Longnose Bulkship from Kaluri
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
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Re: Longnose Bulkship from Kaluri
Bump! Because I still want this ship ingame :)
Re: Longnose Bulkship from Kaluri
A tiny bot of progress, mostly details here and there, and I brought back the first bridge window setup.
I've uploaded it to Sketchfab too, no mod file yet. (Damn, shadows would be nice to have).
I've uploaded it to Sketchfab too, no mod file yet. (Damn, shadows would be nice to have).
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Longnose Bulkship from Kaluri
Yay for the grandiose bridge windows :D
It looks amazing on SketchFab too.
I was going to comment before but unfortunately I spent the entire day attempting to get shadow mapping working... and failing, still :/
Anyway, it looks great... ship it!
It looks amazing on SketchFab too.
I was going to comment before but unfortunately I spent the entire day attempting to get shadow mapping working... and failing, still :/
Anyway, it looks great... ship it!
Re: Longnose Bulkship from Kaluri
I can't wait for my first fly-by of this ship. Must be impressive!
Re: Longnose Bulkship from Kaluri
With risk of getting megalomania, will the BAW (Big Ass Window) be semi-transparent? If so, is it possible to have random placement of character at window. By "random" I mean, only some of the ships have one, so as you go by you go "wow, this ship has a dude/dudess looking out the window, never seen that before!".
A way to "reward" detailed expoloration.
A way to "reward" detailed expoloration.
Re: Longnose Bulkship from Kaluri
Might be possible, if I make several insides, and make several .model files. Not sure if that would be a problem memory-wise (if every other material is reused)
But the windows won't be much more transparent than the Bowfin cockpit most likely, so nothing more than silhouettes.
But the windows won't be much more transparent than the Bowfin cockpit most likely, so nothing more than silhouettes.
Re: Longnose Bulkship from Kaluri
impaktor and I were just brainstorming on IRC and the Longnose came up as a possible hub for deep space bartering (black market, etc.). Will there be several docking collars on the ship, considering its size, or just one big one?
Ref: https://github.com/pioneerspacesim/pioneer/issues/3070
Ref: https://github.com/pioneerspacesim/pioneer/issues/3070
Re: Longnose Bulkship from Kaluri
How about making one of those junctions, like 10 docking collars to one if need be?
Also, space is 3D so could fit it into some kind of wheel-like structure. But might be considered too hackish.
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Re: Longnose Bulkship from Kaluri
I could imagine gantry docking ports. And the trailer could house several docks, even additional spin sections. (Depends on, how makeshift the 'station' is.)
And some update:
I'm playing with the decals workflow a bit more, and added some details. The windows and paneling lines, and the structure on the spin section are all decal based.
(Warning, huge images)
And some update:
I'm playing with the decals workflow a bit more, and added some details. The windows and paneling lines, and the structure on the spin section are all decal based.
(Warning, huge images)
Re: Longnose Bulkship from Kaluri
I'm really liking the detail. I really like the last pic.
nozmajner wrote: ↑Sat Feb 03, 2018 8:23 pm I could imagine dantry docking ports. And the trailer could house several docks, even additional spin sections. (Depends on, how makeshift the 'station' is.)
And some update:
I'm playing with the decals workflow a bit more, and added some details. The windows and paneling lines, and the structure on the spin section are all decal based.
(Warning, huge images)