Preview: SG1 X303/BC-303 Prometheus

Nice guns indeed. I also like 3 and 4 the best for shields. If you could do 4 with different colors (no purple) that would be really nice.
 
Camber said:
Nice guns indeed. I also like 3 and 4 the best for shields. If you could do 4 with different colors (no purple) that would be really nice.
I'll see what I can do. Right now, I am focused on makeing the little bits and pieces I'll need to complete this.
The problem is I used a fairly complete texture to created that swirl.... the swirl contained no purple, but mapping it with the transparent color (blue) created it. It is going to be a pain to get done and have it look good. I may do it. But for now, I am inclinded to pass on the forcefield swirl pattern. If everyone wants this, I will do it. I'm enjoying the challenge of creating a unit I know so little about. I'm just glad it is most straight lines and simple shapes, as this is alot easier to model in Bryce.
 
Ur Mum said:
what i meant was the batteries are so small that u dont actually need to animate them. just have the missiles "appear" from the front. they so small in comparison to the scale of the ship that they can not be seen on it.
I'm sure you're right.. that I could get away with that. But on the image Roman Legion provided the missles seemed quite large. So I'm assuming these are sized more like ICBMs then sidewinders.
Also I enjoyed the challenge of modeling the guns, as this is my first unit in 3d.
 
I've made a couple of missle launchers. And did 3 different missles. Not sure yet which I'll go with. I might have to fire all 3 in game and see which style/size works best.
Next up:
1. vapor trails of some sort for the missles.
I have an idea... not sure if it will work. I will make a small vapor trail, group it with the missle, but as a 1x1 object... then have it grow (Byrce allowed animation) as the missle moves. "Should" work.
2. Guns, they need to be popups. I have not yet started to make the guns. Not sure yet which way I'll go.
3. Firing positions. As I see it the ship is a heavy cruiser/battleship + carrier . It needs to be able to defend itself from close quarter attacks.. sort of like the Star Destroyers in Starwars. They have long range weapons (heavy beams, onboard attack craft, and missles) and point defense weapons. I've been thinking about it, and I think for ship defence I am going to add the following.
3a. there needs to be fwd guns (where I circled in my 1st guess). These would have to pop out sideways, and would give some covereage to attack from below.
3b. There needs to be guns on both rear quarter "arms", again where I originally circled. Also from the image Roman Legion provided, it look as if guns should be there.
3c. The two center guns RL gave the location to. One appears to be a 'aaa' type, the other seems to be heavier. Perhaps have to model both types.
4. Fighter-launch facilities for Bhiita's 302... They are located in the center below the bridge. I am considering adding "landing lights" I figured out a way to make it work (I think).. might be a cool effect if it shows at civ scale.

--edit--
btw: please let me know your thoughts on the guns & gun locatons. They can either be beam (looks cool, but mostly fake) or particle (not so cool looking, but at least they are more likely to made).
 
i would like to see this idea develop into 2 different ships. have 1 that has beams and heavy canons as weapons, (battleship role) and another as a carrier role, having fighters as weapons for both offense and defense.
 
Ur Mum said:
i would like to see this idea develop into 2 different ships. have 1 that has beams and heavy canons as weapons, (battleship role) and another as a carrier role, having fighters as weapons for both offense and defense.


Hmmm this raises an interesting question... Should this unit be an actual carrier? In which case it needs the 302 not to be an alternate attack animation but to be an actual civ unit. I would still like to use the 302 as part of the fidget and/or fortify animation...
I think this makes more sense then what I was planning. This unit is, I guess, a hydrid carrier/cruiser. It has some weapons... the units it carries should not be part of the attack animation, but Civ Units much like a naval carrier.
Well, then I can scratch one thing off the my todo list.
I am not unwilling to do both a carrier and a battleship. I think this is going to be a carrier / carrier-hybrid. Obviously the MOD'er is free to ignore this thinking. But since I am not going to include the 302 in my attack animaton, this unit could be used as either a carrier or a battleship.. depending on your settings in your editor.
 
another idea:

use fighters for attack1,
use beams/canons for attack 2,
mod'rs can then decide which to use (or use both together or seperately for 2 diff units)

have the fortify the raising of the shields, fidget could be a quick raise then lowering of the shields, a test of them perhaps. or perhaps have it slightly drift to one side then have thrusters fire to correct its position?
 
I like shield number 1 the best and 5 But i would rather have ships come out as an alternate attack but also hold ships as an aircraft carrier. what do you think Bjornlo
 
Hmmm, I can use fighters as one of the attack sequences.... I'm not sure if I like this method since the fighters would just be missle attacks at the carriers strength with no basis on the strength of the fighters. It does add realism in the animation, but a cost of constency with the rest of the game.
For example, if a naval carrier were to attack another ship in the game, it would launch its planes and the defenders would have a chance to shoot them down. The carrier could close in and use its minor guns on the enemy as well.
If I make the 302 as part of the attack animation, it would instead be just a variant missle attack. Air defense would not factor in, only standard defense. Not saying this is horrible, just quite different.
Testing the sheilds & guns for the fortify seems a fine idea.
WRT sheild #1, I sort of don't like it any more. The reason is because it is so "cloudy". It would hide any animation details I add to the ship. I can probably do this one, if the lose of detail and animation is ok... or I can proceed with a clearer sheild... I might be able to change the material of the shield in mid-animation. Not sure on that.
 
