Author Topic: Runabout - BETA release  (Read 16559 times)

Offline Morgan

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #80 on: July 16, 2010, 02:00:23 PM »
I like the idea of a pack, let the user decide which option is best for their particular install and let them go from there.

Question: The late DS9 version without the aft section would still include the transporter section directly behind the cockpit right?

Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #81 on: July 16, 2010, 02:05:56 PM »
probably not for the low edn pc's because of the poly count and rendering for that extra bit, but it might be an aditional set without full aft and only transporter section, i honestly dont know though..... :idk:

Offline Morgan

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #82 on: July 16, 2010, 02:21:58 PM »
Quote from: flarespire
it might be an aditional set without full aft and only transporter section
That's EXACTLY what I was asking lol  :P

Offline Villain

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #83 on: July 16, 2010, 03:16:07 PM »
The transporter pad is 500 polys. It's not like it has the ridges of the pad bevelled in or anything. From what I recall though, the pad was in that same 'room', wasn't it? Or is that the one with a separate small room exclusively for the pad?


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Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #84 on: July 16, 2010, 03:32:06 PM »
the DS9 runabouts in seasons 1-4 had the transporter instead of the tactical panel in seasons 5-7 and the transporter in the back room before the aft section

Offline Lurok91

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #85 on: July 17, 2010, 04:50:43 PM »
Most of the errors Bones pointed out in pics are either UVW or lightmaps which I've tried to correct in latest version sent him.   There's lots of little glitches throughout current model need to fix and it needs a general lightmap overhaul but I think I'll wait until I get Bones' textures in place before start that.   I've also sent the transporter as separate model.  Again, needs proper texture, lightmaps and positioning.  But here's preview of Villain's transporter ingame....

Offline Morgan

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #86 on: July 17, 2010, 04:55:09 PM »
Model looks good. Let me know if you guys need some reference shots I have DS9 DVD's I can snag them from.

Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #87 on: July 17, 2010, 05:12:10 PM »
if i remember correctally i should have a texture for that transporter somewhere, though you'll have to send me a background to the image which will blend with the rest of the set.

Offline Lurok91

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Re: Runabout WIP - new LCARS
« Reply #88 on: November 10, 2010, 05:53:28 AM »
 Been tinkering with lightmaps and a few details (chairs etc) and added some temp LCARS (season 4-7 style). 

Offline flarespire

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Re: Runabout WIP - new LCARS
« Reply #89 on: November 10, 2010, 11:57:17 AM »
WANT :bow:

these runabout bridges look excelent, and the runabout being one of my fave ST ships, i can clearly say a massive well done.

COOKIED.  :dance

a quick question though, are you going to use the default red alert indicators like in DS9, so those bulky rectangular lights flash red when at red alert or are you just gonna make the bridge hue red? also are the LCARS going to be animated?

Offline Lurok91

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Re: Runabout WIP - new LCARS
« Reply #90 on: November 11, 2010, 05:43:52 AM »
I anticipate final release will have red alert lights and animated lcars.

Bones/Villain...any further developments your end?   


Offline JimmyB76

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Re: Runabout WIP - new LCARS
« Reply #91 on: November 11, 2010, 08:56:25 AM »
out of curiosity, have you been able to figure out bridge ambient flashing red alert?
(not texture swapping)

Offline Lurok91

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Re: Runabout WIP - new LCARS
« Reply #92 on: November 11, 2010, 10:30:27 AM »
out of curiosity, have you been able to figure out bridge ambient flashing red alert?
(not texture swapping)

That one's eluded me  :)  Know it's something to do with gamma...guess the bridge elders will have to tell me how to do that one.

Offline flarespire

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Re: Runabout WIP - new LCARS
« Reply #93 on: November 11, 2010, 10:42:47 AM »
good cause it just wouldnt be a runabout without them XD

Offline Bren

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Re: Runabout WIP - new LCARS
« Reply #94 on: November 11, 2010, 06:44:32 PM »
Are you going to add the window frames to the forward view ports?
Like in this screencap?
and this one too...
And one from Emmisary for good measure...
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Offline flarespire

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Re: Runabout WIP - new LCARS
« Reply #95 on: November 11, 2010, 07:01:32 PM »
those arent the side viw ports, theyre the main ones and they are included seeing as the bridge needs a viewscreen/port.

Offline Lurok91

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Re: Runabout WIP - new LCARS
« Reply #96 on: November 11, 2010, 08:32:08 PM »
Are you going to add the window frames to the forward view ports?

Hadn't really noticed those before  :)  Could try and include. Only caveat is fore windows - which after all are the window to gameplay - pretty restricted anyway so loathe to lose more gameplay area.  Sometimes you just have to compromise  :)

Offline Bren

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Re: Runabout WIP - new LCARS
« Reply #97 on: November 12, 2010, 12:45:59 AM »
I'll let Jean Luc respond:

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I'm not too sure who "they" are, in this particular context, probably glaziers who cut corners on him...
He feels very strongly about those window frames :P

They are very minimal anyway, but without them, the set feels incomplete to me.
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Offline Lurok91

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Re: Runabout - BETA release
« Reply #98 on: November 13, 2010, 07:50:15 PM »
As markyd hoping to have new Runabout ship ready for Christmas release, spurred on to try and have this long-overdue bridge done  :)
Still hope to incorporate Bones LCARs and Villain's rear cabin at some point, but possibly for a v2 release.  But bridge works ok as is, with late season-style DS9 lcars, and a fixed door at rear.  And have added Bren's window frames  :)

Currently two versions:  one with transporter,  one later seasons standing console.   Will also provide extra scripts so player can sit in front seat with just Kiska (similar to Type9 setup).  Makes sense as lot of DS9 runabout missions were two person anyway  :).  Done minimal console anims, and red alert lights.  Final release will also have choice of reflective consoles.   Still need to do work on crew anims, but beta feedback will be useful here.

Hope to have beta packaged up and out to regular testers asap. 

 

Offline flarespire

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Re: Runabout - BETA release
« Reply #99 on: November 13, 2010, 11:25:11 PM »
by regulars youd beter be including me!  :D :thumbsup:

but seriously there look awsome, only nitpick, the blue around the windows is too blue, it should be a lighter, more metalic sky blue, ill see what i can do with that HUE wise.