Posted: Mon Jul 13, 2009 12:48 pm
Definitely!!!DaddyHoggy wrote:Sung is not missed on these pages, the interloper he turned out to be.
But until now his textures was the only alternative we had. This has been changed. Thank you SimonB
For information and discussion about Oolite.
https://bb.oolite.space/
Definitely!!!DaddyHoggy wrote:Sung is not missed on these pages, the interloper he turned out to be.
Oh, oh! I'd very much like to see what you had in mind for Cobra Rapier!Simon B wrote:Hmmm... Cobra Rapier would sort of fit - this is a cobra-clipper shell, cut to accomodate the engines, and body but two engines instead of one. This would suggest a very fast craft though.
I'll see about a proper skin. Some aspects of the model need tidying.
(I was going to do a cobra rapier along different lines - ultra-sleek, but reminiscent of your model.)
doh!!!!DaddyHoggy wrote:The image is gone, but the thread was here: https://bb.oolite.space/viewtopic.php?t=2934
Or here where LittleBear (who would later fall foul of Sung's wrath) posts a piccie of the new texture that would actually screw up lots of other oxps
https://bb.oolite.space/viewtopic.php?t=2908
and the moment Sung finally spits the dummy is here: https://bb.oolite.space/viewtopic.php?t= ... &start=150 sensibly Ahruman locked the thread...
You didn't have to follow the links - it was for the benefit of a relative newcomer (SB) to catch up on the politics of a full set of new textures - although obviously SB has gone so much further with beautiful looking ships too.Ark wrote:doh!!!!DaddyHoggy wrote:The image is gone, but the thread was here: https://bb.oolite.space/viewtopic.php?t=2934
Or here where LittleBear (who would later fall foul of Sung's wrath) posts a piccie of the new texture that would actually screw up lots of other oxps
https://bb.oolite.space/viewtopic.php?t=2908
and the moment Sung finally spits the dummy is here: https://bb.oolite.space/viewtopic.php?t= ... &start=150 sensibly Ahruman locked the thread...
I told you that i want to forget
That would be this one?Ark wrote:Yes different and better. Sung did it with his textures in the past but instead of create a dedicated texture for the entrance and do the modifications to the dock and dock-flat model he just overwrite the dark_metal.png (with catastrophic consequences for a lot oxps). I can not locate the tread right now and to tell you the truth this tread is something that I personally want to forget (I am sure that the old members of the forum like you can understand why I want to forget )Simon B wrote:You are saying you think the dock interior should look different?
The rock hermit is in the standard set, so it is to be included at some point. However, the most I'd do would be retexture the asteroid and the dock. (tempting to put big engines on it ... are rock hermits supposed to move about at all? Or are they built in-situ?)Also have you ever considered making a model replacement for the rock hermit? Right now the rock hermit is just an asteroid with a hole.
Or this is a neolite supercobra !!! (as long as you can put 2 more engines)Simon B wrote:Cobra Mod
No idea what this is - woke in the middle of the night with this thing clawing it's way out of my skull.
Love themSimon B wrote:The set currently up has different textures for those two.
Isn't the Supercobra much bigger than the standard CMk3? Not that I know the scale of this one - this looks much thinner than the new neolite Cmk3 and therefore, unless its scaled appropriately would carry less Cargo not more.Ark wrote:This is a neolite supercobra !!! (as long as you can put 2 more engines)Simon B wrote:Cobra Mod
No idea what this is - woke in the middle of the night with this thing clawing it's way out of my skull.
For my point of view things are simple. Full replacement oxps with no changes from the original ones – just the new models. If you want the classic ships install the classic oxp otherwise the neolite version. A warning about not mixing the classic with the neolite oxp in the neolite wiki page should be enough (I hope )Simon B wrote:I've been musing about how neolite ships keep interfering with non-neolite oxps.
It's traditional to move asteroids around using nukes or other high-energy weaponry repeatedly on one side of them (and thereby mining the hollow out at the same time?) or by moving other large bodies around to give them a gravitational tow/slingshot/move them to a Lagrange point/whatever. Reaction engines are only used to spin them up once in place. Hope this helps.(tempting to put big engines on it ... are rock hermits supposed to move about at all? Or are they built in-situ?)
And for most, this will workArk wrote:For my point of view things are simple. Full replacement oxps with no changes from the original ones – just the new models. If you want the classic ships install the classic oxp otherwise the neolite version. A warning about not mixing the classic with the neolite oxp in the neolite wiki page should be enough (I hope :D )
These rare ones tend to be popular - note that you missed out Behemoth Spacewar, and isn't there a thargoid-returns sort of thing(?) - other rare oxps are lovecats and black monks. There are even rarer ones without such dependencies, but which keep a set of classic models in-house, like Random Hits.But it seems to be some complications with the more complicated ones especially those that have a dependency with other oxps and have an update very often. In those rare cases (like the behemoth – galactive navy – thorgon treat TRIANGLE) maybe you must treat them as one oxp.
There is no neolite behemoth oxp.
Moreover In case you want to create a neolite ship that does not exist in the classic form, a new megaship for example, make it a separate oxp do not try to sneak it inside the neolite behemoth oxp.
But they have to be there - they are integral to the two boas!That is the reason why I do not agree with the 2 boa skiffs inside the core package.
:arrow: What do other people think of this?Keep totally new ships and neolite replacement ships into separate packages.
So in the future the neolite oxps will be separated into 2 deferent categories. The replacement neolite oxps (neolite-old ship.oxp, neolite-behemoth.oxp) and the totally new ones (neolite-armored-anaconda.oxp ect).
So people realise that I am absolutely not going to do every single oxp in the game. I mean - you know what that would entail?! (besides, some of those ships are... hmmm... how do I put thisIn the future maybe we are going to have cases that the author/maintainer of a clasic oxp will start maintain only the neolite version of that oxp if it sees that the neolite - something.oxp is more popular than the clasic vesrsion of it and believe me your models can do that as long as you keep some balance it this early neolite stages we are living ourdays.
The Niven/Pournelle/Varley method?zevans wrote:It's traditional to move asteroids around using nukes or other high-energy weaponry repeatedly on one side of them (and thereby mining the hollow out at the same time?)(tempting to put big engines on it ... are rock hermits supposed to move about at all? Or are they built in-situ?)
Nice - I can put it opposite the doc - over the back pinch... maybe glowing slightly green?Actually this could be a feature - have a bunch of post-nuke craters on one side of the asteroid?
Not sure who thought of it first, but yeah, I was thinking of the Mote (and World out of Time). I keep thinking about a full-on Belters OXP with monopole trading and who knows what else!The Niven/Pournelle/Varley method?
Hmm - can we use the corona code on ship models? Cherenkov style. Not that you would have Cherenkov in hard vacuum, but hey, if lasers can make a noise...Nice - I can put it opposite the doc - over the back pinch... maybe glowing slightly green?Actually this could be a feature - have a bunch of post-nuke craters on one side of the asteroid?