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Oolite Bulletins • The ship concept topic - Page 3
Page 3 of 6

Posted: Tue May 04, 2010 9:12 am
by Griff
wow, those look great, nice work simon!
pagroove, your concept artwork looks like it could just be dropped straight onto the model if you unwrapped the models UV's to match, have you tried it out?

Posted: Tue May 04, 2010 10:57 am
by Simon B
pagroove wrote: Hi Simon B Very very Cool!!!Thank you for making this ship :)
Did you thought of the specs this ship has?

O and do you have a download link?
Well - I can just slip this into a basic oxp, or add shaders.

stats - you designate it as a fighter/trader - if I make it a bit bigger than an asp, could manage mamba performance with a bit of cargo space for commodity speculation?

Or perhaps you want something the size of a salamander?

Posted: Tue May 04, 2010 4:14 pm
by Simon B
Get it while its hot.
http://www.hbclinux.net.nz/oolite/starsoarer.oxp.zip [1.8MiB]

I've hacked together the standard neolite shaders with this - but I have included the wings file in case someone wants to do something sophisticated with it.

Enjoy.

[edit] tested the shaders - stands up well.

Also - if you use a normalmap which does not register - then the game uses the no-texture map, which results in the model reflecting lots of light when facing away from the sun.

Posted: Thu May 06, 2010 2:09 pm
by JazHaz
How about a version of the RMS Titanic for Oolite:

Image

Posted: Thu May 06, 2010 2:47 pm
by Smivs
JazHaz wrote:How about a version of the RMS Titanic for Oolite:

Image
Mmmmm! Aren't comets just giant space icebergs? :roll:

Posted: Thu May 06, 2010 5:09 pm
by ClymAngus
been taking a trawl through Pardus and some of the fan art is quite spectacular. From a modelling point of view that is:


http://www.pardus.at/index.php?section= ... ds_gallery

Posted: Sat May 08, 2010 10:23 am
by Simon B
Shader test complete.
Image

normalmaps work better if the lower parts are also darker, and matt - otherwise I get a height-flipping effect if I rotate the model. I had to flip-y in the gimp normalmap plugin to get the right sense in this shot though.

I'll upload the revised oxp by Tuesday.

Posted: Sat May 08, 2010 11:05 am
by Griff
wow, that looks great Simon!

Posted: Sat May 08, 2010 11:29 am
by pagroove
Simon B wrote:Shader test complete.
Image

normalmaps work better if the lower parts are also darker, and matt - otherwise I get a height-flipping effect if I rotate the model. I had to flip-y in the gimp normalmap plugin to get the right sense in this shot though.

I'll upload the revised oxp by Tuesday.
Very cool!
The last half of the week I had a busy RL so I still wasn't able to grab it
But this looks cool!

Posted: Sat May 08, 2010 12:38 pm
by JazHaz
Simon B wrote:Get it while its hot.
http://www.hbclinux.net.nz/oolite/starsoarer.oxp.zip [1.8MiB]

I've hacked together the standard neolite shaders with this - but I have included the wings file in case someone wants to do something sophisticated with it.

Enjoy.
Have added this to the Wiki: http://wiki.alioth.net/index.php/Croydon_Starsoarer

Posted: Sat May 08, 2010 5:29 pm
by pagroove
Image

A bit inspired from the Titanic idea from Jazhaz. Xexedi Class. Even longer than an Aurora at 5000m length.

Posted: Sat May 08, 2010 6:23 pm
by pagroove
Image

Prometheus Hauler/Carrier/

Posted: Sat May 08, 2010 6:46 pm
by JazHaz
Here's the first Starsoarer that I've seen!

Image

Posted: Sat May 08, 2010 8:06 pm
by pagroove
Image

Hi Simon I like the Starsoarer but could you implement this cockpit? It's a bit more like the concept while maintaining respect for your Neolite redesign.

Posted: Sat Jul 03, 2010 11:24 am
by Pluisje
Pluisje wrote:I had the idea of a flock of ships based on birds. In the line Crow (escort) - Raven (hauler) - Roc (mothership)
I finally made a quick concept in Wings3D of the Roc-ship. It's mostly an exercise of the "extrude" function.

Image
Image

The tail would be the docking port.

(It does look very Klingon now I look at it a day later.)