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[FAQ
Forum Index » » Soap Box » » DarkSpace AirShip Mod - Updated 14 June
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 Author DarkSpace AirShip Mod - Updated 14 June
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-06 22:48   
I have a suggestion for your game too Draf.

I assume that you could add clouds to the game. Clouds ranging from translucent nebula like types, to solid clouds which can be used for cover and fog of war?

Clouds that can also obscure ground obstacles like mountains.... Causing player ships to collide with what they can't see . I know u said no terrain collisions, but I'd advocate adding some in. No fun if there's no risk of collisions, right?

These clouds would also move. Add in some wind factor too

Just some ideas to offer.

This could add a tactical factor to the game. We don't have cloak do we?


Suggestion list:

- Add clouds to the game. Moving clouds.
Clouds offer visual cover for airships/flyers. Also act as a hindrance to see high terrain.
- Add wind to the game, wind affect cloud movements
- Day/night cycle?

[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-06 23:37 ]
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superprawn
Fleet Admiral

Joined: April 20, 2010
Posts: 3
Posted: 2011-06-07 01:02   
I'd be happy to help with the models, once I get 3ds max installed again
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Balancept
Grand Admiral

Joined: September 09, 2010
Posts: 31
From: Somewhere
Posted: 2011-06-07 01:07   
This is something that looks real interesting, and i would love to help test it when it's ready.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-07 05:00   

Whipping something up from SpaceAdmiral's example 3.

Gonna be a rough model using ICC textures. LOL....
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3|Umf{StierKanz
Fleet Admiral

Joined: April 19, 2006
Posts: 22
From: On la isla
Posted: 2011-06-07 08:33   
I think this would be quite an interesting game, if it actually started to come together. Getting people interested would def. be key, as we'd need a support group. I wouldn't mind helping code some things for you, as well as help manage it. That is if your looking for that kind of assistance. I could possibly help a little with the story, and maybe with the graphics. I mean, I have blender... might as well just say I can model (lol)

I certainly would enjoy seeing this mod come to fruition, and actually get to play it.


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Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2011-06-07 09:53   
If slow flying airplanes would fit with the game mechanic there were some interesting designs out of '30 & '40 Soviet Union

A carrier based on the TB3
http://farm5.static.flickr.com/4005/4681569961_f7e52ee98d_z.jpg

K7 Flying Fortress
http://englishrussia.com/images/flying_fortress/14.jpg
http://englishrussia.com/images/flying_fortress/5.jpg
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SnipeDragon
Marshal
Palestar


Joined: January 03, 2005
Posts: 38
From: Texas, USA
Posted: 2011-06-07 10:57   
Quote:

On 2011-06-06 22:48, Kenny_Naboo[+R] wrote:
I have a suggestion for your game too Draf.

I assume that you could add clouds to the game. Clouds ranging from translucent nebula like types, to solid clouds which can be used for cover and fog of war?

Clouds that can also obscure ground obstacles like mountains.... Causing player ships to collide with what they can't see . I know u said no terrain collisions, but I'd advocate adding some in. No fun if there's no risk of collisions, right?

These clouds would also move. Add in some wind factor too

Just some ideas to offer.

This could add a tactical factor to the game. We don't have cloak do we?


Suggestion list:

- Add clouds to the game. Moving clouds.
Clouds offer visual cover for airships/flyers. Also act as a hindrance to see high terrain.
- Add wind to the game, wind affect cloud movements
- Day/night cycle?

[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-06 23:37 ]




In addition, there could be an airship, or airships (maybe a faction advantage?) that has a 'Cloud Generator' item, these would either mask the ship itself, or they would mask an area behind the ship.

Anyways, I like this idea, I would be happy to help with sound engineering with this, maybe even some custom composing in the steampunk style. I would also like to help with any testing that you may have later on.
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-06-07 12:17   
So yeah um... i tried making your island/mountains in terragen ... and um..... it came up to just at 40k polys...


/brainstorm start
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-07 23:53   

1000 polys for a ship is barely possible. Can be done, but the details will be pretty minimal.

But how about turrets? If you're gonna add rotating turrets, that's gonna be additional polys required.
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superprawn
Fleet Admiral

Joined: April 20, 2010
Posts: 3
Posted: 2011-06-08 06:05   
Making a detailed airship model with a limit of 1000 polys?

CHALLENGE ACCEPTED


[ This Message was edited by: superprawn on 2011-06-08 06:31 ]
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Comet
Fleet Admiral
Pitch Black


Joined: May 30, 2009
Posts: 29
From: Aboard I.W.S. Sitina
Posted: 2011-06-08 06:53   
I'd love to help with models. But I've only used True Space before, because its free :3, and I cant afford to buy 3ds Max
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Fatal Perihelion
Chief Marshal
Fatal Squadron


Joined: April 15, 2010
Posts: 308
Posted: 2011-06-08 08:14   
Steam punk blimp sound good!


Kirov.. i remember:
http://img528.imageshack.us/img528/4831/kirov01gn6.jpg

http://pnmedia.gamespy.com/screenshots/pcnc/50380850.jpg


Hindenburg:

http://www.welt.de/multimedia/archive/00235/fsl_zeppelin_1_DW_P_235695a.jpg








_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-06-08 09:58   
This would require more than a weekend of work to get a playable scenario. Hell, would require more than a month. Not to mention the only available programmers barely have enough time to work on DarkSpace as it is...

I hate to burst bubbles, but I figure someone aught to be a little realistic.
[ This Message was edited by: BackSlash on 2011-06-08 09:59 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-08 12:56   

Something I did up in about 4 hours. A rough battleship design. No textures yet. Just for kicks

It's sort of a flying submarine/battleship hybrid. Inspired by those Star Blazers/Space Battleship Yamato designs along with those Iron Grip type airships.

Ship is supposed to have a huge turbine intake in the nose that directs the thrust to 10 vertical thrusters. Has 2 outboard engines at the rear for forward motion.

The ship was in one big extruded piece (along with proboolean'ed segments), and I made the 3 main turrets and 10 sub turrets (in green) as separate pieces, intending to make them rotate using IK. Haven't done them yet. Anyway, I dunno if the game intends to do rotating turrets anyway

Unfortunately, it's over the 1000 poly limits (includes the turrets, without them it should fall to 900+).






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Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2011-06-08 13:31   
Quote:







Good work, although would prefer most of the 'weight' underneath the ship for ballast. Maybe a single turret on the top center.
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