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Off Topic => Other Games => Topic started by: Cyberkada on May 04, 2008, 06:41:56 pm

Title: Babylon 5 Starship Commander
Post by: Cyberkada on May 04, 2008, 06:41:56 pm
Heck, might as well...

Progress:
Got sector map working (main map is 21x21x21 hexes - see Mongoose Publishing for 2D map), with similar data as SFC.  All using an SQL database, so strategic movement and missions are now possible, but not coded yet).  Developing a SFC-type map editor, as entering 8000+ sectors into a SQL tabel was a pain. (The B5 races are 0 to 9, SFC races start at 10)

Sector Owner
#planets
shipyard (y/n)
jumpgate (y/n) and destinations (not in SFC mod)
base (y/n)
economy
offensive rating
defensive rating
terrain

Earth Alliance - 0
Minbari - 1
Centauri - 2
Narn - 3
Vorlon  - 4
Shadow - 5
Neutral - 6
ISA - 7
Raider (Pirates) -8
League Worlds - 9

for mods:
Fed - 10
Klingon - 11
Romulan - 12
Gorn - 13
Kzinti - 14
Lyran - 15
ISC - 16
Tholian - 16
WYN - 17
LDR - 18
Andromedan  - 19
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 11, 2008, 08:16:07 pm
Bumping my own with a SFC-type Galaxy Map:
(http://img440.imageshack.us/img440/1176/screenshot00700003bt7.png)

(http://img122.imageshack.us/img122/655/screenshot00700001oi0.png)
Title: Re: Babylon 5 Starship Commander
Post by: Lepton on May 11, 2008, 10:52:57 pm
What's the multiplayer capacity to be for this game?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 13, 2008, 03:24:03 am
64 players planned per server.  It will be based on this framework:

http://minions.prairiegames.com/trac/mom/phpbb
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 17, 2008, 06:17:43 pm
That thing outa be awesome!I love Babylon 5, perhaps you could copy it and send me the copy. Please.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 17, 2008, 11:37:17 pm
Sector Info on Map:

(http://img59.imageshack.us/img59/4880/screenshot00800001ov2.png)
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 18, 2008, 12:59:59 pm
It still will be great,if only I could get to the site or even be able to buy or download it.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 19, 2008, 02:45:18 am
It still will be great,if only I could get to the site or even be able to buy or download it.

Its still in alpha (not released).
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 20, 2008, 04:07:02 pm
Hurry up and get it finished! I'm rabid with anticipation for this game. I hope the White Star will be in there.
Title: Re: Babylon 5 Starship Commander
Post by: Centurus on May 20, 2008, 05:12:58 pm
What other features do you intend to program into this game?

It's fantastic.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 21, 2008, 07:33:30 pm
Will the ship classes be like in SFC?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 21, 2008, 10:49:36 pm
The ship classes will be based on Babylon 5 Wars - Fighter, PF, Light, Medium and Heavy Combat Vessel, Capital Ship, and Large Capital Ship (Collosal sounded funny).

SFB equivalents:
Fighter = well, um, fighter
PF = PF (not really in B5Wars)
LCV = FF
MCV = CL,
HCV = DD, CS
CS = CA, most CV
LCS = DN, SSCS (the EAS Posiedan has 96 fighhters) Think Pleides Turkey Shoot from SFB)

Just got  jumpgates in the game to allow travel between sectors.  (no effects yet).  SFC mode (and jump engines) will allow the free movement you all know and enjoy.  Need to LOD the jumpgate.  28K polys. 7.5K x 4 sections for the jumpgate Anyone good at Milkshape? or ??? here? :/

Screenshot tonight.

Rotating sections (EA Omega, B5 Station) is proving to be a b!tch to implement.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 22, 2008, 08:25:04 am
Jumpgate screenshot

(http://img145.imageshack.us/img145/5553/screenshot00900001el6.png)

another one:
(http://img132.imageshack.us/img132/6847/screenshot01000002tg1.png)
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 22, 2008, 03:38:16 pm
The screenshots is not avaliable on my computer, so I can't tell if it's good or not.
Title: Re: Babylon 5 Starship Commander
Post by: dragoon on May 22, 2008, 09:45:26 pm
I saw the start of your work over on Mackies TCS a few years ago now, and it looked impressive then.
Glad to see that work is still moving along, and that you're advancing everything.

Do you think that once it's "finished" it will be easy to mod and put in new ships?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 23, 2008, 02:53:42 am
Thanks.

