Galacticum
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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 **
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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.
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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.
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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
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Good to see you pressing on with the project again.