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Poll: Should the Qtorp launcher be replaced with a dedicated craft?
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Should the Qtorp launcher be replaced with a dedicated craft?

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Old 01-11-2008, 03:42 PM   #51 (permalink)
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D'oh. The quantum torp launcher is embedded into the hull. This more looks like this huge frakking phaser gun from the Galaxy-X...

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Old 01-12-2008, 02:31 AM   #52 (permalink)
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Borgman: is that the final grill color? I'd change it to a deeper color, and try to get more glow. the bussards look cool, but too dirty -is that a texture or some kind of mesh error?

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Old 01-15-2008, 11:48 AM   #53 (permalink)
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traq, this isn't the final color, as Melak pointed out it's pretty bland at the moment. I'm thinking of placing warp coils on the inside so that the lighting is a bit more interesting. Anyone got ideas about that?

A size comparison is in the works

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Old 01-15-2008, 03:06 PM   #54 (permalink)
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Depending on the kind of materials and light effects you can create in your software...IRML did something very cool with the warp grilles for his Ent-E yacht:Glowing tubes inside, and a partly transparent and partly translucent material.
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Old 01-21-2008, 01:35 PM   #55 (permalink)
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Well, I tried it the IRML way, but with no succes: Kerkythea repeatedly crashed under the strain created by 18 curved tubes that are illuminating light. I'm not sure if this was because I tried to up the render time by assigning more CPU priority to it, or because my laptop was in battery saving mode (while being hooked up to the lightnet >_<) which reduces the CPU workload to 40% of max to save battery. I'll try it again soon.

In the meantime, I have two new renders, and we're going to be doing a new game the following weeks:

Where are we?

These pictures are all taken on the ship, but after I made them I forgot where I was! So, help the BorgMan out and help him find out where he was again


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Old 01-21-2008, 05:33 PM   #56 (permalink)
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try making the tubes a series of flat planes instead: the fewer polys, the quicker the render. if you orientate them right, it shouldn't make too much a difference from the outside. I ran into a similar problem trying to make the impulse engine glow on my Calypso mesh. I ditched the glowing cylinder and replaced it with a 2-D octagon instead. the final result looked the same but cut render times but a hundred.

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Old 01-21-2008, 05:40 PM   #57 (permalink)
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This is because kerky handles self illuminating materials on a per polygon basis, in effect, making each triangle its own area light. Thinking about it that way, you could very well have had thousands of light sources, which would explain the strain on your PC.

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Old 01-22-2008, 09:47 PM   #58 (permalink)
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nice ship.

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Old 01-23-2008, 12:18 AM   #59 (permalink)
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The second images gives a 400 Bad Request.

The first image is wonderful.

See the Shadows of Darkness, Hear the Scream of Cruelty...

That's why I've became a Warrior of Heart, Defend the one you like, Guard the one you love...
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Old 01-24-2008, 01:31 PM   #60 (permalink)
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Aresius, I'm getting no errors what-so-ever so it should work fine :/

I'm busy with the last part of the ship that hasn't shown up on any render, nor in the in- or outside. Be patient, I will probably have it by the beginning of next week

Next to that, some minor changes have been made to the hull to generate more space. Images and orthos soon to come ^_^

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