Author Topic: Inside of the Galileo.  (Read 4407 times)

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Inside of the Galileo.
I´ve been playing around with this stuff, gathering experience for a more serious thing i´ve got in mind. I´m going to model the inside of the Galatea, with bridge, landing bay, mainhall (the one in the starter screen of FS2), crew quarters, etc etc. And then, if possible, stuff it all inside a real Orion.
;7
 Assuming no one has done it already, that is. I ´ve never heard of anyone doing it, so i´ll give it a go. However, i need every piece of pothograph and concept art ever made of the Galatea, or any other Orion, so that i keep it as real looking as possible. I will need textures to match aswell. All in all it should keep me busy for the better part of the year.
:D

For now, here´s some stuff i have for the Galileo. Still very raw, no lighting, and no glow maps and stuff. But you get the picture.









PS: The ships you see through the bridge windows, are from a Nexus desktop theme. Best i could find for the moment, i didn´t have any FS related ones.
« Last Edit: February 13, 2005, 07:41:12 am by 2050 »
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Offline Primus

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:eek2:
:yes2: looks awesome :yes:
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Offline Nico

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Interesting idea, but, if I may ask, what are you doing that for? It's a big task, it surely has a purpose?
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Offline Lt.Cannonfodder

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Looks pretty good. A bit too undetailed and blocky for my taste and some of those textures look awfully familiar. Got them from a certain game, perhaps? ;)

Good job, nonetheless :yes:

 
  

Offline Turambar

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you play too much Jedi Academy
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Offline Taristin

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Quote
Originally posted by Nico
Interesting idea, but, if I may ask, what are you doing that for? It's a big task, it surely has a purpose?


He's probably doing it to stop the boredom...

Unless he's going to put it into another game.
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Who cares why he made them? They look DAMN good. :)
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Offline karajorma

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Cause they want to know if he's planning cutscenes or CB Anims with them :D

I do too.
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Offline Lynx

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You could make some sort of ingame cutscene with it if fredded cleverly.;7

Of course there won't happen much in there, but it could feature the player walking around on the ship in 1st person perspective. *dreams of a briefing in a fully 3d briefing room*
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Offline Flaser

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Insert my zero-g blues:

Add rails, more rails. Safety nets and break-proof glasses.

Danger strips near doors.
Add some serious looking pressure-holding doors + airlocks.
If I were to desing a spaceship I would put a bulkhead-class door with a locker before any critical space - bridge, engineering, main observation deck, CIC center, labs on a science ship,

Paternoster / Moving handle belts for quick low-g/zero-g movement. (A conveyor belt with handles you can grab).

An over/under rail to support small trolley cars - would be a godsend for moving stuff. Only for apropiate corridors.

If the corridors you depict are for moving personal only make them smaller. Too much space on a corridor is troublesome on a spaceship - in low/zero-g or just under high-g manuevers its hard to grab on.

If the corridors are purposfully big to move equipment put in the aforementioned utility features that would make it easier.

Don't forget: safety first. Not so much of the passengers, but the ships and the equipment - if either can be damaged through careless act it was poorely designed.

Don't hesitate to put pipes and loads of wires into areas that are meant to be utilitarian and act as service levels.

Beside railing, put handles everywhere! On the "roof" and especially on the "floor"! No more stupid Trekkie falling out of your seat. The first thing you do is either sit down and buckle in (I hope you put harnesses on those seats) or at least put your feet into these handles.

About the seats: for general low-cost and especially big ships with massive inertia the ones you made are good.

However on stations where great accelerations can arise the seat should be put on spindles and hydraulic suspension - current automobile design also uses this principle. Let the forces take their toll on as long a distance as possible.
Buckling down the person without other measures as hard as possible is the sure way to insure the greatest harm to him.

Did I mention you're wasting space? Those stations look impressive, but in the middle of manuevering or just looking at critical readouts, do you want to stand up and jump to different portions of that massive panel?
I would rather have easly acessable keypads at my hands, above my head, on my sides.
You don't have to put everyone on the same level - arrange work stations in a cascading manner to save space.

Overall your progress is good, but its too generic corridor of any given space flick without a sensible layout so far for my taste.
It's good, but IMHO a lot of thought can still go into the actual design.

The FS mainhalls were pretty utilitarian and wasted little space - although they were big and spacious you had a sense that this was the heart of the ship where everything went through therefore the space seemed called for.
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Offline Lt.Cannonfodder

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Flaser, while adding all that stuff is fine and good it's going to take a huge amount of polys. And that's bad if you want to animate it. Remember the TVWP ship corridor? It ended up with almost 400k polygons with only half the stuff you want to add in :lol:

 

Offline aldo_14

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Quote
Originally posted by Lt.Cannonfodder
Flaser, while adding all that stuff is fine and good it's going to take a huge amount of polys. And that's bad if you want to animate it.  


But good if it's for a proper cutscene animation.

 

Offline FireCrack

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^Even just making every room and coridor cuboids would take a toll on your system. Orion destroyers are MASSIVE!
actualy, mabye not.
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Offline Lt.Cannonfodder

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Quote
Originally posted by aldo_14
But good if it's for a proper cutscene animation.

You want to spend 40+ minutes rendering one single frame, not to mention a whole anim? And then to notice a tiny mistake and start over? Been there, done that, won't do it again. For a while. :D

 

Offline BlackDove

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Quote
Originally posted by Turambar
you play too much Jedi Academy


Is that Jedi Academy? Looked like Outcast to me, but Outcast looked better IMO.

 

Offline aldo_14

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Quote
Originally posted by Lt.Cannonfodder

You want to spend 40+ minutes rendering one single frame, not to mention a whole anim? And then to notice a tiny mistake and start over? Been there, done that, won't do it again. For a while. :D


Such is the cost of quality.

 

Offline Galemp

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Needs more railings... look at the number of them in the main halls. And the signs hanging from the ceiling would make it more familiar, as would the trapezoidal doors we've come to know and love. And please, ditch the lights on the stair risers. That's virtually a Star Wars trademark.

Otherwise, very nice. I'm looking forward to this.
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Offline Turambar

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its Academy textures, the walls and one of the doors is from Academy, not Outcast
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Offline Gai Daigoji

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:D Great job with this, very nice work! Shame the FS2 engine wont allow us to walk around ships, only fly them.
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