[Resource & progress]my ship showcase room(07/02/12)
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I had a closeup look at your Paranid models in XRM, and I have to say that I like the design, with a small exception. It's quite noticeable where you've spliced two models together, where the double hulls of the M1+ models meet for example. I don't see this on the Argon or ATF models, so I imagine it has to do with the smoothness of Paranid designs.
I can sort of see the same issue on the Boron M1 you posted, where the fins meet the main body, and a few other places. It's just the sort of detail work that would have me tearing my hair out.
I can sort of see the same issue on the Boron M1 you posted, where the fins meet the main body, and a few other places. It's just the sort of detail work that would have me tearing my hair out.
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Sweetexpnobody wrote:Boron M3P, M3B
http://bbs.deeptimes.org/data/attachmen ... 3vq43q.jpg
http://bbs.deeptimes.org/data/attachmen ... gmzjhh.jpg
http://bbs.deeptimes.org/data/attachmen ... arxjdj.jpg
almost made the M3P into a swift (the tail fin used to be much longer..)

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i don't get what you mean, screen shots?vkerinav wrote:I had a closeup look at your Paranid models in XRM, and I have to say that I like the design, with a small exception. It's quite noticeable where you've spliced two models together, where the double hulls of the M1+ models meet for example. I don't see this on the Argon or ATF models, so I imagine it has to do with the smoothness of Paranid designs.
I can sort of see the same issue on the Boron M1 you posted, where the fins meet the main body, and a few other places. It's just the sort of detail work that would have me tearing my hair out.
summer time..
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Here's one, of the front side, just above the launch ports. You can see how the textures don't line up, and the line itself is wavy. I'm not sure what can be done, aside from covering it with some sort of border.
This I ran across while trying to find what I was thinking about before. It's on the foot(or whatever it's called).
This I ran across while trying to find what I was thinking about before. It's on the foot(or whatever it's called).
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i think i can fix the first one. the second one i will take a lookvkerinav wrote:Here's one, of the front side, just above the launch ports. You can see how the textures don't line up, and the line itself is wavy. I'm not sure what can be done, aside from covering it with some sort of border.
This I ran across while trying to find what I was thinking about before. It's on the foot(or whatever it's called).
summer time..
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Hi expnobody, i have a possible idea......have you ever thought about doing the Xenon Mothership!
ie THE Xenon Mothership, a one off, a single CPU ship that all the other Xenon ships in the galaxy get their orders from? im thinking something huge with more firepower than a Z but can also carry massive amounts of fighter drones!
Possible base starting point is the #deca ship, with that huge red disc, but maybe make it more sphere like with lots of spikes etc and bits from Z's, J's and K's etc or anything else that takes your fancy.......anyway it should be all black with sinister red lights and just drip evil and lurk in some far away Xenon sector in XRM !
Anyway something to ponder over christmas......and Paul would have to give the go ahead on it anyway if it was to go into XRM!
ie THE Xenon Mothership, a one off, a single CPU ship that all the other Xenon ships in the galaxy get their orders from? im thinking something huge with more firepower than a Z but can also carry massive amounts of fighter drones!
Possible base starting point is the #deca ship, with that huge red disc, but maybe make it more sphere like with lots of spikes etc and bits from Z's, J's and K's etc or anything else that takes your fancy.......anyway it should be all black with sinister red lights and just drip evil and lurk in some far away Xenon sector in XRM !
Anyway something to ponder over christmas......and Paul would have to give the go ahead on it anyway if it was to go into XRM!
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One that can move as well..... 
Just some possible ultimate foe for the player to fight.....something truly the stuff of nightmares to go up against, anyway its just an idea, and if Paul don't like it, it ain't gonna happen anyway in XRM lol.
Hell it could even have a small script on it, so it rebuilt its hull points quickly as it got damaged in battle....think Borg lol!
Anyway just a passing thought!

Just some possible ultimate foe for the player to fight.....something truly the stuff of nightmares to go up against, anyway its just an idea, and if Paul don't like it, it ain't gonna happen anyway in XRM lol.
Hell it could even have a small script on it, so it rebuilt its hull points quickly as it got damaged in battle....think Borg lol!
Anyway just a passing thought!
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I like the idea but its trickier than ppl would think, when u make something really really big guns in x3 have there limits, so there will be huge blind spots. Prob the best thing instead would be more styled like a xenon LOWP. Dont move and is located in xenon sectors but is extremely deadly in combat
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Im thinking Valhalla size, well maybe a tad bigger, but slow moving.....as the max theoretical weapon load out for any ship could only be 12/12/12/12/12/12 anyway, with....oh i don't know, say 60 fighters or something!Nemesis_87 wrote:I like the idea but its trickier than ppl would think, when u make something really really big guns in x3 have there limits, so there will be huge blind spots. Prob the best thing instead would be more styled like a xenon LOWP. Dont move and is located in xenon sectors but is extremely deadly in combat
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uh, a turret's position cant be move along with a moving component of the hull.garrry34 wrote:as for the blind spots have you ever looked at the goldheart carrier, it employs a technique where it puts the turret on a moving part of the hull, certainly takes care of the coverage problem...
summer time..
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You mean exactly like the Deca... It is the CPU ship.Sn4kemaster wrote:Hi expnobody, i have a possible idea......have you ever thought about doing the Xenon Mothership!
ie THE Xenon Mothership, a one off, a single CPU ship that all the other Xenon ships in the galaxy get their orders from? im thinking something huge with more firepower than a Z but can also carry massive amounts of fighter drones!
Possible base starting point is the #deca ship, with that huge red disc, but maybe make it more sphere like with lots of spikes etc and bits from Z's, J's and K's etc or anything else that takes your fancy.......anyway it should be all black with sinister red lights and just drip evil and lurk in some far away Xenon sector in XRM !
Anyway something to ponder over christmas......and Paul would have to give the go ahead on it anyway if it was to go into XRM!
... I probably should stick one in the core xenon sectors. What was the name of the second CPU ship? Can't remember off the top of my head...
Oh and there is a hard limit of six turrets with twelve guns on each, plus the front main guns. This is not theoretical and can't be increased.
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paulwheeler wrote:not really, you can have 12 entries in Tship, (each entry is a turret, each turret can have as many barrels (i tried 32, and it worked for 1 turret) as you want.Sn4kemaster wrote:
Oh and there is a hard limit of six turrets with twelve guns on each, plus the front main guns. This is not theoretical and can't be increased.
summer time..
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the 12 limit thing is an in game limitation, you can only manually add guns for 12 barrels but if you have a turret script installed with weapon switch it fills all the slots, so I'm lead to believe, I'll test it later for sh*ts and giggles...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
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Are you certain they all fired? It can be difficult to tell as the energy levels for all 32 would still drop even if only 12 actually fired. I'm pretty sure it's common knowledge that there is a hard limit of 12 gun parts per cockpit entry...
If it were the case you could have more than 12, I'd have expected loads of mods to do it, but I've never seen a ship mod with any more than 12 - not even mods with quad turrets like cadius'.
If it were the case you could have more than 12, I'd have expected loads of mods to do it, but I've never seen a ship mod with any more than 12 - not even mods with quad turrets like cadius'.
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yes, since it's a non-player pilot-able ship, so using script to install guns is not a big deal.garrry34 wrote:the 12 limit thing is an in game limitation, you can only manually add guns for 12 barrels but if you have a turret script installed with weapon switch it fills all the slots, so I'm lead to believe, I'll test it later for sh*ts and giggles...
summer time..