[Missles]
For now I'm going with the lean up. Not as cool an animation (in fact slightly harder to animate), but seems more believable.


[Guns]
From the crude drawing Roman Legion found, there seem to be some guns onboard. Some smaller anti-fighter guns. And a single heavier main gun.

I'm done modeling the guns.
I've settled on the main gun.
hvgun1kg.jpg


I'm still not settled on which small gun to use.
ltgun6ub.jpg

For now, I'm leaning towards #6 and #7 because they look the most like popup guns. I've leaning away from #9 (decided I don't like the mix of bigger & smaller guns) and #3 (boring) and #8 (looks a little too much like a robot).

[Shields]
I'm still leaning towards the original as it would show the most detail. Next would be #2, 5 & 6. I've pretty much ruled out #1,3 & 4
 
as for the smaller guns, i'd chose #7 or #9.

reasoning: 1-3 = boring and plan.
4 - looks like it's been stolen from a death star....
5 - looks too big and the orange looks wierd.
6 - again too plain
7 - looks gd. altho the actual barrels aren't too cool
8 - looks like a robot as u said.
9 - being my favorite. but possibly only using the lower 2 guns.

the silver does look cool and should really stand out to make small wpns actually stand out against the massive grey hull. so i'd have to vote for colouring the wpn barrels silver whichever wpn set u use.

if you don't like the combination of smaller and larger guns, use #9 just without the top 2 barrels.

have u decided upon wpn animations and fighter attacks yet?

also have u decided which shields to use as the fortify.flc ?
 
#4 is a rip off of the death star.
#5, size is relative. The size you see has nothing to do with the actual size. They will all be more or less the same size. I added detailing on some that will never be visible in game.
#5, 7 & 9, the barrels are too close together to see both.
All barrels will be black in game, as that is the only chance for them to be visible. The difference between gray and silver is not alot.
Here is a quick sample at game scale. It includes guns 1, 6 & 9.
 
If it is for anti-fighter, point-defense, like U said, I'd go with #7.
However, if it is used to attack #9 is the best...
 
Bjornlo said:
[Missles]
For now I'm going with the lean up. Not as cool an animation (in fact slightly harder to animate), but seems more believable.


[Guns]
From the crude drawing Roman Legion found, there seem to be some guns onboard. Some smaller anti-fighter guns. And a single heavier main gun.

I'm done modeling the guns.
I've settled on the main gun.
hvgun1kg.jpg


I'm still not settled on which small gun to use.
ltgun6ub.jpg

For now, I'm leaning towards #6 and #7 because they look the most like popup guns. I've leaning away from #9 (decided I don't like the mix of bigger & smaller guns) and #3 (boring) and #8 (looks a little too much like a robot).

[Shields]
I'm still leaning towards the original as it would show the most detail. Next would be #2, 5 & 6. I've pretty much ruled out #1,3 & 4

7 looks a lot more like something the Tau'ri might have on their ships then anything else that I can see. So I would go with 7.

EDIT: http://www.unreal.fr/stargate/images/models/cannon_hotsnow.jpg
 
MarineCorps said:
7 looks a lot more like something the Tau'ri might have on their ships then anything else that I can see. So I would go with 7.

EDIT: http://www.unreal.fr/stargate/images/models/cannon_hotsnow.jpg

I agree that #7 is the most realistic (for this ship). My problem, is I could not find a way to render it and have it show up in the final unit.
Here is a render with Gun #6 and the heavy cannon, in between then is a gun #9. Gun number 9 is the smudge in the middle.
3guns6jd.jpg


Here is a close up so you can see #7 is sized bigger then either of the other two guns in the picture. I'm leaning towards using a modified version of #6. I used the put the heavier barrels I made for #8 on it, and it is the one that shows up best in game now. If you look closely at this zoom in, you can see the modified barrels,
bigguns1ey.jpg


It is not as cool in closeup, but I like the fact that it still looks good in game.
Your thoughts?
 
looking good.
 
Here is the Fidget animation. The shields do not come up when fidgeting, but I have the guns popup and swing about a bit.
My question is: Does this look too busy or is it acceptable?
prometheusfidget9lu.gif

I could slow the fidget around, but it is already at 25 frames, and I don't really want to go above that.

The fortify animation will be similar except the guns stay out and the sheild is "tested" (flashes on then back off).

The attack will be all weapons and shields come on and fire as they can be brought to bear.

Death anim... still mulling it over.

Comments / suggestions on the animation(s)?
 
I agree with you on #6. No need to waste time on detail that won't be visible in-game. The simpler turret design shows up better. My only suggestion would be to have them not pop out as far. It seems that in most spaceship designs I'm familiar with, there is less "neck" on turrets in relation to their overall size and shape. It doesn't look so bad on the round white ones, but the long-nosed gun on the ship's spine, in the fortify animation, looks very nose-heavy with a disproportionately long and skinny neck.
 
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