New engine.  The old game engine had 4 major faults.  No networking, very limited multiplayer - limited to 4 players, no easy way to add AI, and NO source code that I could modify.

It will be pretty much a 3D SFC/B5Wars.  Modable?  Hell YES.  I have already built an in-game ship stats editor and sector editor.

Thanks to SQL, every stat is modable.



 
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 23, 2008, 06:23:05 am
I hope that you'll be able to find the any problems you have with the game right now, heck, I hope that this game will be better than SFC! But still, can you name your ship like in SFC or does it come with an unchangeable name?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 23, 2008, 07:01:36 am
Yes, you can name ships (the AI is named already).  My main problem is LOD and doing down-level models.  Right now, everything is full at LOD0.  I did have 64 fighters flying around at one time even with no LOD, but the frame rate sucked.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 23, 2008, 02:52:36 pm
Wow,, that's alot of fighters..........what type were they? Starfurys, Thunderbolts or what?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 24, 2008, 05:52:33 pm
'Furies and Sentris.  It was a re-creation of Centauri-Earth battle from "The Lost Tales".  Thunderbolts - hmmm.  I'll leave them for the group attack missions.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 25, 2008, 08:30:35 pm
The Thunderbolts were used against other Earthen ships during Earth Alliance civil war.They were best used for attacking in groups against capital ships, such as Destoryers.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 28, 2008, 12:29:30 am
and more importantly, ground attack missions (which the game will have)
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 30, 2008, 04:36:51 pm
Awesome! Those I'll enjoy them greatly, what type of enemy groung vehicles are there, tanks, AA guns, infantry?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on May 31, 2008, 07:11:17 pm
From Babylon 5, GROPOS units.  I have to check Starfleet Marines for SFC units.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on May 31, 2008, 07:53:58 pm
For that, that's mostly infantry, not much else, you should watch all of the Babylon 5 series, they'll give you some ideas for ground units.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 02, 2008, 10:09:10 pm
I'm going to use the B5 Wars GROPOS books from AOG (and some from Mongoose).  I bought a "Tank pack" that contains an M1 Abrams.  Remodeling should turn it into an B5-type tank.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 03, 2008, 04:19:12 pm
Cool, that'll be awesome. A whole bunch of lasers firing etc.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 04, 2008, 08:53:47 am
Got basic charging and energy allocation in game (repair, weapons, sensors/ EW, and engines <B5 Ships except for Minbari DO NOT have shields>) and auto repair of ships systems. Adding Spare part-type repair.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 06, 2008, 04:53:08 pm
Awesome, but why don't the Mibari have shields? Beshides, none of the B5 ships have shields, that includes the Vorlons and the Shadows.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 06, 2008, 09:29:10 pm
Some Minbari have EM Shields (Whitestar and variants, New MF Valen-class (not the one from B5: LOTR, the one from B5:TLT), ISA Excaliber-class), as do some of the First Ones.  This comes for the SSDs of the ships.  Mainly Armor (and lots of it).

For the EM Shield: Subtract Shield Factor from incoming chance to hit and any damage scored through arc.
Defense rating shown in parenthesis ( ) indicates value with shield active.

This are NOT the same as SFB/SFC-type shields.

According to the B5Wars rulebook, there is no in-game repair of systems. I am changing that to make it SFC-like (some small auto-repair + spare parts type repair).
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 08, 2008, 12:02:40 pm
Ooooo, I was a little confused there. Beshides, I think B5 or Halo is the most likely to happen to the human race. I'd rather have Halo happen, I'd prefer a to fight an enemy that I can kill at least. In B5, the Mimbari were basically imune to evrything the humans had except nukes. In Halo, humans could kill the Covenant with some ease because of the MAC guns. On a side note, the Magnetic Accelarator Cannon is actually possible to make, but on a small scale, you need super huge magnetic coils to fire the shell, there are few magnets that large from my knowlege.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 11, 2008, 02:31:29 am
Progress:  Fighters launching from cap ships and bases.  Working on automatic recovery and landing for refueling/ rearming et al.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 12, 2008, 10:28:33 am
Will you be able to use missles and nukes will being with the Earth Alliance?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 12, 2008, 06:54:48 pm
That's what makes missions very short right now for pilots.  Homing missiles that don't miss.  I have to dumb down the missile AI a lot.  I'm debating whether or not to to use BSG-style missile trails.   Looks pretty...  Most empires have at least 1 class of fighter that has missiles.  Nukes? Yes, and the Narn (only) will have their nuclear space mines (energy mine).  Funny how in B5 and BSG nukes are so "useful".



Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 12, 2008, 07:44:03 pm
Awesome, a nuclear mine, that's the perfect weapon.  ;D
Title: Re: Babylon 5 Starship Commander
Post by: FPF-DieHard on June 16, 2008, 02:43:59 pm
Funny how in B5 and BSG nukes are so "useful".





Who needs Nukes when you have Magic-Photons!  Photons are Anti-matter explosives which are more powerful than standard nukes anyway.

The game looks really good!
Title: Re: Babylon 5 Starship Commander
Post by: knightstorm on June 16, 2008, 05:28:22 pm
Funny how in B5 and BSG nukes are so "useful".





BSG and B5 are meant to be more "believable."  That's why they use improved versions of existing tech such as nukes, and in the case of BSG, rail guns and their ships are powered by fusion reactors.  A technology that we've expected to have within the next 20 years for roughly the past 50 years.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 16, 2008, 06:40:41 pm
A rail gun? Is that like a Magnetic Accelerator Cannon? Beshides, I think Halo is more likely to happen than either B5 or BSG.
Title: Re: Babylon 5 Starship Commander
Post by: knightstorm on June 16, 2008, 06:44:40 pm
A rail gun? Is that like a Magnetic Accelerator Cannon? Beshides, I think Halo is more likely to happen than either B5 or BSG.

BSG uses actual shells.  Presumably they are using railguns as opposed to chemical explosives.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 16, 2008, 06:50:19 pm
The MAC uses just about anything that sticks to a magnet. Nails, usket ball, etc. I've built a mini version of it, but it still has problems with magnet depolarization, when I fire a few times, the magnets lose their magnetic charge after five or six shots. I'm not sure what is wrong, but for now, it can fire a shot incrediably fast.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 17, 2008, 10:30:25 am
Started to add Low-level Shader support (normal, bump, and all sorts of other shaders).  Been a real bitch so far with lots of crashes and bug fixes.
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 17, 2008, 10:33:24 am
You'll get it eventually. Beshides, what's a Shader?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 18, 2008, 07:17:05 am
A shader allows for advanced graphics depending on the video card.  Only 1 bug to go for shader support.  Of course, its the hardest one to fix :(

Wiki is your friend:
http://en.wikipedia.org/wiki/Pixel_shaders

The preferred method of doing render to texture is through the GL_EXT_framebuffer_object extension. Another option is using pbuffers, but those are expensive and highly platform dependent, and thus will not be explained in this FAQ.

The first thing you will want to do is read the GL_EXT_framebuffer_object specification.  The specification is 183 pages long.


Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT

frakking openGL
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 18, 2008, 08:28:28 am
Ok, thanks, that was bugging me. I thought it was a ship.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 18, 2008, 10:19:11 am
Last shader bug squashed.  Now on to phase 2: writing shaders (bump mapping, illumination and bloom are probably first up.).  DRL works and I need to turn it WAY down (screenshot later today). The hyperspace mission area looks HOT and gassy now.

(http://img353.imageshack.us/img353/4659/screenshot01600001ag0.png)
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 18, 2008, 10:33:07 am
AWESOME!!!! Finally I can see your progress. I'm enjoying it greatly.
Title: Re: Babylon 5 Starship Commander
Post by: knightstorm on June 18, 2008, 07:47:02 pm
One of B5's trademarks is its attempt to replicate Newton's laws of motion.  Is their anyway for you to depict that in the game?  Possibly have fighters flip and fly in retrograde like they do on the series..
Title: Re: Babylon 5 Starship Commander
Post by: Akira_Commander567 on June 18, 2008, 07:51:05 pm
Make sure you get those in as well.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 22, 2008, 10:29:48 pm
I can now rotate bases and planets in 3D.  Need a break from the shaders.  Have bloom working.  Normal and spec maps work - but my color map has z-sorting issues. 

How about this:  I'm thinking of adding dockable and fly-in bases (think of the spacedock), with working doors.
Title: Re: Babylon 5 Starship Commander
Post by: knightstorm on June 22, 2008, 11:15:26 pm
Never really saw that effect in B5, but it would be nice to have for the Star Trek mod.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 24, 2008, 04:43:49 pm
Freighters and ships dock all the time (or enter the B5 station, for one).  The door effect is used AFAIK even in the opening credits of B5.   I always wanted to properly enter a Starbase - not the way you kinda do in SFC2.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 25, 2008, 07:43:09 am
I was bored.  I am adding freighters that can add/drop cargo pods (like in Freelancer).  Started cutting up and modularizing a Large Freighter (see "Midnight on the Firing Line" for freighter type.  Will add the logic later.
Title: Re: Babylon 5 Starship Commander
Post by: I, Mudd. on June 27, 2008, 06:08:21 am
I've been watching your progress on this since you mentioned it over at the now gone TCS, and I must say ...wow! - I am greatly anticipating getting a hold of this ... (insert maniacal chuckle ...)

