Post 1 updated with Bretonia and Kusari bridges. Check it out or just click here: bret and kus.
- Liberty are using "bridges" like towers on their ships and their position is in the middle or slightly forward but never at the nose. So the view from them reveal a lot of the ship.
- Bretonia are using "oval" bridges for gunboat/destroyer line and "linear" bridges for battleship/carrier. So I had to change them a little to make more sense since most visible parts can be barely noticed. A huge problem is the lack of this "red" texture file. So I had to use something else close to them.
- Kusari are using a lot of "roofs" (afraid of little rain? ) so I did my best to make such extended roofs at each of their bridge for max clarity and representation of what you see outside. Their bridges are also linear (with exception of the gunboat) but very very close to the surface (gunboat/destroyer) so in response - there is a lot of the ship to be seen in front of you. The Kusari battleship bridge consist of 2 huge windows separated by a wall - so I had to move the center of the battleship slightly to left to make it more realistic cuz thats my goal. I am also happy their textures are exactly as ingame with slight differences.
I did not add the metal beams because it would damage the already "diminished" point of view. Imagine you are behind one of these windows, other 2 may be other rooms, something like that. The only ship which was necessity to add such metal "beam" was the kusari battleship because its "center" is ...a metal beam. You can see it on your left side (check images of post 1).
I will focus on making such windows separation metal beams on the civilian ships which are not build for combat and anything else on the screen will not affect their usefulness or diminish any gameplay. Armored transport, Gull line and train line will all have such windows separation and totally new "bridge" (interface). Unlawful ships will also have different bridge for versatility sake.
(02-10-2015, 03:07 PM)Shinju Wrote: <3333333 Love it ^^ I just kinda can't imagine Juggernaut's bridge
I am glad you like them but the zoners will have to wait a bit. Once all House Military are done I will move to Civilain (trading ships).
(02-10-2015, 03:10 PM)Omicron Wrote: From The Order, aim for the circular bridges on our capital ships. Geb has two - use the bigger one at the back.
Sure will check it out. But, what makes me worry is that the Osiris have these 4 platform things (totally useless for a combat ship) - and they might damage the clarity of the view but will look realistic.
Post 1 updated with all Gallia ship bridges. Or just click here to see them.
The quality of the textures is better than the previous cockpits because I am improving my skills. Also it was necessary to stamp them with 2 instead of 1 textures (came up to be not so hard as expected). So for example the cruiser one have this specific tube platform in front with its original texture to be equal to the actual game model.
(The quality of the inside interior will be changed for all bridges - these are just previews of what is supposed to be seen, how it should look like and if necessary something to be changed. You can drop a feedback if u have any ideas about the interior and/or with images for inspiration.)
PS: I made a test with the Valor and here some results which are very promising. Those using Valors will find its nose as a nice "crosshair" when firing the forward gun. Also both inside and outside you will witness a corresponding view results.
I am very excited to show you my final version of the next generation bridges. Check 1 and 2 for tthe complete Liberty Navy battleship bridge.
It consists of 16 textures and featuring:
- Science officer (left side) - controlling the scanner (left UI)
- Scanner screen (above the science officer)
- Scanner control console (in front of the science officer)
- Tactical officer (right side) - controlling the weapon systems and bot/batteries (right UI)
- Targeting systems screen (above the tactical officer)
- Weapons control console (in front of the tactical officer)
- Neural Map console (middle of the bridge - space map)
- House Specific Symbols: (3 Liberty eagle heads, 2 Liberty eagle statues* (left and right)
*eagle statues position will be fixed for currently they are not quite visible
- House Original cockpit textures for inside look
All House Military ships will share this placement of the interior objects but they will have their original interior painting and unique symbols to represent their House Glory.
I hope you will like this. Drop comments if you have something in mind.
This is incredible - wonderful work!
Will you be able to create a glow-y, bioluminescent "nomad flesh" 'bridge'? Say a ring of nomad material surrounding the edge of the viewpoint as the structural elements of a human battleship bridge would? It would permit the nomad player a greater sense of connection with their organism.
You may also need to do one for the snubs, as well.
Keep up the incredible-ness ;3, ya' doing Tengri's work, you know.
Edit: I know you're using the swag pack, which really cuts down the ambient light a lot, but could you make the bridges a little lighter? Maybe give a sense of illumination coming from the crew stations.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(02-13-2015, 06:06 PM)Dunc- Wrote: I know you're using the swag pack, which really cuts down the ambient light a lot, but could you make the bridges a little lighter? Maybe give a sense of illumination coming from the crew stations.
Ye its a bit darker with the swag pack but I like it more this way. Still, this is how it looks like if u turn off the ambient light. You can change this manually by turning on/off the ambient. Also consider the sun's location - if you fly towards it the screen colors will be darker and visa-verse.
Nomads don't need bridge because the entire "ship" is their body. They evolve from a small morph in to a hive-mind aka battleship. So the idea of implementing an inside look is interesting but maybe I will leave it for a later stage. It would be a bit more complicated and yet simple to be done because there are not so many textures and objects to be placed inside.
It looks good but I see a small problem, you don't see the turrets. This will look very weird, especially when capturing it for RP videos or similar, the fire bursts will come from nothing.
Just something I've noticed, but everything else looks good (:
I can add turrets but it will be only an extra work. Also if someone is not using "this" turret at this slot it will be even more weird. You can consider most turrets to be "deployable" or something like that (when being offline to be inside the ship). But they will not move, nor shoot. This is game mechanic and I can't do anything to change it.
I know what you had in mind about this but it can't be done in FL. Not yet, until someone actually program it.
Also, most ships in game don't have any turrets near their bridges so even if such mechanic was in game only very few would benefit to watch their cannons rotating and firing. But even if that happens how can you fire at your rear and sides without "leaving" this view? It's complicated.
What I've tested so far with few ships is that the shots come from where they are supposed to because I am using the actual size of the "ship" in front of you. For example the valor (check post 15 image) can fire pretty accurate with the forward gun and it's shot is going out exactly from it's intended location.
Need feedback about this: "Should I remove the middle metal window separator"? Few people already told me that on skype but I would like to hear some opinions here as well. Its absolutely no problem to delete it - just say if you find it useless or if its fine.