I think that’s precisely why they should be going for the Mostly Harmless look. I believe the term “irony” is applicable. :-)Disembodied wrote:I think GalCop should be aiming for the imposing/awe-inspiring (not to say threatening) livery more than the cheerful-local-bobby look. After all, this is a legal system where a bounty of just one measly credit is enough to make your summary execution, either by the police or by any member of the public who happens to be passing, entirely legitimate... Evenin' all ... zzzap! BOOM ... mind how you go sir ...
The Seraphim - A custom Ship OXP from start to finish.
Moderators: winston, another_commander
- JensAyton
- Grand Admiral Emeritus
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E-mail: [email protected]
- Disembodied
- Jedi Spam Assassin
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- Captain Hesperus
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- Location: Anywhere I can sell Trumbles.....
And a notice on the back saying "Running in, please pass."Disembodied wrote:Maybe a peeling smiley-face sticker, just below the big bloodstain...
Captain Hesperus
The truth, revealed!!
...aaaaanyway....
The diffuse map has reached a point where I can either spend the rest of my life tweaking it or walk away from it. I've decided to do the latter ... for now.
So here's the finished Seraphim class GalCop patrol vessel.
And here it is with a quick and dirty normal map and some fancy lighting (more like how it'll appear in-game):
Now then. It's about time I started experimenting with making it into a DAT file.
Deep breath.
Here we go!
Crow
The diffuse map has reached a point where I can either spend the rest of my life tweaking it or walk away from it. I've decided to do the latter ... for now.
So here's the finished Seraphim class GalCop patrol vessel.
And here it is with a quick and dirty normal map and some fancy lighting (more like how it'll appear in-game):
Now then. It's about time I started experimenting with making it into a DAT file.
Deep breath.
Here we go!
Crow
- DaddyHoggy
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Love it - it's fantastic without the normals and shaders (which is good for the poor folk out there without this gfx support) but WITH the normals and shaders it's just gorgeous.
Bravo.
Looking at it I suddenly thought about that lead pilot - surrounded by the blackness of outer space - all that's separating him from it is a few tens of millimetres of plexi-glass(TM)/transparent aluminium - not one for the agoraphobics!
Bravo.
Looking at it I suddenly thought about that lead pilot - surrounded by the blackness of outer space - all that's separating him from it is a few tens of millimetres of plexi-glass(TM)/transparent aluminium - not one for the agoraphobics!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- pagroove
- ---- E L I T E ----
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Looks very good. Special craft!
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- Cmdr Wyvern
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I found out that Oolite has an 800 faces poly limit.
That looks like a pretty complex model, Crow. It might be a good idea to separate the wings - I think those are wings - and the big gun in front into subentity models.
That looks like a pretty complex model, Crow. It might be a good idea to separate the wings - I think those are wings - and the big gun in front into subentity models.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
Well, I've had a short break from the Seraphim whilst several thoroughly decent folks help me figure out why OBJ2DAT was giving me empty DAT files.
Turns out there were a couple of things wrong.
I discovered that if I dragged my OBJ file onto the OBJ2DAT script, it gave me an empty DAT file. However, if I used the command line, it worked fine...
Unless... some of my OBJs had variables in that were supposed to be integers (or at least the Python script is expecting them to be integers) but were in fact assigned the value 'off' - this caused the script to have a paddy and strop off.
Ahruman suggested manually editing the OBJ file which is do-able as there are only three or four instances of this error - however I found in the mean time that I can import into Wings3D and re-export from there and the OBJs work fine. Huzzah!
I managed to view my individual objects in game by replacing the BUOY outside Coriolis. So they all work fine and look great (bar some smoothing issues)
...And, best of all, finally, I saw for myself that the reversed glass on the canopy DOES WORK!! DOUBLE HUZZAH!!!
Now I need to study how to make an OXP - Hi ho! Hi ho, it's off to the Wiki I go...
Crow
Turns out there were a couple of things wrong.
I discovered that if I dragged my OBJ file onto the OBJ2DAT script, it gave me an empty DAT file. However, if I used the command line, it worked fine...
Unless... some of my OBJs had variables in that were supposed to be integers (or at least the Python script is expecting them to be integers) but were in fact assigned the value 'off' - this caused the script to have a paddy and strop off.
Ahruman suggested manually editing the OBJ file which is do-able as there are only three or four instances of this error - however I found in the mean time that I can import into Wings3D and re-export from there and the OBJs work fine. Huzzah!
I managed to view my individual objects in game by replacing the BUOY outside Coriolis. So they all work fine and look great (bar some smoothing issues)
...And, best of all, finally, I saw for myself that the reversed glass on the canopy DOES WORK!! DOUBLE HUZZAH!!!
Now I need to study how to make an OXP - Hi ho! Hi ho, it's off to the Wiki I go...
Crow