Show and Tell (new ships/ ships in progress)

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

Moderators: another_commander, winston

User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Show and Tell (new ships/ ships in progress)

Post by Commander McLane »

Staer9 wrote:
Commander McLane wrote:
Staer9 wrote:
I got fed up with texturing the bird so I decided to make a star-destroyer (from Star Wars)... but now I am having problems with the shipdata.plist and the materials...
Are you aware of Star Wars.oxp?
yes, but I have done a far better job at modeling and texturing the Star destroyer, and as far as I am aware there is not a star destroyer in the starwars.oxp (at least not on the wiki page)
It's mentioned in a post on the second page of the thread, so it must have existed on Azzameen's HD at some point. I have no idea whether it was included in any release, though. Personally I don't care for ships from other SF-universes in the Ooniverse, so I've never even taken a look at starwars.oxp. I just thought you should perhaps know.
User avatar
CommonSenseOTB
---- E L I T E ----
---- E L I T E ----
Posts: 1397
Joined: Wed May 04, 2011 10:42 am
Location: Saskatchewan, Canada

Re: Show and Tell (new ships/ ships in progress)

Post by CommonSenseOTB »

Staer9 wrote:
I got fed up with texturing the bird so I decided to make a star-destroyer (from Star Wars)... but now I am having problems with the shipdata.plist and the materials...
Oh NO! The poor orphaned chupaquackra never had a chance. Quack! :(

Cows, that's nice. :)

ADCK if you ever want to design some floating space cities with docking ports that would be found in orbit of high-tech rich industrial safer systems, please. You have the talent for it in spades. Could host some races there eventually. :wink:
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

CommonSenseOTB wrote:
Oh NO! The poor orphaned chupaquackra never had a chance. Quack! :(
don't worry, It will still be made, but I just will have to wait for the creativity to start flowwing again... or it will look absolutely rubbish.
Image
User avatar
CommonSenseOTB
---- E L I T E ----
---- E L I T E ----
Posts: 1397
Joined: Wed May 04, 2011 10:42 am
Location: Saskatchewan, Canada

Re: Show and Tell (new ships/ ships in progress)

Post by CommonSenseOTB »

That wisdom applies to hud design as well, Staer9. :wink:
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

The Imperial Star Destroyer is finished, I cannot include a screen shot because I was unable to get close enough to do so. The ship itself it not hugely strong (it will survive an energy bomb... just) so it is quite easy to kill from a distance as it is 1.7km long and 0.8km wide, there is a slot in the bottom which I hope will at some point house a docking bay (If you want to do that pm me and I can send you the model in obj format). If you manage to take a decent creenshot please post it on this thread.

download here: http://www.box.net/shared/kmkodtidp7

It will appear outside the station when you leave, otherwize it will be a very rare trader/pirate. if you don't want it to appear outside the station just delete script.js from the config folder, Thanks for downloading :D

EDIT: this is now on version 1.2 please update it to prevent log errors
Last edited by Staer9 on Sat Jun 04, 2011 2:22 pm, edited 1 time in total.
Image
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Show and Tell (new ships/ ships in progress)

Post by Smivs »

Staer9's Star Destroyer.

Image
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

And another:

Image
Image
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Show and Tell (new ships/ ships in progress)

Post by Commander McLane »

Staer9 wrote:
It will appear outside the station when you leave, otherwize it will be a very rare trader/pirate. if you don't want it to appear outside the station just delete script.js from the config folder, Thanks for downloading :D
A script that makes a specific ship appear in front of every station the player launches from makes no sense in-Ooniverse. It is a debugging-tool for the ship designer, and not even a necessary one if you're using the debug console. So, even creating such a script is a relic from pre-Debug.oxp times. It's an anachronism.

Certainly no such script should be part of an OXP-release. The burden of deleting ship-designer-workspace-tools should clearly not be on the player's shoulders.
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

Commander McLane wrote:
Staer9 wrote:
It will appear outside the station when you leave, otherwize it will be a very rare trader/pirate. if you don't want it to appear outside the station just delete script.js from the config folder, Thanks for downloading :D
A script that makes a specific ship appear in front of every station the player launches from makes no sense in-Ooniverse. It is a debugging-tool for the ship designer, and not even a necessary one if you're using the debug console. So, even creating such a script is a relic from pre-Debug.oxp times. It's an anachronism.

