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The Traveller Art Thread - Discussion

Btw, my friend's Laser Carbine design I've posted on the Art Thread was partially inspired by the RL Tavor TAR-21 assault rifle, Laser-ized and modified ofcourse
. I'll convince him to do the power pack next.
 
Originally posted by Andrew Boulton:
The indent is indeed an empty hardpoint, and I completely forgot about the second turret! Putting it underneath makes sense to me (otherwise there's a huge blindspot).
Actually for a missile launcher a blind spot isn't an issue, but in the book version that is where the PDL is. (Horrible positioning for that.) Unfortunately my deckplans and current campaign have the second turret rear (though it is a missile turret). (And since the ship's doctor is also the second gunner and the Low Berths are also in that area, the area near the Low Berths was already designated as the sick bay. So I guess the second turret is going to have to be in the back. But since I have it imported into Bryce, I'll do it myself as part of my learning process with Bryce. (Now to figure out where to put all those textures I found online for Bryce.
)

Because of arcs of fire limitations, if you only have a limited number of turrets I would put them on the same side. (Unless they all have an arc forward.) Putting them on opposite sides of the ship with the bulk of the ship between them means you only get to bring one to bear at a time. (Unless you picture your ships doing high speed rolls enroute in to the enemy.
) But you are right the prefered place for a rear turret wouldn't be on the tunnel but on the center of the top of the rear component, or center front of that section (Where the dish is.).

Bruce
 
What are we talkin' about here?!?!

Combat turns in MegaTraveller are 20 minutes long!! Batteries for ships under 20,000 tones are bearing 100%!!!
 
Originally posted by SanDragon:
What are we talkin' about here?!?!

Combat turns in MegaTraveller are 20 minutes long!! Batteries for ships under 20,000 tones are bearing 100%!!!
Yes they are. Which would mean that they can all fire in one general direction. That would be easier if the ship wasn't in between the batteries. Turns might be 20 minutes long but you are doing other things, besides firing, during that time, as is your target. But this is definitely getting off topic.
Sorry.
 
Originally posted by SanDragon:
Larger ships aren't all that maneuverable, are they?
file_22.gif
Actually they are. Matter of fact the larger ships in HG are more likely to have Agility of 6 than the smaller ships. Many of the Capital ships in Supp-9 are Agility 6 (All the battleships are.). Most of the rest are Agility 5. A Far Trader is agility 1, Fat Trader Agility 1, Scout Courier Agility 2. (All of this assumes no energy weapon armament on the small ships.) In otherwords you aren't going to take the Far Trader "Millenium Falcon" and out run that big Correllian Cruiser.
 
I played with the model and got it to show up in Celestia....

fastc2.jpg


But I can't get the textures I want when I export it out to 3ds format. Mr Scarecrow, I imported your model and it doesn't look much different. Any solutions?

Tom
 
I remember having murder with texture mapping on my scout initially and I'm pretty sure that it was because Celestia doesn't like BMP texture files. Use JPG instead - I switched to JPG and it fixed the problem for me.
It's worth keeping them to 64,128,256,512,1024 square dimensions too. I don't think celestia minds oddly shaped textures but it's good practice for real-time models. More efficient memory footprint in the graphics card etc etc...

Crow
 
Do you reference the textures in Celestia or in the Model software before you export? When I import your model into 3DMax, I don't see the textures.
 
Have you edited my scout model or it's textures?
If not, there should be no need for importing/exporting - it should just plug in as is.

If you have edited the textures then simply replace the existing ones in the Scout sub-directory in the Celestia extras folder. No need to do anything with the Scout 3DS file.

If you've edited the Scout model then, yes make sure the textures are applied in the modelling package and that they appear mapped properly on the model. Then export as 3DS. Make sure that the textures you are applying to the model are JPG not BMP - because, as I say, BMPs (whilst they look fine in the modelling package), seem to cause mapping errors in Celestia. JPG's don't.

Regards

Crow
 
"But I can't get the textures I want when I export it out to 3ds format."

Yeah, I had the same problem! Possibly because I didn't take the time to do a proper uv-mapped texture.
 
I haven't edited your scout Mr. Scarecrow, It works fine
The reason I was asking is to tell the difference between yours and Mr. Boulton's, to see what needs to be done in the modeling software, before I export and load it into Celestia.
When I got it "out of the box", it didn't show up, so I imported it and added some textures. It shows up now but not with the textures Andrew intended, but even stranger, not with the ones I used :confused:
I'm sure it's a procedural thing on my part (new to this CGI stuff ;) )
Will play and post results...
 
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