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[UPDATE RELEASE] Xeptatl's Sword OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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spara
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by spara »

Cody wrote: Sun Jan 09, 2022 1:22 pm
I'd be interested to see what the broken station looks like (broken, as in missing a chunk by design.)
It's so long ago, I can only remember it was fun/tricky to dock at.
In the latest released version it was the same rock, but with a broken textures for the box in the entrance. Don't know if it at some point was planned to be or even was a different rock with chunk taken off. Thus the broken station can be cobbled from the new station by altering the docking slit or adding some debris or something. I think :D.

There are two other models that could require some love too, if fancied. Monitor stations are here and there and you see them from time to time so they are priority one. On one mission there is a crashed anaconda and on another there is a crystalloid. Both are sort of one shots, but they are quite outdated nevertheless. I had an idea of using an iceasteroid for the crystalloid, but don't really recall what I did with the wreck. At least I experimented with the current core models, but did it go anywhere. Bugger. It's been too long for one to remember.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

spara wrote: Sun Jan 09, 2022 2:52 pm
In the latest released version it was the same rock...
Ah, I see! Somewhere in the original (the one I was test pilot for) there was a proper station (not a rock). From a very dim memory, it had a central dock and two arms, one of which was broken, but it was still rotating. Perhaps Smivs removed it?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by spara »

Cody wrote: Sun Jan 09, 2022 3:04 pm
spara wrote: Sun Jan 09, 2022 2:52 pm
In the latest released version it was the same rock...
Ah, I see! Somewhere in the original (the one I was test pilot for) there was a proper station (not a rock). From a very dim memory, it had a central dock and two arms, one of which was broken, but it was still rotating. Perhaps Smivs removed it?
Ah. Maybe we might be talking about the other broken station? That has been unchanged.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

<chortles>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by montana05 »

spara wrote: Sun Jan 09, 2022 2:52 pm
On one mission there is a crashed anaconda and on another there is a crystalloid. Both are sort of one shots, but they are quite outdated nevertheless. I had an idea of using an iceasteroid for the crystalloid, but don't really recall what I did with the wreck. At least I experimented with the current core models, but did it go anywhere. Bugger. It's been too long for one to remember.
I can modify an Anaconda for you, same style as the ship wrecks at SIRF. Regarding the iceasteroid, a design similar to the Quirium Crystal might work.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

I think Anaconda nose-cones were used as the spikes on the psychosaucer.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by cbr »

Image
( ingame gallery, shaders off, difuse map only )

obj to datfile conversion still seem to work.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cholmondely »

Impressive!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by cbr »

So I managed to make a rock, unfortunately docking with a rock doesnot sit well with the ship (bump or bump-boom).

Image

In need of information regarding the dock and station build, which seems scarce...
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

From oolite_rock_hermit_dock.dat: model size: 194.688 x 108.567 x 253.500
Is that what you need to know? Or do you need expert information?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by montana05 »

cbr wrote: Sat Jan 15, 2022 1:19 pm
In need of information regarding the dock and station build, which seems scarce...
Did you define a subentity as dock ? You can even design a virtual dock a bit ahead of your bay.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

Ah good - an expert.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by cbr »

Tried with this / these

1] Dock size used is reasonable 192 64 250
2] Put subentity in front of bay ( position = (0, 0, -300); )
3] Used dock.dat from other oxp to compare behaviour


1 & 2 & 3, boom boom boom

Code: Select all

    		subentities = ({
			subentity_key = "rock-dock";
			//orientation = (0, 0, 0, 1); 
			position = (0, 0, -300);
			is_dock = true;
		},);
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by cbr »

Ok!

Bump docking with the rockoid...

With a bit of liquid-forum-luck.
My guess would be the role "himsn_station_buoy", that has the word "station" in it, thus Oolite probably sees it as a station.
From cim & spara

Added the word station to its roles and could dock... ( wah :? )

Still, a complete station making tutorial has to be somewhere?
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by spara »

Nice work cbr. Really nice. Looking real good.

I'm a bit out of touch, but at least in the past the role of the ship defined what the ship was/does. Role station creates a station. Probably the best tutorial with these sorts of things is the game itself. Look at the config of the native station, including the hermit and figure the workings from there.
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