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The Fleet Ship designs, strategies, and tactics.

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  #11  
Old March 10th, 2001, 02:00 AM
BitKnot BitKnot is offline
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Thanks David - didn't find anything on Jumpspace (nice site though!), and artifice CAD is ok...

Keep the comments coming! - I'm working on a little viewer.. orginally thought I'd base it on some experiements I'd done with large scale spatially partitioned meshes, but have now spec'ed a more 'simplistic' design which I think better targets the application.

I've never found a BSP/Quake engine I liked - solid/dependible and robust - and while it would be nice to leverage existing level designers they would be overkill and under orientated to deckplans. (Sometimes reinventing the wheel is a sound plan - ever picture a tractor tire on a ferrari)!

I've trashed a text based script file for a design that will depend on a 'deckplan modeller'. This is better for end users, but modellers are allways less flexible than well made scripters. Unfortunately, this also means a longer time to deployment.

First development phase concentrates on interior only - exterior shell will come later. I start coding tonight on the core engine. My target is an application which will allow setting the scene for gaming - not a first person videogame, nor an immersive reality simulation.

In this sense especially, ideas are greatly appreciated! I'm doing this for the shear enjoyment of it, but its allways been important to me that there is some use for my labors...

BTW Gats - 42% on a very hard task.... what's a very hard task (and what's a spouse )
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  #12  
Old March 10th, 2001, 02:04 PM
DaveShayne DaveShayne is offline
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<BLOCKQUOTE>quote:</font><HR>Originally posted by BitKnot:
Thanks David - didn't find anything on Jumpspace (nice site though!), and artifice CAD is ok...

<HR></BLOCKQUOTE>

Click on the marathon link. It only has one Traveller related map though.

I know someone was talking about doing a scout I don't know what happened with it though.

David Shayne

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  #13  
Old March 10th, 2001, 07:59 PM
BitKnot BitKnot is offline
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Thanks David!

Well, I'm going to go find a temporary home for the starship viewer app. After a bit of coding in the wee hours, and an expanding spec, I figure its about time. Also making my world map viewer useable and need a place to home it too.

While I have the time and at least one to three interested users I decided to make the deckplanner and viewer what I would like to see!

Next week I'll publish the world viewer. Working on specs and core test modules this week and will target a user beta of starship viewer week of the 21st.

I'll post updates here!
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  #14  
Old March 11th, 2001, 03:04 AM
DaveShayne DaveShayne is offline
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<BLOCKQUOTE>quote:</font><HR>Originally posted by BitKnot:
Thanks David!

Well, I'm going to go find a temporary home for the starship viewer app. After a bit of coding in the wee hours, and an expanding spec, I figure its about time. Also making my world map viewer useable and need a place to home it too.

While I have the time and at least one to three interested users I decided to make the deckplanner and viewer what I would like to see!

Next week I'll publish the world viewer. Working on specs and core test modules this week and will target a user beta of starship viewer week of the 21st.

I'll post updates here!
<HR></BLOCKQUOTE>

Looking forward to it.

David Shayne

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  #15  
Old March 11th, 2001, 04:10 AM
BitKnot BitKnot is offline
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Okay...

Temporary home is www.geocities.com/bitknot/index.htm

No useful info on the starship viewer - I spent too much time getting the site setup..
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  #16  
Old March 11th, 2001, 01:06 PM
Moonbroth Moonbroth is offline
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I knocked up a (rough) Type-S Scout/Courier while footling around in Unreal Tournament's editing package. It's not scientifically accurate, and it's not finished, but I found it interesting to see how it all fitted together. With any luck, you'll be able to get it from this site (120 kb ZIP).


You may not have the same texture set I've used - SSMetal.utx, from the Shock Systems assault maps pack. You can download this at Shock Systems' website (warning: 3.4 megs ZIP).

Cheers, Nick

[This message has been edited by Moonbroth (edited 11 March 2001).]
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  #17  
Old March 11th, 2001, 04:14 PM
BitKnot BitKnot is offline
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Sounds interesting - don't have 'Unreal Tournament's editing package', but am interested on any thoughts on what you liked/missed with using it for the purposes of laying out and 'playing' the ship!
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  #18  
Old March 11th, 2001, 04:48 PM
Moonbroth Moonbroth is offline
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<BLOCKQUOTE>quote:</font><HR>Originally posted by BitKnot:
Sounds interesting - don't have 'Unreal Tournament's editing package', but am interested on any thoughts on what you liked/missed with using it for the purposes of laying out and 'playing' the ship!<HR></BLOCKQUOTE>

Most interesting was learning how tricky it is fitting the 2D deck plans into the 3D hull. You learn things like: the forward cabins are uncomfortably cramped (mind you, the whole starship is pretty poky); there's *loads* of space in the Engineering section aft (which could do with a proper split-deck redesign); the upper and lower decks on the canon deck plans just don't fit (any way I tried 'em); etc.

UnrealEd is a good level-editing package, but it's been tricky finding appropriate textures for Imperial starships -- they tend towards techno-grunge and mediaevalism, not a squeaky-clean futuristic look.

One UT thing I was planning to try was setting the ship in hyperspace (there's standard UT levels like this, to cut'n'paste). Two problems: first, like I said, it's pretty poky in there. Second, part of the point of doing this was the aesthetic pleasure of "wandering around" a Type-S in a hangar bay, which you'd lose on the inside.

You can pick up Unreal Tournament (inc. editor) on a bargain label nowadays, if you want to give it a spin.

Final apologies/caveats, in case they weren't already clear:

This is the first level I've built for UT. It isn't "finished". I haven't added doors, etc. The hangar-bay the Type-S is parked in is pretty rudimentary. There's not much game-play to the level as it stands (run around, shoot people, repeat). There's no customised Traveller-esque things. The deck plan isn't 100% canon. The ship (and its landing gear) would look nicer drawn by Jesse DeGraff. Etc. Etc.

Still, give it a spin and see what you think...
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  #19  
Old March 19th, 2001, 04:21 AM
BitKnot BitKnot is offline
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Sounds pretty cool - I'll look for an unreal viewer - MilkShade may work too.

I working on a Deck Planner that will support a 3D viewer specifically made for RP. It won't be as free form as UT, but will be easier to make layouts in and be geared specifically for Traveller and RP.

The space management (percentage jump, etc) will be a whole lot easier. In addition, the goal is to support large starships, so the layout tools will be geared for making repetative features and the like.

I'm going to put specs on my temp site at: http://www.geocities.com/bitknot/

(Currently have a planet viewer demo for DL. Also working on a Hex World Viewer.)
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