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Post Re: Proper Massifs?
wow. i cant.. it... its beautiful!! <3!

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Tue Dec 18, 2012 11:52 pm
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Post Re: Proper Massifs?
We should really be thanking you root, if it wasn't for your original work, none of this would have ever gone anywhere. :P

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Wed Dec 19, 2012 6:15 am
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Post Re: Proper Massifs?
taco wrote:
wow. i cant.. it... its beautiful!! <3!

Thanks to you we actually have the models for them now. :)

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Wed Dec 19, 2012 6:24 am
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Post Re: Proper Massifs?
It took almost a full year from the birth of this topic to have something usable in-game. That's terribly inefficient if I do say so myself! :P

Ninja-edit:

If anyone wants the PSD, i'll clean it up and upload it. Otherwise, i'll stick it into my archives locker never to be seen again.

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Wed Dec 19, 2012 4:44 pm
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Post Re: Proper Massifs?
Prototype Ship Design?


Wed Dec 19, 2012 5:05 pm
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Post Re: Proper Massifs?
Just wondering if the massif 3 is supposed to be smaller than the massif 1 and 2. :P

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Blue Dwarf wrote:
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Wed Dec 19, 2012 8:08 pm
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Post Re: Proper Massifs?
Max235 wrote:
Prototype Ship Design?


I think he means the PhotoShop file for the texture.

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Thu Dec 20, 2012 10:59 am
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Post Re: Proper Massifs?
Well, I would ask for it if I had Photoshop. But I don't so...

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Thu Dec 20, 2012 11:18 am
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Post Re: Proper Massifs?
Visorak wrote:
Well, I would ask for it if I had Photoshop. But I don't so...


If you have GIMP, it can open and save in a PSD format. If you have PS filters on the layers they can be a bit wonky in GIMP, but basic files should work fine.

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Thu Dec 20, 2012 11:59 am
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Post Re: Proper Massifs?
Max235 wrote:
Prototype Ship Design?

I might post a screenshot of my "massif" folder with all the files/parts in it. Basically I designed each section separately with several test versions of each for polycount reasons, seeing if I could keep the same shape etc. I didn't really think out the naming conventions very well beforehand, and it makes me sad to look at that folder...

But like Copernicus said, the photsohop doc that has the layers etc. for each section of the ship. It's fairly well organized, but by no means would I pass it off to someone to work on in its current form; layers are rarely named, but at least they are in their proper folders/subfolders :P

Camsy wrote:
Just wondering if the massif 3 is supposed to be smaller than the massif 1 and 2. :P


Not in theory... or in practice for that matter. :P the model is physically larger in the base .obj, so must be something in the ships.xml or wherever model size is handled.

I'll clean it up anyways before January hopefully; I'm on "vacation" for the holidays. If anyone wants to look at a similar file, I posted the .psd in the "Olympus_Redux" thread for that zeus throne texture; it's a similar setup, just for the Massif line instead obviously.

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Thu Dec 20, 2012 12:21 pm
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Post Re: Proper Massifs?
The client automatically scales the models to the size they should be for the size of the SOB, we can override this using server side visages (the same kind that all holoprojectors use).

I think the reason the Massif III looks smaller is because the Massif III's storage spheres are smaller because there are three of them, the Massif II is also wider.

Edit: The override doesn't let us set an absolute size, it's just a multiplier we can use to scale it up or down based on the size it should be.

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Thu Dec 20, 2012 12:29 pm
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Post Re: Proper Massifs?
I'm not sure if you could replicate it, but the bug that made certain ships like the Pax Xmas/Levitas, and NCC-Bulk/Special stick outside of the target ring might actually be a good idea to keep the target ring around a Massif III small.


Dunno if I said it anywhere else, probably did, but since this is the proper topic...
The engine thrusters on all three Massif-type ships are between comical and stupid, considering the sheer size difference between them and the rest of the ship. The tiny engine particle thrust also contributes to the overall tiny engine feeling of the ship.

You'd think that with an engine like that, a Battle Sphere would turn faster.


Thu Dec 20, 2012 12:35 pm
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Post Re: Proper Massifs?
Engine particles are nothing to do with the ship (except initial placement).

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Thu Dec 20, 2012 12:38 pm
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Post Re: Proper Massifs?
Blue Dwarf wrote:
Engine particles are nothing to do with the ship (except initial placement).


No, engine particles have nothing to do with the model. But engine particles have to do with the ship. I fully understand a bigger thruster means bigger particles, but think of this.

You have this gigantic oil tanker chugging out of the Persian Gulf. Its engine is smaller than a shrew, that is to say, the ship completely overshadows the engine. That is how the engine and thruster and particle effect looks like.

You have a comically oversized ship, that has these ridiculously tiny engines. And yet it spins like a top fully loaded. You can't get a RL spaceship to do that unless you stick an equally overpowering thruster set on it. But I do this with a relatively weak engine? It's not like my Flower Power is anything like an Amped Zeus Engine, is it?


Thu Dec 20, 2012 2:45 pm
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Post Re: Proper Massifs?
Y'know, on the note of the engines, I did notice that they are attached directly to the hull instead of out on pylons like the C1 graphics had. The engines should be away from the hull and a bit larger. See my old models to get an idea what I'm talking about:

http://forum.starsonata.com/download/file.php?id=5615&mode=view&sid=a397b0955a5fe12367771d07c9086ef0

Also, is there a way to keep the particles of the M3 from trailing behind it? It makes since for there to be a stationary, glowy, particle effect between the cargo and engine and command modules, but for it to trail like a Santa's Sleigh... eh.

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Thu Dec 20, 2012 3:04 pm
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