[RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014

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

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Zireael
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Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Post by Zireael »

Didn't think of reusing subentities. It means that a frangible-subentities-subsystems shipset OXP might come along A LOT sooner than I thought!
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Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Post by dertien »

Yes indeed :D ,

This is done in the actual real world industry too, so why not do the same in Oolite. It takes more time to create the first ship and all its detail, but once that is done, you will not need to "reinvent" detail every ship, just put some quality development time in cockpit, rear detail and panel cutting, and then add the greebles as I like to call them to that hull.

You could even go as far as to create a ship with different exhausts (round, square etc...). But first things first...
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Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Post by Paradox »

Just for curiosity sake, may I ask what your poly count is at? };]
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Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Post by dertien »

Paradox wrote:
Just for curiosity sake, may I ask what your poly count is at? };]
At the moment you can see the hull polycount in the first screenshot on the previous page: 2072 Faces for the hull and 1289 faces in 17 different reusable greebles. There will be a few more greebles coming, and then I will rebuild the ship in an oxp and release it, so you can all test it ingame.
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Re: [WIP] New ingame screens of Cobra MK 3 and systems

Post by dertien »

New screens on first post, release coming soon.
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Re: [WIP] New ingame screens of Cobra MK 3 and systems

Post by Zireael »

DAT Cobra. I love!
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Re: Video of Cobra MK 3 Release tomorrow/thursday.

Post by dertien »

Here's a small video of testing the ship on my onboard intel video card and also on the Nvidia. There were no framerate drops in gameplay with either of them. A test release will be somewhere tomorrow or Thursday;

As you can all see this is the "bare knuckles" Cobra Mk3 without LCB and missing all equipment subentities.

Please bear in mind that it will still be a test beta that you can all have a go with to see if your system can handle it. there are a lot of subentities on this ship for which I still need to set frangibility. At the moment this Cobra has 76 ! subentities. Some *.dat models have been used more than once of course, and everything has been optimized plenty. The final release will contain about 100-110 subentities.

Enjoy the movie.

https://www.youtube.com/watch?v=6MzS4H9 ... e=youtu.be
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Re: Video of Cobra MK 3 Release tomorrow/thursday.

Post by Smivs »

dertien wrote:
At the moment this Cobra has 76 ! subentities.
:shock: How long is the shipdata.plist!
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Re: [WIP] New ingame screens of Cobra MK 3 and systems

Post by dertien »

:) 3934 Lines worth 117 kb.

and since we're on the subject: here's a rundown of the files up until now:

46 unique reusable subents (around 900 KB altogether)
3 unique subents (not for use on other ships) (engines and housing) 49 Kb
1 unique hull. 796 kb

The whole oxp , textures included is around 2 Megs.
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Re: [WIP] New ingame screens of Cobra MK 3 and systems

Post by Wildeblood »

I watched the video. I like the way you've done the forward laser.
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Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Post by dertien »

Cobra Pack Beta released, see first post for download and enjoy.
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Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Post by dertien »

I have uploaded a little update, since the views were not yet optimized, also added views for new starters.
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Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Post by Zireael »

Views are definitely not optimized - external views don't work, the ship is not shown. Rear view is below the engines.
I'd say it causes a slight framerate drop, but I've been having those small drops for ever and may not be related.

Would love to play it when the views work and I can enjoy the external views...

Damaging subents seems to work, as I got into a scuffle with a fugitive FdL and it managed to shoot off a few things, including dockclamps.
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Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Post by dertien »

Hey Zireael,

thanks for testing.

I have made some changes to the external and internal views and uploaded a new version: I am working on a script now so the one in there is pretty basic, just gives you some general info on the destroyable pieces. I have a pretty good idea now how to get subentities added/removed on the model and how to calibrate them, thanks to Cim.

However she is playable there might still be a few issues of NPC's being to hard to kill or Playerships being too weak. I am pleased about framerate news though. Sometimes (when lots of C3's are generated, the savegame takes a while to load +-15 sec) but thats not often. What did you mean by the ship is not visible... in the shipyard screen or in space using V key.

Different configurations are for sale at the shipyard with the C-3 code, check them out and see which one fits you best. Only the ones with a LCB attached will feature a rear firing laser, which is destroyable; so watch it when your shields are down and you are firing on a pursuing NPC.

What are your comp specs (processor and gpu suffice)

Some screens here from a fresh start Cobra Mk3

Image Image Image Image Image Image Image Image Image Image Image Image Image Image

I use my milhud, but huds should all be at the same viewspot:
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Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Post by Zireael »

Shipyard screen (and ship library) work. In-flight external views don't. I noticed it when using top/bottom, because I was seeing Zygo's beautiful nebulae in red and not a trace of the ship!

EDIT: Intel i5 @3.30 and Intel HD 4000, because dratted CCC stopped working months ago and won't let me switch to the Radeon 6630.
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