Post your Work!

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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DamoclesX
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Location: Canada

Post your Work!

Post by DamoclesX »

Figured it would be fun, I post my stuff on the Bridgecommander boards sometimes just to get opinions, still a lot of folks I know there

so here goes
post any of your 3d or artistic work, always interested to see what else people work on

Been a while since I posted some of my work, so here goes.

First few shots are demos of some of the ships for Project7, a "mod" that is getting very serious/complicated, if all goes well it might even jump out of the mod cat, for some, some pics of the ships, they are between 1k and 3k

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A Quick max render of the liberty, now a 2k ship.

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Now a few shots of my other work, the first is a 500 poly panzer tank, the second is a 500 poly house lol.

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[/img]
Jason Blaz
Way to much to list here!
Deepblue
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Joined: Sat Apr 10, 2004 8:44 pm

RE: Post your Work!

Post by Deepblue »

OMG, your good.
How long have you been using Max?
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TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Post your Work!

Post by TheDeadlyShoe »

Okay, who wants to go after Damo? [:D]
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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Dragonlead
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RE: Post your Work!

Post by Dragonlead »

Damo (may I call you Damo?)

Any chance I can scam some of your textures for my own COMPLETELY private use? I kinda suck at making my own, and I really like your work!

Let me know.

V/R

Dragonlead
USAF Ret.
Mehrunes
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RE: Post your Work!

Post by Mehrunes »

Code: Select all

task boarding_handler( hsim attacker, hsim defender, bool is_station )
 {
 	hisim boarding_ship = iSim.Cast( attacker );
 	hisim boarded_ship = iSim.Cast( defender );
 
 	hfaction boarding_faction = iSim.Faction( boarding_ship );
 	hfaction boarded_faction = iSim.Faction( boarded_ship );
 
 	hgroup boarding_ship_group = Sim.Group( boarding_ship );
 	hgroup boarded_ship_group = Sim.Group( boarded_ship );
 	float count;
 	int attackers;
 	int defenders;
 	int sim_type;
 
 	int max_crew = FindMaxCrew( boarded_ship );
 
 	int available_attackers;
 
 	debug Debug.PrintString( "iFleet.boarding_handler Started\n" );
 
 	schedule
 	{
 		every 2 :
 		{
 			if ( iSim.IsDockedTo( boarding_ship, boarded_ship ) )
 			{
 				iSim.SetDockingLock( boarding_ship, boarded_ship, true );
 				break;
 			}
 			else
 			{
 				if ( Object.BoolProperty( boarding_ship, "boarding_underway" ) == false )
 				{
 					debug Debug.PrintString( "iFleet.BoardingHandler Ship has been readded to wingman list, aborting.\n" );
 
 					iAI.PurgeOrders( boarding_ship );
 
 					Object.RemoveProperty( boarding_ship, "boarding_underway" );
 					iHUD.Print ( "BOARDING ATTEMPT CANCELLED" );
 					iHUD.PlayAudioCue( AC_InvalidInput );				
 
 					return;
 				}
 			}
 		}		
 	}
 
 	if ( is_station == false )
 	{								// This sets the 'penalties' for boarding a ship	
 		if ( boarding_ship_group == false )
 		{
 			boarding_ship_group = Group.Create( );
 			Group.AddSim( boarding_ship_group, boarding_ship );
 		}	
 
 		if ( boarded_ship_group )
 		{
 			for ( count = 0; count < Group.SimCount( boarded_ship_group ); ++count )
 			{
 				iSim.SetHostile( iSim.Cast( Group.NthSim( boarded_ship_group, count ) ), true );
 			}
 			iAI.GiveAttackOrder( boarded_ship_group, boarding_ship_group );
 		}
 		else	
 		{
 			iSim.SetHostile( boarded_ship, true );
 			iAI.GiveAttackOrder( boarded_ship, boarding_ship_group );
 		}	
 
 		if ( boarding_ship_group )
 		{
 			Group.Destroy( boarding_ship_group, false );
 		}
 
 		IncrementCurrentFactionFeelings( boarding_faction, 
 					boarded_faction,
 					-( Object.FloatProperty( boarded_ship, "threat" ) / 100 ) );	
 
 		IncrementCurrentFactionFeelings( boarded_faction, 
 					boarding_faction,
 					-( Object.FloatProperty( boarded_ship, "threat" ) / 100 ) );
 	} // end of if not station				
 			
 	Task.Sleep( Task.Current(), Object.FloatProperty( boarded_ship, "armour" ) / 10 );
 
 		// Launch the boarding action if not already done
 	if ( Object.PropertyExists( boarded_ship, "attacker_count" ) == false )
 	{
 		Object.AddIntProperty( boarded_ship, "attacker_count", 0 );
 
