Topic: Strange New Worlds Planetpack  (Read 41055 times)

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Offline dragoon

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Re: Strange New Worlds Planetpack
« Reply #60 on: February 18, 2008, 07:18:06 am »
indeed, now i should maybe get around to releasing more planet packs, ive got a class I-J planet thats ringed with correctly scaled moons, ive also got the best earth model ever made with moon, dry dock, repair dock with nebula class been repaired and spacedock. come to think of it ive also got some multi model asteroid mods

How could you keep those to yourself!?
I think it's fair to say that we would want these.  ;D
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Offline I, Mudd.

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Re: Strange New Worlds Planetpack
« Reply #61 on: February 18, 2008, 08:20:48 am »
the problem I've discovered with planet/moon/starbase/whatever combinations is the game treats it all as one mesh and scales the boundary box accordingly, which can produce some wonky effects ... small planets and even smaller moon system, for example ... with one large moon, that's fairly okay, but starbases and such become as indestructible as the planet, which is too bad.

I've also been toying with the placement of Planet models lately... for instance, dropping it some below the playing field  ... it gives the appearance of flying toward the northern pole, which looks a little weird, but ... missiles might work this way and fighters might launch (more on that later ...) ...  while on one hand I want this stuff to look as good as possible, on the other hand none of those good looks mean much if it doesn't work in game so good.

Another weird idea of mine is rather poly heavy and expiremental, but could yield interesting results if it can be implemented properly... using testplanet as an exterior, non collisionable object, can we place an inverted faced sphere inside that mesh to represent sky and another collisionable sphere to represent the surface ... thus entering an atmosphere could be possible. The trick would be making the surface collisionable ... but then, if planets weren't collisionable, I'm 98% positive missiles and fighters would work anyways because they'd be no different than and starbase or ship model in game ...

food for thought ...

JM.

Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #62 on: February 19, 2008, 05:47:19 pm »
ASTEROIDS.... Switch SFC:OP's RockS.brk to RockS.mod and you get this: They swirl and spin in a cool way like micro gravity eddies...

I also swapped out the Asteroid 1-4 for ones from SFC3 TNG 2007 Expansion mod; Asterblaster makes a cool BIG rock now...

I replaced my SFC:OP SPACE mod with SFC3's SPACE folder as modified by the TNG 2007 Expansion mod and the space textures ROCK!

KF
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Offline Panzergranate

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Re: Strange New Worlds Planetpack
« Reply #63 on: February 20, 2008, 04:51:26 pm »
SFC 1 has alternative Star models which can be switched for the yellow model.

Then there is the X-listed ships at the top of the SFBSPC13.TXT spec file, under "All Races", which do not actually have models assigned or list in a game except under FMSE.

They include the Ore Carrier, Large and Small Troop Carriers and a few other SFB auxilaries.

They just need assigning to a race and a model assigned to them.

The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!

Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #64 on: February 20, 2008, 07:31:28 pm »
Anybody have this model from Scifi-meshes.com:



Link: http://www.scifi-meshes.com/meshes/index.php?dlid=9     requires a membership?



Link: http://www.scifi-meshes.com/meshes/index.php?dlid=230

ST: Australia has a bunch of Planets here: http://www.startrekmeshes.com/ but the links are down...

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Offline Shadowfleet

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Re: Strange New Worlds Planetpack
« Reply #65 on: February 21, 2008, 04:03:11 pm »
Sent you a personal message - I just downloaded it and want to know how to send it your way.

Offline Dizzy

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Re: Strange New Worlds Planetpack
« Reply #66 on: February 21, 2008, 06:55:58 pm »
This has turned into quite a project. I'm very pleased to see this thing spread it's wings and take off.

This is so very important for the D2 community because on most servers the most important fighting centers around taking a planet which is usually a huge deal for victory condition purposes. Seeing this project through and getting a workable mod ready to go would significantl;y alter the Planet Assault scripts we currently use... So I eagerly await any new news of a test planet pack we can use on a dynaserver...

Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #67 on: February 21, 2008, 07:24:34 pm »
This has turned into quite a project. I'm very pleased to see this thing spread it's wings and take off.

This is so very important for the D2 community because on most servers the most important fighting centers around taking a planet which is usually a huge deal for victory condition purposes. Seeing this project through and getting a workable mod ready to go would significantl;y alter the Planet Assault scripts we currently use... So I eagerly await any new news of a test planet pack we can use on a dynaserver...


Dizzy, I thought you and or Firesoul were working on OP+ to accomodate ALL the new planets I, Mudd had made. Any news on this?

I believe I, Mudd has some planets with moons and a ringed world or two ready but he hasn't posted any release news here... yet.

This is truly awesome indeed yet another reason to keep SFC: OP on my PC.

I am STILL loooking for this planet folks:



KF
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Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #68 on: February 21, 2008, 07:34:05 pm »
 ;D I need help identifying some of the planet textures I'm posting here as some are from a Klingon Academy conversion by Darkdrone done a few years back. If we can identify them I'll post these like Dragoon did.

« Last Edit: February 21, 2008, 08:37:54 pm by Klingon Fanatic »
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Offline Dizzy

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Re: Strange New Worlds Planetpack
« Reply #69 on: February 21, 2008, 09:13:38 pm »
Dizzy, I thought you and or Firesoul were working on OP+ to accomodate ALL the new planets I, Mudd had made. Any news on this?

i WILL NOT ATTEMPT TO DO ANYTHING UNTIL SOMEONE, oops caps, until someone notifies me that there is a replacement model for each and every stock planet. Once I have the models to replace each stock planet, I'll setup something FS can use.


Offline I, Mudd.