Certainly no such script should be part of an OXP-release. The burden of deleting ship-designer-workspace-tools should clearly not be on the player's shoulders.
The only reason I included it is because I hate having to write them for other oxps when I download them (because I personally like seeing awesome ships at first) the chance of you actually seeing one in gamespace otherwise is very small, I have now updated the OXP to include a different AI, also I have changed the name of script.js to script.js- so if the player wants to see it outside they can just remove the: - from the end. Are you happy now?

(the same download link still works)
Image
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Show and Tell (new ships/ ships in progress)

Post by Commander McLane »

Yes, I think that's better. In case the player wants to see the ship immediately after installing you could always put it in demoships.plist. I find it user-friendlier if the player doesn't have to change something inside the OXP first in order to just make it working normally. And the normal work-mode is to have a rare encounter, not one in every system.

This is also coming from a Mac perspective. On a Mac an OXP appears as a single file. Somebody who is just a normal player—as opposed to a scripter—wouldn't even know that they can open it and find files and folders inside. (That's the same reason why the readMe doesn't belong inside an OXP.) So it's quite user-unfriendly to be told "you have to delete this and that in the OXP" if you don't even know what the guy is talking about.
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

Now updated once again...

Smivs informed me of an error in turret orientation that is now fixed
you should no longer get 24 lines of errors in your log

same download link still works
Image
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8501
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Re: Show and Tell (new ships/ ships in progress)

Post by DaddyHoggy »

It's a little more stripy and darker than I remember the original Star Destroyer being.

It's a very nice model though.

Won't be in my Ooniverse - but I'm sure it will be popular.
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

DaddyHoggy wrote:
It's a little more stripy and darker than I remember the original Star Destroyer being.

It's a very nice model though.

Won't be in my Ooniverse - but I'm sure it will be popular.
the reason it is stripy is because I needed to make something quickly as a stress reliever, the texture was a 5 minute job and if you look at it is just a mess of lines, the unwraping is completely random, so bits of the texture get spread all over the model. I couldn't be bothered to spend ages on a texture because to be honest I'm not very good at texturing and it would probably end up looking worse. I was happy with the result and thought at least some people would like it so posted it here, and with 6 downloads in half a day... not bad
Image
User avatar
Staer9
---- E L I T E ----
---- E L I T E ----
Posts: 570
Joined: Fri Feb 18, 2011 4:53 pm
Location: Hatfield, Hertfordshire (poor industrial)

Re: Show and Tell (new ships/ ships in progress)

Post by Staer9 »

Almost finished the Chupacabra texture...

Image
Image
Ganelon
---- E L I T E ----
---- E L I T E ----
Posts: 534
Joined: Fri Jul 02, 2010 11:45 am
Location: Around Rabiarce or Lasoce

Re: Show and Tell (new ships/ ships in progress)

Post by Ganelon »

Well, I'm sort of a Johnny-come-lately in the screenshot department on this one, but..

Image
Image

Here's a view that I think shows the place Staer9 is thinking of putting a docking bay...
Image

And there's a rather obvious reason you want to avoid the topside of this big bird..
Image

So potshot from a distance to take down the shields (NPC shields courtesy of Commander McLane)
Image

Then move in on the six or cut into the belly. It's a big slow ship, so a heavy railgun works well. It does use it's tail lasers, though, so stay a little out of the direct line of fire off the six.
Image

As do mil lasers. As you can see from the scanner blip having gone white, this was just an instant before she went boom.
Image

Now, some thoughts about the ship. Firstly, a Destroyer wouldn't likely be alone like that. Give it some escorts or a squadron she's backing up and it'd be tougher to take down. The plasma turrets off the topside are quite scathing, but it seems defenceless on the belly and almost defenceless on the tail. Maybe consider moving a couple of those turrets to her tummy and/or tail, just to discourage people from finding those safe places to pick her apart.

Nifty ship, though. Something about the lines reminded me a bit of "Space Battleship Yamato", though I'm guessing that it's more Star Wars inspired. What might be fun, if you ever make a bigger battleship, would be to have it escorted by two of your Destroyers, each with an escort of a few ships and have them be attacking the station. That'd be a heck of a firefight to fly out into.
Sleep? Who needs sleep? Got game. No need sleep.
Post Reply