 				// Give a starting message based on the initial ratio	
 		if ( CrewCount( CT_EMarines, boarded_ship ) != 0 )
 			count = CrewCount( CT_Marines, boarding_ship ) / CrewCount( CT_Marines, boarded_ship );
 		else
 			count = 2;
 
 		if ( !is_station )
 		{
 			if ( count < .75 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_ship_message_1" );
 
 			if ( count >= .75 && count <= 1.33 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_ship_message_3" );		
 
 			if ( count > 1.33 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_ship_message_2" );		
 		}
 		else	
 		{
 			if ( count < .75 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_station_message_1" );
 
 			if ( count >= .75 && count <= 1.33 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_station_message_3" );		
 
 			if ( count > 1.33 )
 				iConversation.OneLiner( boarded_ship, "ifleet_boarding_team", "ifleet_boarding_team_enter_station_message_2" );
 		}
 
 		Task.Detach( start BoardingAction( boarded_ship, boarding_faction, is_station, true ) );
 	}
 
 		// move marines over to the boarded_ship/station
 	do
 	{
 
 		// multiple catch to stop moving marines when it makes no sense to do so
 		if( iSim.IsDying( boarding_ship ) ||
 			iSim.IsDying( boarded_ship ) ||
 			iSim.IsDockedTo( boarding_ship, boarded_ship ) == false )
 		{
 			break;
 		}
 
 		atomic
 		{
 			available_attackers = CrewCount( CT_Marines, boarding_ship );
 
 			attackers = CrewCount( CT_EMarines, boarded_ship );
  
 			// move some marines from the attacking ship to the defending one
 			// we'll say no more than 4 at a time, and no more than the max crew of the boarded ship
 			if ( available_attackers > 4 )
 				available_attackers = 4;
 
 			if ( available_attackers > ( max_crew - attackers ) )
 				available_attackers = ( max_crew - attackers );
 
  			AdjustCrewCount( CT_Enemy, boarded_ship, available_attackers );
 			AdjustCrewCount( CT_Marines, boarding_ship, -available_attackers );
 		}
 
 		Task.Sleep( Task.Current(), .7 );
 
 	} while( available_attackers != 0 && Object.PropertyExists( boarded_ship, "attacker_count" ) );
 
 	iSim.SetDockingLock( boarding_ship, boarded_ship, false );		// Enables the two ships to undock
 
 	iSim.Undock( boarding_ship, iShip.Cast( boarded_ship ) );		// Forcefully undocks both ships
 		
 	Object.RemoveProperty( boarding_ship, "boarding_underway" );
  
 }
 
 CaptureShip( hship ship, hfaction faction, bool player )
 {
 	list fleet_list;
 
 	string string1;
 	string string2;
 
 	int number;
 	int crew;
 	int selection;
 	int prisoners;
 
 	float feeling;
 
 	hfaction original_faction = iSim.Faction( ship );
 
 	iSim.SetFaction( ship, faction );		// Sets the boarded ships faction to the boarding ship
 
 	Sim.SetCullable( ship, false );
 		
 	iAI.PurgeOrders( ship );
 
 	if ( !player ) return;
 
 	atomic	// add ship to fleet list, record it's index number and previous faction
 	{
 		fleet_list = Global.List( "g_player_fleet_list" );
 
 		List.AddTail ( fleet_list, ship ); 
 			
 		Global.SetList ( "g_player_fleet_list", fleet_list );
 		
 		number = Global.Int( "g_player_ship_index" ) + 1;
 		Object.AddIntProperty( ship, "if_fleet_index", number );
 		Global.SetInt( "g_player_ship_index", number );
 		
 		Object.AddStringProperty( ship, "if_orig_fac", iFaction.Name( original_faction ) );
 	}	
 
 	iHUD.Print( String.Join( Object.StringProperty ( ship, "name" ), " has been captured." ) );
 
 	debug atomic
 	{
 		Debug.PrintString( "iFleet.boarding_handler Boarding Action Successful " ); 	
 		Debug.PrintString( Object.StringProperty ( ship, "name" ) );
 		Debug.PrintString( " captured.\n" );
 	}
 
 	ToggleShipToWingmanGroup( ship, Global.Int( "g_if_player_currently_selected_group" ) ); 	// adds the boarded ship to player group
 
 
 	iSim.SetHostile( ship, false );
 
 	Global.SetInt( "g_if_player_hate_index", Global.Int( "g_if_player_hate_index" ) + Object.FloatProperty( ship, "threat" ) );
 
 	debug Debug.PrintString( String.FormatInt( "iFleet.BoardingHandler - Player hate index set to %d.\n", Global.Int( "g_if_player_hate_index" ) ) );
 
 	feeling = iFaction.Feeling( original_faction,
                                   faction );
 
 	crew = FindCrewCount( ship );
 	number = crew * ( ( feeling + 1 ) * Math.Random( 0.2, 0.4 ) );
 	prisoners = crew - number;
 
 	AdjustCrewCount( CT_Crew, ship, -prisoners );
  
 	string1 = Text.Field( "ifleet_boarding_conversation_we_found_crew", FT_Text );
 	string1 = String.FormatInt( string1, crew );
 
 	iConversation.OneLiner( ship, "ifleet_boarding_team", string1 );
 	Task.Sleep( Task.Current(), 3 );
 
 	string2 = Text.Field( "ifleet_boarding_conversation_willing_to_join", FT_Text );
 	string2 = String.FormatInt( string2, number );
 
 	iConversation.OneLiner( ship, "ifleet_boarding_team", string2 );
 	Task.Sleep( Task.Current(), 3 );
 
 	iConversation.Begin();
 
 	iConversation.AddResponse( "ifleet_boarding_conversation_option_1", "ifleet_boarding_conversation_option_1" );
 	iConversation.AddResponse( "ifleet_boarding_conversation_option_2", "ifleet_boarding_conversation_option_2" );
 	iConversation.AddResponse( "ifleet_boarding_conversation_option_3", "ifleet_boarding_conversation_option_3" );
 
 	selection = iConversation.Ask( ship, "ifleet_boarding_team", String.Join( string1, string2 ) );
 
 	iConversation.End();
 	
 	switch( selection )
 	{
 		case 0:
 			iConversation.OneLiner( ship, "ifleet_boarding_team", "We are releasing the prisoners." );
 			break;
 		
 		case 1:
 			iConversation.OneLiner( ship, "ifleet_boarding_team", "The prisoners have been placed under guard." );
 			AdjustCrewCount( CT_Prisoners, ship, prisoners );
 			
 			IncrementCurrentFactionFeelings( original_faction, faction, -(prisoners*0.001) );
 
 			break;
 		
 		case 2:
 			iConversation.OneLiner( ship, "ifleet_boarding_team", "The prisoners are being eliminated." );
 			Global.SetInt( "g_if_player_hate_index", Global.Int( "g_if_player_hate_index" ) + prisoners );
 			
 			IncrementCurrentFactionFeelings( original_faction, faction, -(prisoners*0.005) );
 			
 			break;
 	}
 
 }

Yeah, look at those curly braces go!


What? You said post your work! [:(]
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Post your Work!

Post by Dragonlead »

Mehrunes,

Is this what I think it is? [X(]

Does it work for ship to ship or just ship to station?
What variables have to be sustituted and how do you have to set up a ship to do this kind of boarding action?

V/R

Dragonlead
USAF Ret.
Mehrunes
Posts: 257
Joined: Wed Mar 31, 2004 6:56 am
Contact:

RE: Post your Work!

Post by Mehrunes »

ORIGINAL: Dragonlead

Mehrunes,

Is this what I think it is? [X(]

Does it work for ship to ship or just ship to station?
What variables have to be sustituted and how do you have to set up a ship to do this kind of boarding action?

V/R

Dragonlead

Whoops. No, this is pretty old and it's from another game entirely (I-War 2). [:)]
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Dragonlead
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RE: Post your Work!

Post by Dragonlead »

Crap. That looked really promising. SS seems to be missing the whole "board, capture, re-use" thing. Sometimes seems an awful waste to blow up the entire ship if I only have to kill a couple hundred and can then use it myself.

V/R
USAF Ret.
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TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Post your Work!

Post by TheDeadlyShoe »

*snorts*

good luck matching vectors or getting an LCA in against a ship worth capturing. ;)

Besides which, none of your personnel would be trained on enemy vessels or have the know-how to repair their systems.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Post your Work!

Post by Dragonlead »

Shoe,

I would agree, if that was how I intended to capture a ship. My thoughts were more along the lines of cap ship latching onto a cap ship. This also allows an immediate removal of said captured ship (think old fashioned boarding actions circa ship-of-the-line sailing era). It also allows the interesting possibility of having the attacking vessel captured instead.

I would also agree with the systems/technology issue except that the competing elements in Milo's campaign are all presumably still human. Regardless of faction, the systems and technology will still be pretty close to identical (now where did they put the ignition switch?)
However, if the enemy is truly alien, then yes, that could be a problem.

V/R
USAF Ret.
Deadmannumberone
Posts: 20
Joined: Wed Mar 31, 2004 5:02 am

RE: Post your Work!

Post by Deadmannumberone »

Study up on WW2. The allies captured several German ships in the European theater, yet were unable to use most of them due to lack of sailors who could read German (and sail-by-book doesn't work with combat ships).

Not all humans speak the same language.
se5a
Posts: 40
Joined: Wed Jun 26, 2002 11:15 am
Location: NewZealand
Contact:

RE: Post your Work!

Post by se5a »

meh, I have lost just about all my stuff in misc hard drive formats etc.
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Dragonlead
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Joined: Sun May 16, 2004 6:25 am

RE: Post your Work!

Post by Dragonlead »

Here is my first fully finished attempt. This is my Rhino-class heavy cruiser, named Marauder. Textures are my weak spot, so it doesn't look that good panel-wise. All systems are active. Shields have capacitors. Engine flare is red and the maneuvering thrusters show green. I have equipped it with 7 Phalanx turrets (game standard) 2 unique turrets (underneath and barely visible in this shot) that are designed to engage cap ships but do a fair number on fighters (doesn't track fast enough in close though, but not really meant for fighters anyway). The whopping gimoungous cannon on top is exactly that. It tracks slower than dirt but will take out a game standard Orion carrier in 3 shots. I also have equipped it with decoys. This might be a bug, but I just inserted the text lines in the def file, told them where the muzzles were and it works like a champ (as long as I'm moving fast enough.) It seems that when fighter anti-ship missiles lose lock, they go dumb and fly straight, usually right into me. The dark panels on the sides and front are missile tubes. I'm using game standard fusion torpedoes and with broadsides of 8 missiles and front salvos of 4, I usually kill my target before I get in range of the big gun. I welcome your comments and suggestions.

V/R

Image
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marauder.jpg
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USAF Ret.
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TheDeadlyShoe
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RE: Post your Work!

Post by TheDeadlyShoe »

Ever think its got a little bit large amount of firepower for a cruiser? [8D]

Looks good though [:)]
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Pheagey
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RE: Post your Work!

Post by Pheagey »

Agreed with the firepower thing but ncoe go!
I stubled upon the decoy thing myself awhile back. If the ship can manuver fast enof those decoys are a golden life saver.
Once again, nice one.
blaa.
raven1985
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Joined: Thu Apr 01, 2004 3:33 am

RE: Post your Work!

Post by raven1985 »

Thats pretty good dragonlead (your stuffs good too damoclesX but we already knew that)
Heres the latest version of my first half decent ship (one day it will be finished, its pretty close though,) it just needs to be balanced properly (its balanced against the ships in the old public demo) there are a few matching ships ( a frigate and a coupla fighters).

Main armament is 8 plasma based weapons and 8 AA bolt weapons.

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Dragonlead
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RE: Post your Work!

Post by Dragonlead »

Raven, that's a really good start. I like the spread out engine pod idea.

Pheagey, Shoe, you may be right about the firepower. However, I've noticed that the shields don't work at all on the game standard ships. They block nothing?! I think all the ships would be tougher if their shields worked. I also went off my military history background for some thoughts about it. Heavy Cruisers were the real sluggers of the fleet. Obviously Dreadnaughts and Battleships had more firepower, but were so expensive to build, maintain, fuel and provision that statistically, they sortied far less often. That left cruisers (of all classes) bearing the brunt of operations. Japanese heavy cruisers were the best in the entire world throughout WWII. And very few ships could withstand more than one or two salvos of 10 8-inch shells slamming into them. That is why my heavy cruiser tends to pack such a punch.

V/R
USAF Ret.
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TheDeadlyShoe
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RE: Post your Work!

Post by TheDeadlyShoe »

Wellll.... But your cruiser mounts alot MORE firepower than any other ship in the game. With that level of firepower, I don't doubt that it could take on a heavy cruiser group and win. (Well, ok- if it had a frigate escorting it, anyways.)

Default shields do work, thing is, they block a % of damage, they don't block damage absolutely. If the shields arn't up, a single X-Laser blast will do ungodly amounts of damage..
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Pheagey
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RE: Post your Work!

Post by Pheagey »

Dragonlead. well made point but TheDeadlyshoe does have the point that ur could still take out crazy amounts of essels with it. Maybe just drop a few missile tubes and knock down the punch of that bertha canna on top. But hell its ur ships, your rules. Just making suggestions.

Anyways,
Here's most of my work:
Http://ssd.servehttp.com not all of its mine, not all of its done. but its all there. SSDv2 has my ships but here's the oneIm proudest of:

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blaa.
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TheDeadlyShoe
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RE: Post your Work!

Post by TheDeadlyShoe »

Pheagey also has a point- It's your ship, go crazy if you want- I obsess with balance alot, so I strive for it with everything I make- however, it's your mod, your ship, go crazy. ;)
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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