW.pcx",
glow: "ShLekkTha/Tarlash/GLOW.pcx",
radius: 1.378e6,
mass: 5.972e24,
atmosphere: (165,129,93),
orbit: 3.00e6,
tilt: -3,
tscale: 1,
//ring: "ShLekkTha/Rings/rings1.pcx",
//minrad: 0.6,
//maxrad: 1.9,
}
//
region:{
name: Tarlash,
radius: 480e3,
grid: 10e3,
orbit: 10e6,
asteroids: 0,
inclination: 0.4,
}
//
Planet textures I used are 2048x1024 and backgrounds are 1024x1024 on a modded skybox
The stars are generated by the SS engine
It might look complicated, but its really not, everything is SS is done by txt def files, and they are sooooo easy to edit.
The fact that each star system is made up of regons means stuff can be going on in any regon during the mission
for example the 500 release(that I"m hoping to beta out this week) has a mission where you startin hyperspace, then jump into a system, blow everything up, jump back to hyperspace, travel a bit, then jump back into that system but in a different regaon(planet orbit)
OF course its not perfect, I still hav eproblems with the ai getting lost in hyperspace.