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Re: Strange New Worlds Planetpack
« Reply #70 on: February 21, 2008, 11:57:49 pm »
Dizzy;

Hey, you do know that all the stock planet models, with the exception of Planet Saturn, are, as near as I can tell, identical except for the filename, right? So, theoretically, If I sent you the Ringed Planet, you'd have everything you need ... (sort of).

With the plethora of textures turning up in this 'Strange New Worlds' thread, I would think it would be no trouble at all to replace all the stock models, except Saturn ... which, incidentally is 95% finished as you read this. All I need to do is tweak the ring texture and you can have it, which could be as early as a few hours or a day at most.

Planet Pack II will include a bunch of other stuff, but if all that's holding you up is the Ringed Planet, hell, I'll send it to you early so you can put stuff together.

I also have tweaked the Testplanet mesh slightly in regards to it's non-hardpoint dummy objects - aligning them all along the equator - it seems to make a slight difference in gameplay as to where phasers strike and damage plumes flare. Ringed Planet is set to the same template. None of the Hardpoints have been further edited. Illumination maps have been added to the planet surfaces as well.

Of course, the Planets can be individually scaled using model.siz ... personally, I think bigger works better with the great visuals and new firing arcs, but to each their own.

Let me know if that's what you want ...

JM.

Offline Dizzy

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Re: Strange New Worlds Planetpack
« Reply #71 on: February 22, 2008, 12:40:33 am »
I havent started testing my SG server yet. I can wait a cpl days for you to finish your planet pack. When you are done, let me know and help me in doing what I need to do to replace all the stock planets. I'll then notify FS.

Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #72 on: February 24, 2008, 05:50:44 pm »
Here are pics of the 5 STOCK Taldren Planet models that I think will remain in my game...

Planet Gorn 1, 2, 3, Planet Hydra and Planet Lyra

NOTE: I like that Planet Gorn appears to be larger due to the model size file. I did not move my ship when I took these pictures.

These are two planet packs are now up at Battleclinic:

Klingon Academy Inspired:

http://www.battleclinic.com/docks/files/dist/index.php/file,1aea57eb36cce02c2a9f43084967f992.zip

The partial STOCK Replacements pictured in this post are here:

http://www.battleclinic.com/docks/files/dist/index.php/file,d6550f62be82b80fa5dd9d825f17d22b.zip

I, Mudd, hotmail won't let me send these retextures to you; feel free to post these at Planet Mudd if you wish.

KF
« Last Edit: February 27, 2008, 05:23:50 pm by Klingon Fanatic »
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Offline Shadowfleet

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Re: Strange New Worlds Planetpack
« Reply #73 on: February 26, 2008, 01:51:50 pm »
The textures at these links might help  further this project. I used the Callista texture for a pirate skull base I've been working on for - oh let's not say how long...  ::)

http://flatplanet.sourceforge.net/maps/

http://www.evildrganymede.net/art/art_f.htm

http://planetpixelemporium.com/planets.html



Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #74 on: March 01, 2008, 07:32:46 am »
ok so ive been tweaking my earth model using mudd's atmosphere. Trouble is this is 1 big butt file, weighing in at whooping 50.1MB. Mainly because the earth itself uses a 4096x2048 texture with a matching size lightmap, the moons map is 2048x1024 and theres all the textures of the nebula, spacedock and the drydock and McKinley station, the drydock you can fly into it is scaled for SFC3 so what do you guys think worth me finding somewhere i can upload it too?


Wow that is cool! Upload this to Battleclinic or SFC3files please. I hope the file size can be reduced though.

Also, can you make a 0, 1. 2 or even 3 moon version by adding/subtracting a moon and can you swap out the Fed drydock for this Klingon outpost and drydock?:

http://www.battleclinic.com/docks/files/dist/index.php/file,95a936818bd851f2dc35824d0b684d28.rar

http://www.battleclinic.com/docks/files/dist/index.php/file,9abd11c5cb3b88f4a38680ca4ea1cf69.zip

If so, I can have three retextures done for a Klingon/Romulan and Lyran version.

KF
« Last Edit: March 01, 2008, 03:08:14 pm by Klingon Fanatic »
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Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #75 on: April 02, 2008, 05:25:09 am »
 ;D Any Updates?

Here's a PlanetFire I'm using right now...
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Offline Stylsy

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Re: Strange New Worlds Planetpack
« Reply #76 on: April 03, 2008, 04:34:10 pm »
Wow, lots of cool resources in this thread, thanks all!

Offline atheorhaven

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Re: Strange New Worlds Planetpack
« Reply #77 on: April 03, 2008, 04:41:53 pm »
Also, can you make a 0, 1. 2 or even 3 moon version by adding/subtracting a moon and can you swap out the Fed drydock for this Klingon outpost and drydock?:
If so, I can have three retextures done for a Klingon/Romulan and Lyran version.
KF

Downloaded..
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Offline Klingon Fanatic

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Re: Strange New Worlds Planetpack
« Reply #78 on: April 03, 2008, 10:16:35 pm »
Also, can you make a 0, 1. 2 or even 3 moon version by adding/subtracting a moon and can you swap out the Fed drydock for this Klingon outpost and drydock?:
If so, I can have three retextures done for a Klingon/Romulan and Lyran version.
KF

Downloaded..

Cool. Atheorhaven is up to something.

Can somebody explain to me why the ISC homeworld models all resemble the DEATH STAR?

Here is what I'm using for the ISC homeworld:
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Offline atheorhaven

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Re: Strange New Worlds Planetpack
« Reply #79 on: April 04, 2008, 10:59:14 am »
i think alec and i need to have a chat :P

Drop me a PM when you're online.. I found a way to access MSN, AIM, Yahoo IM, and Googletalk while at work and not have the ports and protocols pinging the proxy (and causing lots of fun and hilarity for me).

So I'll go get that running now..
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