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Re: [Release] Adck's Behemoths Redux

Posted: Fri Sep 13, 2013 8:56 am
by Zieman
spara wrote:
New version of galactic navy facelift (1.2).

* New textures for Behemoth Type 2
* Griffified Behemoth docks
* Custom BGS tunnel effect enabled for all GalNavy dockables

Wish I had a bit more time in my hands :). Next on my todo is tinkering SimonB's Light Destroyer to work with GalNavy as an addon, making Navy Carrier to work with GalNavy and Behemoths as an addon and updating extra behemoths (3 & 4) to same graphical level with type 2.
If you want, you can use the navy ships from Far Arm ships (Titan, Cruiser, Navy Sunracer) & Z-ships (Asp explorer) to add some more variety. They might need slight tinkering to not fall too much behing in the eye-candy department...

Re: [Release] Adck's Behemoths Redux

Posted: Fri Sep 13, 2013 10:55 am
by spara
Zieman wrote:
If you want, you can use the navy ships from Far Arm ships (Titan, Cruiser, Navy Sunracer) & Z-ships (Asp explorer) to add some more variety. They might need slight tinkering to not fall too much behing in the eye-candy department...
That's funny. I was just about to ask that, as I've been searching for ready made alternative navy ships. Thanks for offering. I'll drop the special missiles out and tinker the ships to work with GalNavy and Behemoth oxps. Just have to decide suitable roles and role weights.

Navy roles in GalNavy and Behemoth are:

* Navy Fighter (Asp & Viper)
* Navy Transport
* Navy Medship
* Navy Frigate
* Navy Minesweeper
* Navy Behemoth

Since tinkering the original is not preferred because of the missing licence and I'm not too hot about writing a whole new Navy oxp, I'm going to add new ships to these roles. Rolewise that probably means that Titan could go in as a frigate, Cruiser as a transport, Sunracer and Asp Explorer as fighters. SimonB's Navy Carrier will naturally go in as a Behemoth. SimonB's Navy Light Destroyer is a bit trickier as it fall's between Transport and Frigate. It will probably be 20 % frigate and 80 % transport or something like that.

About graphics. I'm a very beginner modeller and a slow texturer with limited time in my hands, so I primary use other people's work in my oxps. And there's quite a lot nice models floating around here just waiting to be used :). Eye-candy wise this oxp is quite varied, ranging from a low-poly minesweeper (modelled from Viper Cruiser) to Neolite models, so I think the Zieman ships will fit in quite nicely :).

I'll release them as a separate addon oxp, so they if hurt someone's eyes, they can be excluded.

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Sun Sep 22, 2013 4:57 pm
by spara
Here we go. The first public version (0.1) of fixed and behemothified SimonB's Navy Class Cruiser is ready to be tested. 8) Download link in the first post.

* Adds 8 uniquely named NCC ships to the behemoths. This oxp requires Behemoth oxp by Aegidian.
* NCC ships are escorted by 4 Navy Sidewinders with elite pilots and 6 more wait to be launched in to the action. After heavy pondering GalNavy decided to use Neolite Sidewinder X ships by SimonB. Light paint job was required along with the installation of escape pods, military lasers and extra energy units.
* After fight with Thargoids there are three Navy Thargon Collector ships waiting to be launched to collect valuable alien technology.

While working with this one, I found a couple of minor bugs from GalNavy facelift. I will upload a new version shortly. Next stop will probably be behemoth types 3 & 4. I'm going to enhance the textures and lower the number of behemoths added to 8+8 to keep the balance in variation. I'm also pondering about dividing the facelift into two packages. One for GalNavy oxp and another for Behemoth oxp. That would simplify things a bit for me.

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Mon Sep 23, 2013 6:53 am
by Duggan
Thanks spara , I have downloaded the recent addition and will let you know how it plays when I get into/and if I survive past the first One to Two minutes....my next Thargoid Navy Mission.

