• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum Discovery Unofficial Development
« Previous 1 2 3 4 5 Next »
Accepting commissions (but there's a catch)

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Accepting commissions (but there's a catch)
Offline Geoffacake
08-10-2016, 06:18 PM,
#21
SFX Developer / BDM
Posts: 1,132
Threads: 171
Joined: Jan 2011

People aren't going to hear or see the end of this while I'm around on this community, so here goes.

I'm currently in the process of creating and putting efforts towards a srp unique ship, it's a stealth battleship thats taking after designs and influences of the f117 nighthawk and B2 spirit. @Unlucky_Soul already has a majority of the model base design down and is undergoing final cleanup and bringing it to dev standards by @Robert the only thing missing now are the textures. Obviously they're going to be about 50 shades of black along with some visual tech. Me and @Unlucky_Soul looked at using the recent black coalition textures for a base draft of them and they really do seem to work on a stealth designed ship.

The model is still currently going through changes and some redesigns like the engine section so they take after those of the B-2 but with three exhaust ports.

Tl;Dr: need a texture job done.
Reply  
Offline SMI-Great.Fox
08-11-2016, 10:51 AM,
#22
Member
Posts: 2,670
Threads: 364
Joined: Mar 2009

Trade Lane models fitting for each house? Gallia has it's own so why not the other four?

Very easy to do and probably implement?

-"If we do not learn at least one thing a day....Our minds turn to stupor"- Kyle Sparrgrove -2005
[+]
http://i849.photobucket.com/albums/ab53/Vandread010/BAF_1_FltAdm_zps4239822d.jpg
http://i849.photobucket.com/albums/ab53/...e32039.jpg
http://i849.photobucket.com/albums/ab53/...89ade0.jpg
While the signature did not break any rules before, the lack of third party hosting caused your signature to take up over half of the page. Until the problem is fixed, I'll have to revert those images to links. ~Inferno
Ships Log of the Maverick IV Logs of the Maverick.V  The.Maverick.IV & Maverick.V Feedback Lot How it all began...
Reply  
Offline Thyrzul
08-11-2016, 11:14 AM,
#23
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

(08-11-2016, 10:51 AM)SMI-Great.Fox Wrote: Trade Lane models fitting for each house? Gallia has it's own so why not the other four?

Very easy to do and probably implement?

Yes pls.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Reply  
Offline Treewyrm
08-11-2016, 11:33 AM,
#24
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(08-11-2016, 10:51 AM)SMI-Great.Fox Wrote: Trade Lane models fitting for each house? Gallia has it's own so why not the other four?

Very easy to do and probably implement?

Hmm. Alright, that's actually a good suggestion. Originally the game was to have trade lanes, jumpgates and associated effects different for each house. Alas they all ended up using liberty models and bretonia jump tunnel. They're not entirely easy to do, but nothing too difficult either. Designing them in way they'd be indistinguishable to vanilla content should be interesting to do. So it is bretonia, kusari and rheinland that'll need lanes and gates. Default ones are assumed to be liberty, gallia and nomads have their own already.
Reply  
Offline sindroms
08-11-2016, 11:35 AM,
#25
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

Would that include mooring points and docking rings?

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Ace Razgriz
08-11-2016, 01:18 PM,
#26
Member
Posts: 833
Threads: 105
Joined: Feb 2013

Don't lib corps manufacture modern trade lane rings and docking rings anyways?
Reply  
Offline Treewyrm
08-11-2016, 02:09 PM,
#27
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(08-11-2016, 11:35 AM)sindroms Wrote: Would that include mooring points and docking rings?
That's possible as well. Mooring points are quite generic, but sure, why not, at very least different textures, perhaps a different shape as well.

(08-11-2016, 01:18 PM)Ace Razgriz Wrote: Don't lib corps manufacture modern trade lane rings and docking rings anyways?
Does it really matter though? You can have same boring lanes everywhere, I don't really care either way.

(08-10-2016, 06:18 PM)Geoffacake Wrote: Tl;Dr: need a texture job done.
Sorry, not interested whatsoever.
Reply  
Offline Thyrzul
08-11-2016, 02:15 PM,
#28
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

(08-11-2016, 01:18 PM)Ace Razgriz Wrote: Don't lib corps manufacture modern trade lane rings and docking rings anyways?

Even if it would make any sense that the internal and inter-house traffic of three Sirian houses have been and are still depending on Liberty simply because they have failed to reverse engineer Ageira's lane and gate technology and produce their own variants for over half a millenia now (which doesn't make any), we are still talking only about looks here, nothing stops anyone from roleplaying that houses ordered special looks from DSE while all the internal equipment and gear are still Ageira's untouched stuff.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Reply  
Offline Thunderer
08-11-2016, 02:17 PM, (This post was last modified: 08-11-2016, 02:18 PM by Thunderer.)
#29
Tea Disposal Unit
Posts: 5,613
Threads: 463
Joined: Jul 2011

Can't find anyone to finish and texture this. Or at least finish, since apparently you're not interested in texturing whatsoever. The guy who's made it finds Bretonian designs very hard.

[Image: 396AUfe.png]
Bretonian Treaty Database Bretonian Armed Forces Recruitment Center
Bretonian Charter of Interstellar Law Bretonian Secrets Act
Reply  
Offline SMI-Great.Fox
08-12-2016, 12:08 AM,
#30
Member
Posts: 2,670
Threads: 364
Joined: Mar 2009

(08-11-2016, 11:33 AM)Treewyrm Wrote: Hmm. Alright, that's actually a good suggestion. Originally the game was to have trade lanes, jumpgates and associated effects different for each house. Alas they all ended up using liberty models and bretonia jump tunnel. They're not entirely easy to do, but nothing too difficult either. Designing them in way they'd be indistinguishable to vanilla content should be interesting to do. So it is bretonia, kusari and rheinland that'll need lanes and gates. Default ones are assumed to be liberty, gallia and nomads have their own already.


May I make a bit of a model suggestion then?

Bretonia - Lane to look like Fish Fins / Gate to look fluid in design or a whales mouth?

Kusari - Lanes. Why not use something similar to the spikes on the KuBS? / Gate to have a pagoda on top?

Rheinland - Lanes to be square, blockish structures to look fitting for a turtle? / Gate to be similar.
Reply  
Pages (5): « Previous 1 2 3 4 5 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode