Author Topic: Imperial-I Star Destroyer  (Read 85516 times)

0 Members and 1 Guest are viewing this topic.

Offline brandx0

  • Moderator
  • 210
  • The Angriest Angel.
    • Fate of the Galaxy: The Star Wars Conversion for Freespace
Re: Imperial-I Star Destroyer
Thanks a lot for the encouragement guys, it really does help.

And now we've finally got some work done on the trench.



Whoever spots the X-wing first gets 5 points
« Last Edit: July 07, 2008, 04:57:56 am by brandx0 »
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline Davin

  • 26
Re: Imperial-I Star Destroyer
Whoever spots the X-wing first gets 5 points

Found it



Really good job on this thing.

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: Imperial-I Star Destroyer
Can I request/remind you to pick out which of those greebles are going to be actual turrets?
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: Imperial-I Star Destroyer
Can't all of them be turrets, and only some of them be "live"?  (If you mean which of the visible guns will actually work.)  That way you can improve later with just table editing, right?

 

Offline starlord

  • 210
Re: Imperial-I Star Destroyer
what about underside turrets? Where are they placed?

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: Imperial-I Star Destroyer
The firepoints can be moved wherever we want (we can even have an entire bank of rapid fire firepoints linked to one physical turret) but it's important to see what the actual submodels will be that can be destroyed.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline starlord

  • 210
Re: Imperial-I Star Destroyer
Yes, of course, but I meant cannonwise...

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: Imperial-I Star Destroyer
Yes, of course, but I meant cannonwise...
Cannon or canon?

 

Offline brandx0

  • Moderator
  • 210
  • The Angriest Angel.
    • Fate of the Galaxy: The Star Wars Conversion for Freespace
Re: Imperial-I Star Destroyer
Oh boy...
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Imperial-I Star Destroyer
Yes, of course, but I meant cannonwise...
Cannon or canon?

Cannon!



Shoop da whoop!
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline brandx0

  • Moderator
  • 210
  • The Angriest Angel.
    • Fate of the Galaxy: The Star Wars Conversion for Freespace
Re: Imperial-I Star Destroyer
Little more work done now.

As for the guns on the underside, there's only 2, placed right in front of the main docking bay.

« Last Edit: July 07, 2008, 03:04:11 pm by brandx0 »
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline brandx0

  • Moderator
  • 210
  • The Angriest Angel.
    • Fate of the Galaxy: The Star Wars Conversion for Freespace
Re: Imperial-I Star Destroyer
Well, I have come up with an idea, using a technique I'm starting to call Greeble Rationalisation.  Along the trench of the ISD there are a number of greebles which hang from the top, near the edge.  I thought about it and came to the conclusion that they would be ideal spotting towers in that they have an unobstructed view, unlike everywhere else on the ship due to all the greebles.  These will be the destroyable subobjects which control the firing of the guns from deeper within the trench. 

Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Re: Imperial-I Star Destroyer
...These will be the destroyable subobjects which control the firing of the guns from deeper within the trench...

The idea is fine, but isn't there some kind of subsystem limit per ship? Last time I checked - with an ancient version of FSO - there was one. Not to mention Titan's enquiry about our mod being computer-friendly.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline brandx0

  • Moderator
  • 210
  • The Angriest Angel.
    • Fate of the Galaxy: The Star Wars Conversion for Freespace
Re: Imperial-I Star Destroyer
We'll figure a way to get it within the subsystem limit.  If we can't fit enough guns on the ISD then there's really not a lot of point in continuing with the mod, so we'll make it happen because we need it to happen.

As for computer friendlyness, me and chief talked a long time ago and agreed that we need to make this mod for the computer of today, not for the computer of 5 years ago.  The system requirements will be high (not as high as say, Crysis or anything on that scale, but an old beater won't do it for this mod)
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 

Offline ShadowGorrath

  • Not funny or clever
  • 211
Re: Imperial-I Star Destroyer
Congrats- you just made me loose interest in the mod. :p Bye.

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Imperial-I Star Destroyer
I think it's perfectly acceptable to make a game that takes advantage of more modern hardware.  The engine has matured, I'm sorry if your computers haven't matured along with it.  That was kind of the whole point of the SCP though, to take advantage of newer hardware.  I'm really starting to consider deleting posts that keep complaining about hardware requirements, especially from repeat offenders.  The game isn't anywhere near release, so stop worrying that it won't run on your hardware as of now.

Back to the topic, the subsystem limit shouldn't be an issue, in fact this allows us to seemingly control more turrets with fewer subsystems.  Firepoints can be dispersed along the trench, instead of grouped, giving it the appearance of up to three turrets per control system just based on there being three firepoints per turret subobject.  This actually works to our advantage.  The only problem is when people start shooting firepoints and not actual turret control stations, but we can probably take that into account with some creativity as well.  This won't matter if the subsystem limit gets bumped, we can do whatever we want, but I'm not counting on that happening anytime soon since I believe that's slated for 3.7.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: Imperial-I Star Destroyer
Make a feature request for higher subsystem and turret limit, or code it yourself chief.
Gettin' back to dodgin' lasers.

 
Re: Imperial-I Star Destroyer
Congrats- you just made me loose interest in the mod. :p Bye.


Detail levels?

 

Offline Whitelight

  • 29
  • Thing, man like
Re: Imperial-I Star Destroyer
Damn this is good.  ;)

The detail is an A+ .  ;)

The Imperial-I Star Destroyer is.  :jaw:   What more can I say.  Feel the glory  :yes:
Simpicity of character is the natural resualt of profound thought

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: Imperial-I Star Destroyer
Congrats- you just made me loose interest in the mod. :p Bye.
So you let your interest loose to run free?
Gettin' back to dodgin' lasers.