Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 2 of 5      Prev   1   2   3   4   5   Next
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #16 
As with most mods, finding the art assets is the biggest first step lol

The assets actually came with separate turrets and propellers, but I decided to leave them off for a couple reasons:
1) I'd have to place and assemble them for each ship, and they're a little fiddly
2) They wouldn't animate, since there's no provision in the game to do so
3) I can use the excuse of retracted guns and alchemical thrusters instead

Part of modding is the cost - benefit analysis. In this case, the cost is time, and the benefit is coolness. I think turrets and props are cool, but since they don't move they're actually much less cool. It would take a lot of time, so the cost - benefit outcome isn't very good.

For reference, and I'm trying to keep track for the mod panel, I've spent about 4 hours now converting 3D and texture files for the 40 or so files I've got. The skybox took about an hour to render and adjust to show up properly in Artemis (the majority of it in firing up Artemis, flying around to find the seams, flipping something, then checking again lol).

Now that this part is more or less done, I need to divide the assets into factions, pick out gun locations, and create internal files.

__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Longbowman1346

Avatar / Picture

Registered:
Posts: 537
Reply with quote  #17 
Quote:
Originally Posted by MarkBell
Thanks for the heads up about the link!  The website recently changed, and there have been a few things that got missed in the changeover.  I just let Thom know, and the link is fixed now.

All the relevant models have been converted!  First up, fighters.
Fighters.png 
There's a fair few, and yes, a biplane 😋
Biplane.png 

I tweaked the city a bit, the central tower will be the docking pylon
City.png 

And more airships!
Carrier.png 
Cruiser.png 

Retro.png 

Armor.png 

Blimp.png 
I need to create glow files, then internals, then crack through getting them in the vesseldata file.  I think I'll be restricting nukes and maybe warp drive for this one, we'll see.  It's mostly in terms of showing off all that modding can do, but it's also partly how the mod feels.


Those look great!  Kind of a Sky Captain and the World of Tomorrow Dieselpunk action going on!  


__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #18 
Yeah, while my preferred fiction tends to hew future rather than past, I will 100% admit to a weakness for Sky Captain and the Rocketeer 😃

The trouble I'm having right now is deciding which ships should go with which faction.  I'll get a group shot tonight so everyone can see what I'm talking about.  There are a few definite groups of ships, so it'll be mostly a "This group makes sense for Players" or "This is probably a good mysterious enemy fleet" kind of deal that I would love some input on!

__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Longbowman1346

Avatar / Picture

Registered:
Posts: 537
Reply with quote  #19 
Quote:
Originally Posted by MarkBell
Yeah, while my preferred fiction tends to hew future rather than past, I will 100% admit to a weakness for Sky Captain and the Rocketeer 😃

The trouble I'm having right now is deciding which ships should go with which faction.  I'll get a group shot tonight so everyone can see what I'm talking about.  There are a few definite groups of ships, so it'll be mostly a "This group makes sense for Players" or "This is probably a good mysterious enemy fleet" kind of deal that I would love some input on!



If you are going more dieselpunk instead of Steampunk, are you familiar with the XBOX game, Crimson Skies?  (or are you still trying to steer toward Steampunk?)

__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #20 
I'm not particularly familiar with it, but it, actually. I was aiming steampunk, but I'll take dieselpunk as a close second lol
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Longbowman1346

Avatar / Picture

Registered:
Posts: 537
Reply with quote  #21 
Quote:
Originally Posted by MarkBell
I'm not particularly familiar with it, but it, actually. I was aiming steampunk, but I'll take dieselpunk as a close second lol


I still think Steampunk is the way to go like you first imagined.  I wish I was better versed in modding to help out.   There is a game called "Leviathans: Monsters in the Sky" that I think would serve well for inspiration.  It is a board game but the models are to die for and truly a Steampunk look.


__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
ryleyra

Registered:
Posts: 2,852
Reply with quote  #22 
I was noticing the tiny asteroids that indicate movement are still in the first image of the mod. As Richard recently noted, they can be removed by blanking the aster2.png image, but it occurs to me that a little wispy cloud would be even better. 😃

Presumably, nebulas will be large clouds, and asteroids maybe something like a floating weather balloon.
Longbowman1346

Avatar / Picture

Registered:
Posts: 537
Reply with quote  #23 
Quote:
Originally Posted by ryleyra
I was noticing the tiny asteroids that indicate movement are still in the first image of the mod. As Richard recently noted, they can be removed by blanking the aster2.png image, but it occurs to me that a little wispy cloud would be even better. 😃

Presumably, nebulas will be large clouds, and asteroids maybe something like a floating weather balloon.


in a steampunk (or dieselpunk) world, why not have floating mountains?   Or floating wind turbines.