WELL DONE.

:D

JM.
Title: Re: Babylon 5 Starship Commander
Post by: Rod ONeal on June 28, 2008, 06:21:03 am
Last shader bug squashed.  Now on to phase 2: writing shaders (bump mapping, illumination and bloom are probably first up.).  DRL works and I need to turn it WAY down (screenshot later today). The hyperspace mission area looks HOT and gassy now.

([url]http://img353.imageshack.us/img353/4659/screenshot01600001ag0.png[/url])


Agreed! This is very impressive.

Is that the FPS in the upper corner of the image?
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 28, 2008, 09:34:55 am
Yep.  I get normally 110 to 120 FPS but the jumpgate has 30K polys (ouch)
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on June 30, 2008, 08:59:27 am
Armor status display (see bottom of ship).  Inner ring is primary hull, outer ring is fwd/aft/starboard/port.  This is version #1.  Things to do are add alpha channel and possibly textures.  Can easily do spheres and six-sided shields

(http://img247.imageshack.us/img247/7620/screenshot02100002lr5.png)

BTW, this is a serious fur-ball.  Died in 15 sec.
Title: Re: Babylon 5 Starship Commander
Post by: Rod ONeal on July 02, 2008, 02:00:43 am
Sorry to bug you, but a couple of questions, please?

How many polies are onscreen in the above screen shot?

What's your system's specs?

At 10fps you've obviously extended the limits a bit here. ;) I'm curious because the game engine for SFC4 hasn't been finalized yet. I'm trying to see if this might be a good game engine for the project. I hope you don't mind me picking your brains.

Thanks, either way.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 02, 2008, 09:48:49 pm
The jumpgate 30K, each fighter 4000 (12 fighters), so about 78K.  No LoD has been done yet, as the asset development chain is tedious (Conitec MDL7 MED export as fbx, import to milkshape and export as Torque dts). I know 3dsmax can do it easier (has good exporter) but for another month I won't be able to own it.

GeForce 7950 with a Athlon FX-57 and 2GB DDR (its fast, but dual-core is not all it is advertised)

My new home/ employer:
www.nhtv.nl

They are doing some really cool experimental stuff using raycasting.
Title: Re: Babylon 5 Starship Commander
Post by: Rod ONeal on July 03, 2008, 04:30:03 am
Thanks for the answers. I appreciate you taking your time. 8)
Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 04, 2008, 04:37:49 pm
Quite impressive, I'm amazed that ya'll people have so much time on ya'lls hands.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 05, 2008, 09:45:15 am
Short update.
I now have started to play with turrets.  I have them rotating (yaw, pitch) and they are animated (barrel animated with smoke and flash) .  Makes capital ships dangerous ( I just have turrets on the Centauri Vorchan right now), but will add them to the EA Hyperion Class next. Have one shot that reminded me of when TIE fighters attacked the Millennium Falcon in SW:IV.  I will post another screenshot later today.
Title: Re: Babylon 5 Starship Commander
Post by: I, Mudd. on July 05, 2008, 09:51:00 am
Man ... I think I'm gettin' kinda ... hot ... lol ...

I HAVE stated that I am really looking forward to this, right?

:D

JM.
Title: Re: Babylon 5 Starship Commander
Post by: Centurus on July 05, 2008, 09:53:11 am
Man ... I think I'm gettin' kinds ... hot ... lol ...

I HAVE stated that I am really looking forward to this, right?

:D

JM.

*hands Mudd a cold case of beer*  Hopefully that'll help ya out my friend.   ;D
Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 05, 2008, 09:56:50 am
Better yet, give him five. *hands Mudd four more cold cases of beer*
Title: Re: Babylon 5 Starship Commander
Post by: I, Mudd. on July 05, 2008, 10:03:30 am
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.
Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 05, 2008, 10:09:34 am
I hope that we can create missions, so I can create my own version of the Alamo.
Title: Re: Babylon 5 Starship Commander
Post by: Centurus on July 05, 2008, 10:11:38 am
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.

