Moonbase revisited

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Moonbase revisited

Post by Observe » Wed, 1. Aug 12, 00:37

As some of you may remember, years ago I looked into creating a "planetoid" sized model that would enable flying and docking on a surface-level object. There was a lengthy thread on the subject (long buried), and the idea was unsatisfactorily implemented in Transcend I mod (for Reunion).

While interminably waiting around for Rebirth, I decided to revisit the idea.

The main problem with the Transcend model, is it was too small, and the curvature really detracted from a feel of "realism".

Now in TC AP, I am able (for some reason) to use a much larger model. In addition, I have cut the "moon" in half, and created a flat surface on it. The idea being, that whatever ancient race engineered this strange object, was able to create an atmosphere and Terraform a small moon in this manner.


I still have work to do on it, but here is what I've come up with so far (pics updated Aug 17, 2012)

Image

Image

Image

The overall effect is CONSIDERABLY BETTER (with at least x10 the surface area) than my previous attempts, and this (in some form) will likely be included in the upcoming Transcend I for AP mod.

It does have a nice cozy feel to it as a respite from the blackness of outer space.

Anyway, I thought I'd share progress, and see if people have any feedback/ideas on whether something like this might have interest. :)
Last edited by Observe on Sat, 18. Aug 12, 16:45, edited 8 times in total.

Sardaukar2488
Posts: 31
Joined: Sat, 17. Jul 10, 08:42
x4

Post by Sardaukar2488 » Wed, 1. Aug 12, 07:29

Looks excellent so far, will definitely be keeping an eye on this. Is this thing close to the size of the asteroid in Aldrin?

From memory in TC im pretty sure you can collide with or "land" on the asteroid in Aldrin.

I imagine simulating gravity on said moon would be not something that would be implemented?

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Wed, 1. Aug 12, 08:34

Currently the "moonbase" overall diameter is roughly the size of the Aldrin asteroid - although the way the moonbase is designed, the flat, flyable surface area is much larger than you'll find on that asteroid.

Here is a pic with an Argon Equip Dock placed near the surface to give you and idea of size:

Image

[EDIT] Obsolete image
Last edited by Observe on Sat, 18. Aug 12, 16:46, edited 2 times in total.

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Wed, 1. Aug 12, 17:47

For those who may be wondering, the size of this object, does not prevent docking to stations etc that are in close proximity to the surface.

Unlike previous versions, the current DBOX2 (3DS Max plugin) enables setting Collision parameters. This provides ability to trick the game into "thinking" the moonbase is much smaller than it actually is.

On the other hand, you can still crash into the surface; because X3 has both Collision Avoidance and Collision Detection.

At least this is what my initial results are showing me.

greypanther
Posts: 1150
Joined: Wed, 24. Nov 10, 21:54
x3ap

Post by greypanther » Wed, 1. Aug 12, 19:50

That looks really good Observe. :)

Could you change the surface somewhat though? Maybe a bit like a scene from Blade Runner, or is that asking way too much?
It just seems to be a bit out of sync with a sci fi game. :wink:

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Wed, 1. Aug 12, 19:56

In what manner are you thinking greypanther?

Do you think different coloring for the landscape and clouds might suit better?

Thanks.

greypanther
Posts: 1150
Joined: Wed, 24. Nov 10, 21:54
x3ap

Post by greypanther » Wed, 1. Aug 12, 20:03

No I was thinking of a more industrial landscape, such as when they are flying towards the Corperation HQ in Blade Runner. Though I imagine there would be copyright issues with just taking the scene. ( Assuming that could be done! )

When I think about it, avoiding infringing copyright would probably mean you would have to do it all from scratch, which indeed is asking too much. Sorry.
:(

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Wed, 1. Aug 12, 20:08

I'll try a few different alternatives.

Part of the reason for the mountainous terrain is to suit the "story" that will be presented in the mod (if released).

Thanks

greypanther
Posts: 1150
Joined: Wed, 24. Nov 10, 21:54
x3ap

Post by greypanther » Wed, 1. Aug 12, 20:14

Well if you need a mountainous terain, you can still have a more industrial ' texture ' can't you?
How about adding some lakes? Trees? Wildlife? How about a nod towards Skyrim and adding some flying dragons?

Sorry I am getting carried away now. :oops:
I'll shut up.
:roll:

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Wed, 1. Aug 12, 20:19

greypanther wrote:Well if you need a mountainous terain, you can still have a more industrial ' texture ' can't you?
How about adding some lakes? Trees? Wildlife? How about a nod towards Skyrim and adding some flying dragons?
Some of that can be done. I am adding an "airport" with airstrip, buildings, and some trees. Possibly I may also add some lakes and/or rivers too.

Of course, the X3 engine is one of the major limiting factors in terms of landscaping possibilities.

greypanther
Posts: 1150
Joined: Wed, 24. Nov 10, 21:54
x3ap

Post by greypanther » Wed, 1. Aug 12, 20:25

I assume it would be possible to add othe ships?
If so why not flying wildlife?
In the XRM mod there are two Boron ships that are animated for instance. I forget who created them though sorry.

User avatar
Killjaeden
Posts: 5148
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden » Wed, 1. Aug 12, 20:32

their texture rotates around their geometry... not sure if you could count that as a living creature.
Image
XTC Mod Team Veteran. My current work:
Image

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Thu, 2. Aug 12, 07:13

Images (OP) updated to reflect new clouds. I decided to make them see-through when looking from the inside-out. I think this gives a better effect. :)

Sardaukar2488
Posts: 31
Joined: Sat, 17. Jul 10, 08:42
x4

Post by Sardaukar2488 » Thu, 2. Aug 12, 10:46

Observe wrote:Images (OP) updated to reflect new clouds. I decided to make them see-through when looking from the inside-out. I think this gives a better effect. :)
Not wrong, in fact i would even say it looks more "realistic".

I honestly cant wait to see this.

User avatar
Observe
Posts: 2822
Joined: Fri, 30. Dec 05, 18:47
xr

Post by Observe » Thu, 2. Aug 12, 18:35

Thanks Sardaukar2488.

This is actually coming along quite well. The poly count is very acceptable, and by splitting the model into multiple LOD's (Levels of Detail), there is no noticeable performance impact at all.

While already HUGE, my next tests will determine just how much bigger I can make it; while retaining quality appearance and functionality etc. My guess is, I'll be able to add least double the current size.

Docking to the airstrip works fine using methods I've previously utilized with special "long" invisible docking objects extending out into space. :)

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”