__________________
Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #24 
One big happy fleet!  I split it into groups by theme.  I think the upper right should probably be the player ships - there's a nice variety of looks.  The Long cruisers are probably Torgoth like, while the bottom right are Kralien-esque.  I feel like the blue planes are elite, while the mid left group are probably carrier types like Arvonian.  What are your thoughts, though?  I'm willing to be convinced otherwise 😉

Fleet.png 


__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra

Registered:
Posts: 2,852
Reply with quote  #25 
You may have to modify the mid-left group to make them look more carrier-like, but other than that I think you have the factions right. Move the rightmost of the three into the Torgoth group, and widen the other two models and I think it'll work. Really, the only actual carrier is that one on the right.

The Kraliens look appropriately low-tech, and the Skaraans using large plane/airship hybrids sounds like a good idea too.

I assume you're not going to bother with Ximni or Pirate ships, and in fact you don't have enough player models for all the TSN. Maybe Cruiser, Carrier, Scout and Battleship or Dreadnought for the long submarine-like one. I suppose if fighters can launch off of those Arvonian airships they can launch off the flat strip in the back.

I'm also assuming Jump Drive wouldn't really be appropriate for the mod, so you don't need a player race that specializes with it. The Skaraans could Teleport, or it could be considered a Cloak-like function - they turn invisible and move really fast for a few seconds. Or maybe they have the power to rewind time? 😃

I'll add that you don't need to keep the names, but you obviously want to fit the structure of a common, weak enemy, carriers or massive support ships to group with them, and elites that make steath strikes on their own.

ron77

Registered:
Posts: 111
Reply with quote  #26 
Most importantly, I now demand that you provide a downloadable version of this mod, because it's going to look awesome and I want to play it! [love] [love] [love]
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #27 

So here are some of my mod thoughts, brain droppings style:

The Gearguard Alliance (player) has a Cruiser, Scout, Carrier, and Dreadnought.  The NPCs will have the Cruiser and Scout.

The Polyton Hegemony (Skaraan) is a nation of mad science!  Hence the drastically different style of airship, and the unexplained abilities.

The Kingdom of Cooperdenn (Kralien) throws what it can cobble together at the Alliance!  Lives are cheap, and they make airships to match.

The ships of Aerohaven (Arvonian) are more like hangars with engines than real airships.

The Vexwall Empire (Torgoth) has ships that are sleek and powerful.  Their inexorable advance into Alliance territory has given all the nations pause.  I like that they don't have the same engines as the other types. 

The player ships will have a bit of a speed advantage, but I'm not sure about warp.  It's hard to justify in this one!  Easy enough to do write it out by just not including warp nodes in the SNT file, or I could just make the efficiency just really bad to be an experimental drive system.  

No nukes, mostly homings.  Maybe mines?  Sky mines!

Recommend no monsters, terrain, or lethal terrain.  I'm not really sure what a black hole would be in a steampunk game, but weird is the best we could hope for 😋

I may make the rightmost of the Arvonian group into the Transport of the Alliance.

The mod will be distributed at the modding panel at Armada, and available online shortly thereafter.  We've also arranged for a camera to be parked in the back of the room, and we'll put the whole workshop online after the panel!


__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
notsabbat

Avatar / Picture

Registered:
Posts: 1,166
Reply with quote  #28 
An atmospheric spatial drive (Warp) would fit in pretty well in the mad science steampunk/diesel punk genre, Could also just change warp to turbo or afterburners or something. Nukes could also just be High Explosive warheads. Guess it depends on how much you want to change the game; Course you havent shied away from changin up the gameplay in the past, so no reason to start now 😃

Feel like giving the Krelian faction a vaguely Russian sounding name wouldn't go amiss.


__________________
-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
ryleyra

Registered:
Posts: 2,852
Reply with quote  #29 
Quote:
Originally Posted by MarkBell

The Polyton Hegemony (Skaraan) is a nation of mad science!  Hence the drastically different style of airship, and the unexplained abilities.


SCIENCE! 
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,839
Reply with quote  #30 
Quote:
Originally Posted by ryleyra


SCIENCE! 


With fancy hats!! :D

__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.