I've got a 90 year old, unopened bottle of Irish Whiskey.  Will that do?
Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 05, 2008, 10:19:38 am
That probably will do for him, but I've got one that's close to 100 years old.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 05, 2008, 08:37:22 pm
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.

It will be both (the game engine is client/server at its core).  I can be used for LAN and WAN games.  Missions will be easy to create - I did rip out the built-in level editor and will be replacing it with a game specific one.  My main problem is models and LOD.
Title: Re: Babylon 5 Starship Commander
Post by: I, Mudd. on July 06, 2008, 02:08:18 am
hm .... like what sorta problems?

JM.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 06, 2008, 11:56:13 am
hm .... like what sorta problems?

JM.

I need at least 4 LOD per each model.

I'm using hitboxes for damage, so I need low-poly collision meshes as well.  basically, I'm doing the programming and scripting and don't have time for the models. (many need conversion from my previous effort that I stopped due to too many dead ends with multi-player and network code)  I did fix my turret problems - game was crashing when main ship was destroyed.  The turrets do follow the SSD of the ship *pretty much* except in the Z-axis.  I might restrict them to +45 pitch max and -0 degrees pitch minimum (projectiles keep hitting the ship the turret is mounted on - I might try a arming delay so that the round fired can clear the ship ), and the turret looks funny past about 45 degrees.

Again, my main problem is models ( I have a php guru working on the in-game web reporting interface, an a couple of 2D artists.)  and I HATE MilkShape. Houdini looks sweet, and has a fbx importer/ Torque .dts exporter - and its only $99.
Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 06, 2008, 12:16:45 pm
Uh...................could you repeat that, in simple terms please.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 06, 2008, 10:32:09 pm
Uh...................could you repeat that, in simple terms please.

OK, here goes.

Each model should have 4 Levels of detail. (LOD0 to LOD3).
I am using hitboxes to resolve projectile collisions. (forward, aft, starboard, port, and primary).  SFB six (7) hitboxes are possible - the 7th being excess damage. 

Some ships - depending on hullsize - fighters have only primary hull and one hitbox, capital ships have 5 hitboxes.

Weapons hardpoints are (usually) turret-based.  The turrets need to be able to rotate and elevate.  This follows the weapons arc on the SSD.  Some weapons like phasers are "faked" turret-based to allow for firing in 3D.

basically, I need modelers.

I will "bone" the model - adding hardpoints for lights, weapons, smoke and debris emitters prior to inclusion in-game.

Each model should have a color, normal (bump) and spec skin.

break models will (should) be animated as well.

Or did I just confuse everyone ever more?

Title: Re: Babylon 5 Starship Commander
Post by: Spartan-039 on July 07, 2008, 08:32:13 am
No, you cleared up a whole bunch of techno stuff that I didn't understand. Too bad I can't help out, 3D modeling is something I can't do to well. But I could act like a tester of some sorts.
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 08, 2008, 08:15:45 am
No, you cleared up a whole bunch of techno stuff that I didn't understand. Too bad I can't help out, 3D modeling is something I can't do to well. But I could act like a tester of some sorts.

Basic testing REAL SOON NOW.  Feature creep is a killer to releasing the beast.

Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 26, 2008, 08:04:02 pm
Sorry for the delay.  In the process of relocating from Manila to my new job as a Game Programming and Math Professor at NHTV-Breda in the Netherlands.

Stay turned for new updates....
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 29, 2008, 10:33:52 am
I think I figure out the youtube thing.  Here is test footage. 

http://www.youtube.com/watch?v=jDDA7ZtIT6Q
Title: Re: Babylon 5 Starship Commander
Post by: Tus-XC on July 29, 2008, 12:21:30 pm
cooll, though you might want to add some bank, yaw, and pitch into the movements instead of keeping the ship fixed in the center of the screen (maybe 15-20 deg max on either side).
Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on July 30, 2008, 08:03:03 am
cooll, though you might want to add some bank, yaw, and pitch into the movements instead of keeping the ship fixed in the center of the screen (maybe 15-20 deg max on either side).

That's just a fighter.... but I will...  Thats just the fixed 3rd person camera (and I do mean fixed).  I have the advanced camera resource loaded - 10 cameras - but disabled.  1st person works, but I have to work on the 3D cockpits...

I was just happy to get the turrets working...  Lifespan with invincible mode < 15 sec.

Title: Re: Babylon 5 Starship Commander
Post by: Cyberkada on August 14, 2008, 07:47:13 am
OK, development will recommence... I just got my system in Holland from the Philippines...