[RELEASED] The Copperhead

Discussion and information relevant to creating special missions, new ships, skins etc.

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Switeck
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Re: [WIP] The Copperhead

Post by Switeck »

By making something VERY rarely a type...it's almost never seen as such and hopefully a big surprise when it is.
...Like making Boa 2's possible pirates. :twisted:
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CaptSolo
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Re: [RELEASED] The Copperhead

Post by CaptSolo »

The Copperhead 0.75 is ready for download Follow the link below for overview, description and download link:
Copperhead OXP
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Re: [RELEASED] The Copperhead

Post by Cody »

Looks good in-game, Solo... well done.

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Re: [RELEASED] The Copperhead

Post by CaptSolo »

Kool! You're lighting up the hull of the Blackguard real nice.
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Re: [WIP] The Copperhead

Post by Cmdr Wyvern »

CaptSolo wrote:
There are four variants: player, escort, pirate, and a GalCop route patroler. I have no idea why anyone would want to use it as a player ship as it's max cargo is set to 10 and no large cargo bay available. It is after all a fairly small ship as was it's predecessor in the Arch version of Elite but having flown it and fought with it, I can say it is a tough ship. Only scenario for a player could possibly be passenger transport but I would quickly tire of that I think. The backstory for the ship will be given with it's release except to say it's main role is as a support craft.
A suggestion for roles:
It looks like a pretty good small, nimble fighter at least equal to the Asp or Excalibur in combat capabilities, if not better. As a plus, you have a decent hold for a fighter, equal to the Cobra mk1. Therefore, good roles for it -
- player
- hunter
- pirate
- escort
- miner
- police
- military

And rarely, traders. A startup trader on a budget might consider it over a Cobra mk 1, if it's cheap enough. If it's not so cheap, then count traders out.

Nice looking little snake, by the way. 8)
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Mauiby de Fug
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Re: [RELEASED] The Copperhead

Post by Mauiby de Fug »

Ooh, nice ship! God knows I love all the complicated, high poly ships that other oxp makers are building, but sometimes it's nice to see something like this. A classic ship, elegant in its simplicity, and really well done too, from the looks of that screenshot! One to add in my AddOns, methinks!
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Re: [RELEASED] The Copperhead

Post by CaptSolo »

I want to thank Smivs for his assistance in this project as I neglected to give him credit in the ReadMe file. He it was who informed me that the ship length needs to be along the Z axis. And then he sent me some of his materials of which I used several pieces in the textures: Cockpit view port, hatches, fuel scoop, missile launch tubes and vents.

Many thanks also for the comments.
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Re: [RELEASED] The Copperhead

Post by OneoftheLost »

Oh, very nice! I'll be adding this. I love the 'classic' design. Very clean looking, and for someone who uses the regular models, this is excellent!
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Re: [RELEASED] The Copperhead

Post by Smivs »

Excellent work Solo...just downloaded and looking forward to seeing these in-game.
Just one point - I notice the readme is included in the .oxp folder, which I think makes it invisible to mac users. The readme is normally included in the containing folder along with the .oxp folder.
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Re: [RELEASED] The Copperhead

Post by Commander McLane »

Smivs wrote:
Excellent work Solo...just downloaded and looking forward to seeing these in-game.
Just one point - I notice the readme is included in the .oxp folder, which I think makes it invisible to mac users. The readme is normally included in the containing folder along with the .oxp folder.
Quote for emphasis.

It is best practise to create an outer folder around the '.oxp' folder, and put any additional information into this outer folder. The reason is that on a Mac the '.oxp' folder doesn't appear as a folder at all, but as a single file. The normal user doesn't know that it can be opened at all. Therefore they wouldn't find a readMe or anything else contained in it.
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Re: [RELEASED] The Copperhead

Post by CaptSolo »

Smivs wrote:
Just one point - I notice the readme is included in the .oxp folder, which I think makes it invisible to mac users. The readme is normally included in the containing folder along with the .oxp folder.
Oops! What can I say? I'm a rookie. I will fix that ASAP.
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Re: [RELEASED] The Copperhead

Post by CaptSolo »

I have uploaded a minor update, actually Smivs did the updating. He added an emission map to the textures and the necessary code to shipdata.plist. I also followed his and Commander McLanes advice regarding the ReadMe file. Still available Here
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Re: [RELEASED] The Copperhead

Post by Griff »

great stuff! this turned out really nice CaptSolo :D Did you say this was your first go at using Wings3D? that is seriously impressive, all i could make for ages and ages was hideously twisted cubes and doughnut shapes!
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Re: [RELEASED] The Copperhead

Post by pagroove »

Goodship Capt. Solo. The details added are excellent! :D
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Re: [RELEASED] The Copperhead

Post by CaptSolo »

Griff wrote:
Did you say this was your first go at using Wings3D?
Ta to everyone.

Yes first go but after a month of trying to understand what the frack to do. Huge thing for me was the Absolute Command function. Up till that point was moving vertexes relatively on one scale at a time. Still a padawan learner while you are the Master.
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