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Mon Sep 23, 2013 4:16 pm
by spara
GalNavy Facelift is updated (v1.2.1)

* Fixed exhausts of the navy lander
* Fixed bgs tunnel effects
* Fixed like_ship referencies in alternative thargoid models that caused errors when using facelift for Behemoths without GalNavy

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Tue Sep 24, 2013 5:37 pm
by spara
Ha! I actually managed to put a nameplate to the ship using shaders :mrgreen:. I'll be recycling unused names and nameplates from adck's behemoths. There were 92 named behemoths there :shock:, which I feel is quite a lot for such expensive and rare ships, so I have reduced the numbers down. Currently there are the original 8+8 Behemoths and 8 carriers. When I get around reviving types 3&4 there will be 8+8 more totaling to 40 behemoths.

Image

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Tue Sep 24, 2013 7:17 pm
by JazHaz
Thanks so much for working on this. Galnavy is probably one of my favourite OXPs. Those Naval Reserve battles against the Thargoids can be epic!

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Wed Sep 25, 2013 6:22 am
by Keeper
You should change the "smooth" value on the minesweeper to "false". It has angular shape, but with the smooth set to "true" the lighting is all wrong as the graphics engine tries to make it look round. I changed the value to false and the minesweeper looks much better now.

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Thu Sep 26, 2013 4:10 pm
by spara
JazHaz wrote:
Thanks so much for working on this. Galnavy is probably one of my favourite OXPs. Those Naval Reserve battles against the Thargoids can be epic!
Cheers. My feelings with GalNavy are a bit mixed. Missions are ok, but patrols break the balance a bit too much in my opinion. When I get around, I'll make an addon oxp that will remove those patrols from GalNavy.
Keeper wrote:
You should change the "smooth" value on the minesweeper to "false". It has angular shape, but with the smooth set to "true" the lighting is all wrong as the graphics engine tries to make it look round. I changed the value to false and the minesweeper looks much better now.
Thanks for reporting, I'll fix it in a future version.

I'm beginning to get the grips with shaders, emissions, illuminations and such. In this screenshot I have placed the name plate using custom shader and illuminated it with spotlights using illumination map. Quite a cool effect, me thinks.
Image

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Thu Sep 26, 2013 5:13 pm
by Tichy
wow! :)

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Thu Sep 26, 2013 10:10 pm
by Shipbuilder
Fantastic work there.

The ship looks great.

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Fri Sep 27, 2013 5:01 pm
by spara
New version of Behemoth NCC (0.2). DL link in the first post. Ten downloads of the previous wip test release and no error reports. Hopefully that means there has been no crucial bugs :D . All in all this starts to feel like it's done. I'll let it be wip for a week and if nothing comes up, I'll release it.

* Name tags and new names. Names are recycled from unused adck's behemoths. Name tags are added like decals thus requiring shader. Shader used is edited from Oolite's default shader.
* Spotlights and illumination added.
Image

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Fri Sep 27, 2013 5:12 pm
by JazHaz
spara wrote:
New version of Behemoth NCC (0.2). DL link in the first post. Ten downloads of the previous wip test release and no error reports. Hopefully that means there has been no crucial bugs :D
One of those was mine but I forgot to check my log. Just did, but all I can see in there might not be to do with yours:

Code: Select all

15:40:50.225 [plist.parse.failed]: Failed to parse ../AddOns/Galactic_Navy 5.4.3.oxp/Config/shipdata.plist as a property list.
failed to parse as XML property list

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Fri Sep 27, 2013 5:20 pm
by spara
JazHaz wrote:

Code: Select all

15:40:50.225 [plist.parse.failed]: Failed to parse ../AddOns/Galactic_Navy 5.4.3.oxp/Config/shipdata.plist as a property list.
failed to parse as XML property list
That's not good :(. Something's wrong with GalNavy's original shipdata.plist. Have you edited it?

Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Posted: Fri Sep 27, 2013 6:53 pm
by JazHaz
spara wrote:
JazHaz wrote:

Code: Select all

15:40:50.225 [plist.parse.failed]: Failed to parse ../AddOns/Galactic_Navy 5.4.3.oxp/Config/shipdata.plist as a property list.
failed to parse as XML property list
That's not good :(. Something's wrong with GalNavy's original shipdata.plist. Have you edited it?
I did try to get the BGS docking tunnel in it (used Notepad++), but probably narfed it somehow.