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Author Topic: Strange New Worlds Planetpack  (Read 5794 times)
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Re: Strange New Worlds Planetpack
« Reply #60 on: February 16, 2008, 04:35:21 am »

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Re: Strange New Worlds Planetpack
« Reply #61 on: February 16, 2008, 08:22:51 am »

My planet textures are now up at battleclinic.
Hope you get some use from them.

http://www.battleclinic.com/docks/dock.php?id=4600#4600
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Re: Strange New Worlds Planetpack
« Reply #62 on: February 16, 2008, 09:26:58 am »

see told ya ;P always nice to have pesty around to help in the stickying of topics
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Re: Strange New Worlds Planetpack
« Reply #63 on: February 17, 2008, 02:11:06 pm »

... adding this to the thread so it's easy to find.

Worldship


and download link:
http://www.battleclinic.com/docks/files/dist/index.php/file,7155e5996be502f4c6979852d10102db.zip
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Re: Strange New Worlds Planetpack
« Reply #64 on: February 17, 2008, 02:59:12 pm »

... adding this to the thread so it's easy to find.

Worldship


and download link:
http://www.battleclinic.com/docks/files/dist/index.php/file,7155e5996be502f4c6979852d10102db.zip

That's one Crazy construction... all we need are some asteroids and starship trooper ships, and we're away!!
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Re: Strange New Worlds Planetpack
« Reply #65 on: February 17, 2008, 04:48:40 pm »

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Re: Strange New Worlds Planetpack
« Reply #66 on: February 17, 2008, 06:52:23 pm »

We're spoilt for choice with all these planet textures!!
I've got to work out how to put as many in as possible now!!!

I love your bigger scaled worlds Fallen!

And I have to say that your worlds, with I, Mudds Planet Shadow map placed on them look awsome.

Cheers to both you guys for providing those of us who lack your skills the rescources to paly about and learn with!   Rocking Woot Drink
« Last Edit: February 17, 2008, 07:03:43 pm by dragoon » Logged

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Re: Strange New Worlds Planetpack
« Reply #67 on: February 17, 2008, 09:38:05 pm »

 Smiley

Cheers to both you guys for providing those of us who lack your skills the rescources to paly about and learn with! Rocking Woot Drink

Thanks for making my night!

 Cool

JM.
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Re: Strange New Worlds Planetpack
« Reply #68 on: February 18, 2008, 01:51:05 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
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Re: Strange New Worlds Planetpack
« Reply #69 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.  Grin
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Re: Strange New Worlds Planetpack
« Reply #70 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.
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Re: Strange New Worlds Planetpack
« Reply #71 on: February 18, 2008, 06:05:25 pm »

ok this is what interstellar and i came up with planets but only in SFC3 so dont know how much of this would work, you are correct that the base moon and such would be just as indestructible as a planet but untill the "crunch zone" (this "crunch zone" is also used in asteroids) this is what the game always uses to determine a collision. What i do is off center all the stuff i dont want too much interaction (nothing i want to fly through) away from the central plain, these i always scale using false perspectives  to allow a bit more realism, With the case of the dry dock it is in the exact path of the orbit distance (you can pass through the dock and there are some glow errors if facing a star from the inside of the dock)

1 problem and the main reason i use false perspectives

A model in game can only be fully viewed if its central point is in view, the second that is gone everything goes poof (Q at work maybe)
(im also thinking a total rescale for kinda near true scale using the 534_b patch one day to really show off my planets)

interstellar might have to correct me but theres a limit of 2 layers of transparencies
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Re: Strange New Worlds Planetpack
« Reply #72 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


* Asteroids.jpg (49.64 KB, 800x600 - viewed 196 times.)
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Re: Strange New Worlds Planetpack
« Reply #73 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.

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Re: Strange New Worlds Planetpack
« Reply #74 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...

KF
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Re: Strange New Worlds Planetpack
« Reply #75 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.
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Re: Strange New Worlds Planetpack
« Reply #76 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...
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Re: Strange New Worlds Planetpack
« Reply #77 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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Re: Strange New Worlds Planetpack
« Reply #78 on: February 21, 2008, 07:34:05 pm »

 Grin 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.



* SCR00006.jpg (52.88 KB, 800x600 - viewed 170 times.)

* SCR00011.jpg (51.26 KB, 800x600 - viewed 165 times.)

* SCR00012.jpg (51.05 KB, 800x600 - viewed 169 times.)

* SCR00029.jpg (52.14 KB, 800x600 - viewed 166 times.)
« Last Edit: February 21, 2008, 08:37:54 pm by Klingon Fanatic » Logged



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Re: Strange New Worlds Planetpack
« Reply #79 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.

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Re: Strange New Worlds Planetpack
« Reply #80 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.
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Re: Strange New Worlds Planetpack
« Reply #81 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.
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Re: Strange New Worlds Planetpack
« Reply #82 on: February 22, 2008, 07:07:27 am »

i have a replacement textures and models for all stock SFC3 planets
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Re: Strange New Worlds Planetpack
« Reply #83 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


* Gorn1.jpg (97.14 KB, 800x600 - viewed 141 times.)

* Gorn2.jpg (99.74 KB, 800x600 - viewed 139 times.)

* Gorn3.jpg (93.28 KB, 800x600 - viewed 140 times.)

* Hydra.jpg (76.63 KB, 800x600 - viewed 138 times.)

* Lyra.jpg (86.63 KB, 800x600 - viewed 136 times.)
« Last Edit: February 27, 2008, 05:23:50 pm by Klingon Fanatic » Logged



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Re: Strange New Worlds Planetpack
« Reply #84 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...  Roll Eyes

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

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

http://planetpixelemporium.com/planets.html


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Re: Strange New Worlds Planetpack
« Reply #85 on: March 01, 2008, 06:53:59 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?


* new atmosfc3.jpg (104.21 KB, 1024x768 - viewed 122 times.)
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Re: Strange New Worlds Planetpack
« Reply #86 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
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Re: Strange New Worlds Planetpack
« Reply #87 on: March 01, 2008, 08:18:21 pm »

depending on the poly count, it was my plan to do so but for all the races each races homeworld getting the special treatment of rescaling, repositioning and adding of extra models to form a scene.

Earth is pretty much done unless i can get a good looking starbase with less textures than moonrakers, aswell as a nebula class that uses less textures. i can reduce the file size of earth down 20.1 MB but heres the catch the planet textures look nowhere as amazing (infact they look downright pixelated)

once ive played around a bit more with some other models and so forth i will start showing off the other "Homeworlds"
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Re: Strange New Worlds Planetpack
« Reply #88 on: April 02, 2008, 05:25:09 am »

 Grin Any Updates?

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


* PlanetFire.jpg (80.33 KB, 792x517 - viewed 91 times.)