Page 3 of 5

Re: Longnose Bulkship from Kaluri

Posted: Fri Jan 27, 2017 2:41 pm
by FluffyFreak
Bump! Because I still want this ship ingame :)

Re: Longnose Bulkship from Kaluri

Posted: Thu Jan 25, 2018 8:05 pm
by nozmajner
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).
Image

Re: Longnose Bulkship from Kaluri

Posted: Mon Jan 29, 2018 1:49 pm
by FluffyFreak
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!

Re: Longnose Bulkship from Kaluri

Posted: Tue Jan 30, 2018 1:46 pm
by clausimu
I can't wait for my first fly-by of this ship. Must be impressive!

Re: Longnose Bulkship from Kaluri

Posted: Tue Jan 30, 2018 2:10 pm
by impaktor
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.

Re: Longnose Bulkship from Kaluri

Posted: Tue Jan 30, 2018 3:46 pm
by nozmajner
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.

Re: Longnose Bulkship from Kaluri

Posted: Wed Jan 31, 2018 1:58 pm
by clausimu
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

Re: Longnose Bulkship from Kaluri

Posted: Wed Jan 31, 2018 2:33 pm
by impaktor
How about making one of those junctions, like 10 docking collars to one if need be?

Code: Select all

                        |  |
                        |  |
                        |  |
     ´------------------+  +-------------  ...
     |                                  
     `+  +-----+  +-----+  +----+  +----- ....
      |  |     |  |     |  |    |  | 
      |  |     |  |     |  |    |  | 
      |  |     |  |     |  |    |  | 
      |  |     |  |     |  |    |  |

Also, space is 3D so could fit it into some kind of wheel-like structure. But might be considered too hackish.

Re: Longnose Bulkship from Kaluri

Posted: Sat Feb 03, 2018 8:23 pm
by nozmajner
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)
Image
Image
Image

Re: Longnose Bulkship from Kaluri

Posted: Sun Feb 04, 2018 6:16 pm
by VivienneA
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)