Page 9 of 9
Posted: Wed Jun 09, 2010 11:16 am
by Smivs
DaddyHoggy wrote:I love the idea - but those flat images of the recessed gun turrets look fine from some angles and really not very good from others - is it not possible to add additional plasma turrets to the original model instead?
I think that's what ADCK is planning to do, on the top deck, for his release version. I previously did a Liner version of the model before I knew it was a battleship, and the images above are just an impression of how the ship could look as a Battleship.
Posted: Wed Jun 09, 2010 11:16 am
by Killer Wolf
i like the sub look. i've got a plan to do the USS Orion as catamaran aircraft carrier, so we might end up w/ a whole bunch of ship-looking ships!
might a normal map help the flaticity of the gun images a bit?
Posted: Wed Jun 09, 2010 11:23 am
by ADCK
Normal map wont really work for that, could modify the model to have alcoves in those same spots though.
Posted: Wed Jun 09, 2010 8:03 pm
by tonyhippy
Reminds me of Space Cruiser Yamato
What a marvellous monster!
Perhaps it could be made with multiple frangible subentities so we ( or other NPC ships) could engage in strafing attacks and blow bits off it (well before it hammers us, anyway!)
Posted: Wed Jun 09, 2010 8:06 pm
by pagroove
This is my version
Posted: Wed Jun 09, 2010 8:37 pm
by DaddyHoggy
Indeed. Very nice - nice normal map/Greebles and shadering lights. It almost doesn't look like the same ship!
Posted: Thu Jun 10, 2010 8:08 am
by ADCK
DaddyHoggy wrote: Indeed. Very nice - nice normal map/Greebles and shadering lights. It almost doesn't look like the same ship!
actually, that one isn't normal mapped or using lights, PAG is just that good
But it would look even betterer™ with shaders
Posted: Thu Jun 10, 2010 8:28 am
by DaddyHoggy
ADCK wrote:DaddyHoggy wrote: Indeed. Very nice - nice normal map/Greebles and shadering lights. It almost doesn't look like the same ship!
actually, that one isn't normal mapped or using lights, PAG is just that good
But it would look even betterer™ with shaders
Now you mention it, it is more obvious at the rear of the ship where the texture mapping is clearly some way from unity from the object to which it is wrapped and it looks quite blurry. But if I had a non-shader gfx card - I would be very happy to have this in my collection - and Ahruman has shown that simple lighting effects can be added without baking them into the texture...
Posted: Wed Dec 08, 2010 5:20 pm
by JeffBTX
On the Wiki OXP List page, Bulk Haulers does not have a checkmark in the "C" column:
The "C" column indicates compatibility with Oolite version 1.74.2: "Y"=compatible, "N"=incompatible, blank=unknown
I just downloaded it a little while ago and ran it between a couple of runs between Ensoreus and Isinor... docked with a Super Bulk Hauler and traded.
Given the dates of recent posts in this thread, I ASSUME that people are running it OK under Oolite 1.74.2.
NICE OXP!
The Wiki OXP List page probably needs to be changed.
Re: [Release] ADCK's Bulk Haulers
Posted: Sat Sep 24, 2022 1:22 pm
by montana05
ADCK's Bulk Haulers are now available on the expansion manager.
Warning !!!
This is the original version from 2010 so don't expect the markets to work.
Re: [Release] ADCK's Bulk Haulers
Posted: Sun Sep 25, 2022 6:54 am
by Cholmondely
montana05 wrote: ↑Sat Sep 24, 2022 1:22 pm
ADCK's Bulk Haulers are now available on the expansion manager.
Warning !!!
This is the original version from 2010 so don't expect the markets to work.
If they're all dockables, should they not be categorised as such?
And you could grab Murgh's Trade-goods.plist for his Jormungand (Iron Ass Vol 5) - although you might wish to tweak it first...
Re: [Release] ADCK's Bulk Haulers
Posted: Sun Sep 25, 2022 12:35 pm
by montana05
Cholmondely wrote: ↑Sun Sep 25, 2022 6:54 am
montana05 wrote: ↑Sat Sep 24, 2022 1:22 pm
ADCK's Bulk Haulers are now available on the expansion manager.
Warning !!!
This is the original version from 2010 so don't expect the markets to work.
If they're all dockables, should they not be categorised as such?
And you could grab Murgh's Trade-goods.plist for his Jormungand (Iron Ass Vol 5) - although you might wish to tweak it first...
Only the Super Bulk Haulers are dockable, and I got some expert advice for the markets already. My intention is a complete overhaul of the entire OXP, I just don't have the time for it now, but I will need the package for Nuit Station.
Re: [Release] ADCK's Bulk Haulers
Posted: Sun Sep 25, 2022 4:42 pm
by Cholmondely
montana05 wrote: ↑Sun Sep 25, 2022 12:35 pm
Only the Super Bulk Haulers are dockable
And not Jormundgad? Both the original and Murgh's retexture are dockable...
My intention is a complete overhaul of the entire OXP, I just don't have the time for it now, but I will need the package for Nuit Station.
If this means what I think it does, super! If we can allow super-sized ships to dock at Nuit, then we can start emulating such scenarios as those of CJ Cherryh Alliance-Union universe within Oolite! I think that that is the main thing which we are lacking...
Re: [Release] ADCK's Bulk Haulers
Posted: Mon Sep 26, 2022 1:36 am
by montana05
Cholmondely wrote: ↑Sun Sep 25, 2022 4:42 pm
And not Jormundgad? Both the original and Murgh's retexture are dockable...
My bad, you are correct. The Jormundgad is dockable as well.
Cholmondely wrote: ↑Sun Sep 25, 2022 4:42 pm
If this means what I think it does, super! If we can allow super-sized ships to dock at Nuit, then we can start emulating such scenarios as those of CJ Cherryh Alliance-Union universe within Oolite! I think that that is the main thing which we are lacking...
The overhaul of the Bulk Haulers will require some time, I got some good ideas for the markets from Switeck, plan to remove shipyards (if available) and block the equipment. I am also toying with the idea of Super Bulk Haulers as mobile shipyards, selling actually ships up to a specific size.
However, as mentioned earlier at the Isis Station topic ships like the haulers or the liners will not dock, it is a simulation and mainly there as an eye-candy.