Page 61 of 460
Posted: Wed Apr 22, 2009 8:58 pm
by ramon
ah...er....yeah, that particular Anaconda is actually flown by the giant lobstoids of Xequerin (G1). The lobstoids themselves can reach heights of er 10 metres, the tallest lobstoid of all reached a whooping 12.3 metres. And um they really like Anacondas. All the er other Anacondas have got much smaller cockpits.....you must have seen them...they normally hang around generation ships or the "black hole" at the centre of the Frontier universe.
Posted: Wed Apr 22, 2009 9:06 pm
by DaddyHoggy
ramon wrote:ah...er....yeah, that particular Anaconda is actually flown by the giant lobstoids of Xequerin (G1). The lobstoids themselves can reach heights of er 10 metres, the tallest lobstoid of all reached a whooping 12.3 metres. And um they really like Anacondas. All the er other Anacondas have got much smaller cockpits.....you must have seen them...they normally hang around generation ships or the "black hole" at the centre of the Frontier universe.
I thought that giant window led down to the Star Trek style Arboretum or internal "Silent Running" style Bio-dome
Posted: Wed Apr 22, 2009 9:37 pm
by ramon
That would have made more sense.... I should have said that, damn it why didn't I think
Posted: Mon Apr 27, 2009 9:59 pm
by another_commander
A couple of unusual ones now, first being a sunrise at Edrebi, a poor anarchy in Galaxy 5. Makes heavy usage of the new sun configurable properties by Kaks:
And this is a view of the planet's Coriolis and moon from inside its atmosphere:
Posted: Mon Apr 27, 2009 10:02 pm
by DaddyHoggy
another_commander wrote:A couple of unusual ones now, first being a sunrise at Edrebi, a poor anarchy in Galaxy 5. Makes heavy usage of the new sun configurable properties by Kaks:
How beautiful is this game now - can't wait until 1.73 is the playable rather than testable version...
Posted: Mon Apr 27, 2009 10:46 pm
by pagroove
Wow you seem to have more control over the settings than I do. Till now I only got Redcolor, Yellowcolor to work. I'm not able to code a deep red sun by using colour codes like on the last page. Probably need another code example for that. O well I'm not a coder
But great!
Posted: Tue Apr 28, 2009 2:27 pm
by overmage
that's a goddamn awesome ship.
Posted: Tue Apr 28, 2009 2:28 pm
by DaddyHoggy
overmage wrote:that's a goddamn awesome ship.
Griff will be very pleased to hear that...
Posted: Tue Apr 28, 2009 3:26 pm
by another_commander
@overmage: If you thought that was awesome, may I kindly point you to those shots?:
https://developer.berlios.de/dbimage.php?id=4436
https://developer.berlios.de/dbimage.php?id=4368
Same ship, better screens
Oh wow!!!
Posted: Tue Apr 28, 2009 3:57 pm
by Randy
Wow... I mean WOW! I think it's fantastic now and this... WOW!!!
Posted: Tue Apr 28, 2009 6:30 pm
by dalek501
very nice indeed! I'm a bit of a layman on these things, and perhaps not the right thread (please feel free to point me to the right place if not!) but I'm not quite getting this 1.73. business and normal maps(?) etc. Are these going to be the standard ships or are they oxp's? How are they different to those ships in 1.72 and before?
Posted: Tue Apr 28, 2009 7:09 pm
by another_commander
dalek501 wrote:very nice indeed! I'm a bit of a layman on these things, and perhaps not the right thread (please feel free to point me to the right place if not!) but I'm not quite getting this 1.73. business and normal maps(?) etc. Are these going to be the standard ships or are they oxp's? How are they different to those ships in 1.72 and before?
Here is some good information on normal maps and what they do and how they work. Regarding the other questions, the standard ships are going to be still standard in 1.73. The ships shown on the screens are from OXPs (Griff's ships mainly) and support normal maps.
Having said that, if Griff manages to create a full replacement ship set of this quality before 1.73 gets out, I would really like to give consideration to replacing the original ships with his.
Posted: Tue Apr 28, 2009 9:05 pm
by pleb87
So when should we expect
parallax mapping then?
Posted: Tue Apr 28, 2009 9:13 pm
by another_commander
You know, v1.73 does support parallax mapping, too:
The height map info can be stored in the normal map's alpha channel.
:)
Posted: Tue Apr 28, 2009 9:15 pm
by Lestradae
another_commander wrote:You know, v1.73 does support parallax mapping, too:
Hurray!
Castles ... in ... space!
http://www.youtube.com/watch?v=tYjbkRktqIE