Author Topic: Orion Style Mainhalls [Original Dev Thread]  (Read 65265 times)

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Offline Raven2001

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also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.

I believe the GTVA Marine he did was for MT. Its design is completely different from the FS1 era. I may be wrong though.
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Offline Trivial Psychic

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For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.
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Offline General Battuta

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For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.

Or the many marines in Hallfight and the various mainhalls, no?

 

Offline T-LoW

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Another general question about the Bastion mainhall:

Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:
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Offline General Battuta

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Another general question about the Bastion mainhall:

Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:

Mjn_Mixael's theory (and one I agree with) is that this hangar deck is somewhere else on the ship, facing 'out', and that it is not the main launch hangar as seen on the Orion model.

 

Offline T-LoW

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Hm, well... so volition just f****d this up, k :D
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It could be under the deck/runway, facing starboard.  that would make room for the idea that the specific launch facilities are behind the mainhall viewpoint.  It would also explain the Herc flyby.
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Offline mjn.mixael

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Here is a quick video to show the crane in action.

Crane Test
« Last Edit: September 09, 2010, 02:47:25 pm by mjn.mixael »
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Offline NGTM-1R

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If I can make a suggestion, you seem to have created a good bit of dead space in the hanger by either making it longer or posistioning the view lower in the shot (I would not have put it past :V: to make a perspective-bending mistake about that).

Dump a Ulysses on the floor somehow to take some of it up, or moar greebles in that large empty area behind the control station.
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Offline mjn.mixael

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You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.
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Offline BlackDove

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Offline NGTM-1R

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You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.

Actually, I made this comment having just looked at Petrarch's ultra-high-res Bastion mainhall. There's definitely an increase in the amount of empty space, but I'll wait on the texture.
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Offline Bobboau

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Here is a quick video to show the crane in action.

Crane Test

I don't know why, but for some reason that clip seems lulzy to me.
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Offline Kolgena

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People identified some texture issues that apply to at least the Medusa. It might be worth looking into the fix (when it comes out) and use it in your main hall render.

 

Offline Galemp

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I identified those issues because Mike sent me the Medusa to touch up for the render. :)
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Offline Kolgena

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lol. My bad.

 

Offline mjn.mixael

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Back on topic...


This Galatea is refitted with the much nicer walkways that I made for Bastion. it also includes some lighting fixes and a few other minor changes. Aside from the wall textures it is very close to a final version.
« Last Edit: November 04, 2010, 06:29:08 pm by mjn.mixael »
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Offline Kolgena

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Damn.... Hot stuff.

(Any ideas you have in mind for widescreen?)

 

Offline mjn.mixael

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I've changed my mind a bit and will not be worrying about widescreen versions until it is supported by SCP without anamorphic trickery. When that happens it will simply be a matter of altering my camera res in the scene and re-rendering.
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Offline Shivan Hunter

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One question.

The puddles really don't look like puddles at the moment because their borders are so clearly defined. Do you plan on blurring their edges a bit with the floor?

They really look more like shards of broken glass lying on the floor.