Galacticum
-
You did put some work in those planets :pint:
-
Awesome stuff, Gibbon. Well friggin’ done. Those planets are to die for!!! Great choice of music, too.
Question, how big are your systems? And if they’re large, do you have any problem with atmospheres flickering when you’re too far away?
-
Thx Sushi. I’m having deja vu on this topic lol. I mentioned this same problem myself a while back. The planets themselves vary in size from about 4000 to 70000 wide, system size is 0.850000 on the navmapscale for Jupiter for example.
I’m getting disappearing atmospheres at various ranges, although around 15k is an average. Normal FL planets do the same so i think it’s some visibility setting in the exe, don’t think it’s LOD related as i have all mine set to some very large number. Planet rings also have a similar issue where one minute they are fine, next minute little bits disappear until you get closer.
-
http://www.youtube.com/watch?v=y13HxHT71j8
As some of you might know, the Starlancer ships have the turrets built into the model. I decided to make them seperate, this way they rotate as they should do. The Basilisk is the first one i tried it on and works rather well i have to say lol
As much of a pain in the arse this is to do, i prefer the effect and will be doing this to all the SL ships, both Coalition and Alliance that have built in turrets on the models
*** EDIT ***
Seems with the Coalition ships, only two of the fighters have rotating turrets, the Basilsk and the Kossac, which now work as they should do. Onto the Alliance ones then …
-
I finished off the Alliance ships as well now. There were 4 with properly defined turrets, Wolverine, Tempest, Reaper and Grendal. There are four ships with a small turret but it doesn’t rotate, only the barrel moves up and down, so i left those as they are. Those ships are the Patriot, Coyote, Crusader and Predator models.
This leaves the large ships, of which there are many, both Alliance and Coalition. Some have built in turrets, some don’t. The ones that do will have their original turrets made to rotate, looks far better imho.
** scuttles back to his modding treehouse **
-
Here are some of the ships that will be sailing my modded seas… These of course are the icons for the ships. I rebuilt nearly all of these ships from the ground up, they feature lightmaps, see through cockpits where applicable, and custom sur files. The JSN ships were a pain to rebuild i can tell you that much but at least work as they should now. Even managed to rebuild one of his forgotten models i’ve called the Stingray.
This does not include all the Starlancer models or ships from my Tachyon the Fringe ship packs which will also be added. The Pachyderm freighter and transport ships alone are nearly 50 odd models in total with per faction custom paint schemes. Looking at a total of around 200 ships, give or take. Before anyone asks, the Delorian and Psionic Gibbon ships are for admin use only. The 9 Psionic Racer ships are for the racetrack system called Colosseum and can only be used there.
http://i5.photobucket.com/albums/y155/Wargibbon/Galacticum Ships/Newships1.jpg
http://i5.photobucket.com/albums/y155/Wargibbon/Galacticum Ships/Newships2.jpgThese are most of the Pachyderms which are the main trading vessel you will see flying around. They come in all sizes and have a total of 9 variants depending on what they carry. There are freighters, transports (3 sizes), tankers (3 sizes), and mining ships (2 sizes).
http://i5.photobucket.com/albums/y155/Wargibbon/Galacticum Ships/Newships3.jpg -
http://www.youtube.com/watch?v=b_WADbSSrnE
Here’s a little teaser again. This time it’s custom hits on custom surs, created using Lancer Solurus’s excellent utility. This is used on a single group model, so this is maybe why it seems to work ok. Not tried this on multi group models yet.
-
Having been incredibly quiet with this mod for ages now, not saying i haven’t been working on it as i have, one major element i’ve been trying to incorporate for some time are the models from Starlancer.
After successfully extracting everything from that game, then losing a lot of the models in a HD crash, thought i’d backed the files up but forgot (double face palm), i’ve been trying to extract them all again. A major problem also has been sur file creation for the various bases that i’ve extracted.
Today i’ve been making some custom sur files with Smacks utility and have created some awesome ones which obviously need testing. This is the next step in getting the bases working properly. If they pass the test then i can continue full steam as i’ve already created a proper Coalition faction with appropriate russian names for all the pilots and ships taken from various historical archives. Maybe too much detail but looks cool in game and keeps my attention to detail fixation at 100%.
Will post some development videos once i’m happy.
-
http://www.youtube.com/watch?v=lKBgqL2Ti7s
Features the first base i’ve got working. Model has lightmapping done, no other hardpoints added apart from two docking hardpoints. Will have moors and stuff added later.
This is the Alliance Sherman Base with a sur made using Smacks utility and have to say it’s a lovely one. Full collision detection, ability to fly through any gap, marvellous
-
Good to see you pressing on with the project again.