OHM TS-tugboat

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Author: tomthenose

TS_tugboat, a cargo transport vessel that supports 2 crew, capable of delivering cargoes to moons or nearby (!) planets. made using the Spacecraft3 to dll converter.

It has one front docking adaptor for attaching payload and two side docks for droptanks.

TS_tugboat can be packed for a single launch, i designed it with the space x heavy launcher in mind but it fits most larger lunchers. pressing 'K' shifts the vessel between packed and deployed mode.

i plan to refine the texturing and add a virtual cockpit at some point


DOWNLOAD
 
Initial thoughts:

1.) Texture and UVW mapping need work
2.) Texture is not in power of 2 size (2048x2048) - it may cause rendering errors for some GPUs as your is 2066x2048
3.) 16MB for single 2k x 2k texture? DXT5 is your friend

4.) Mesh is nice - I like grider structure :D
 
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2066 {...} DXT5
That's the main reason the texture can't be compressed with DXTC. First it needs to be resized to have power of 2 dimensions to allow its compression. However, if it doesn't have transparency, I'd use DXT1 algorithm instead.
 
That's the main reason the texture can't be compressed with DXTC. First it needs to be resized to have power of 2 dimensions to allow its compression. However, if it doesn't have transparency, I'd use DXT1 algorithm instead.

DXT1 does appear to lower the quality of the image though, doesnt it? I personally think that its usually better to save in DXT5 while developing, to avoid accidentally wrecking a nice texture in the save process.
 
DXT1 does appear to lower the quality of the image though, doesnt it?
No. The quality is the same if the image doesn't contain alpha channel (fully opaque). [ame=http://en.wikipedia.org/wiki/S3_Texture_Compression]DXT5 uses the same algorithm for color as DXT1[/ame].

I personally think that its usually better to save in DXT5 while developing, to avoid accidentally wrecking a nice texture in the save process.
While developing, you should keep the source texture either uncompressed, or compressed losslessly, and only export it to DDS/DXTC for tests/final product. DXTC is lossy and uses 16-bit R5G6B5 color.
 
thanks for the input peoples,
1, yeah some parts of the texture need a bit of work and my UV mapping is rather amateur (some backwards writing and the fuel tanks look a bit rubbish).
2, I've just double checked and ALL my textures are 2066x2048, duh...
3,I confess i'm not sure what you guys are talking about with all the 'DXT5' etc, is this about the type of dds i create? nooooob!


(edit) 3, oh i see its texture compression, so... dxt5 then?
 
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(edit) 3, oh i see its texture compression, so... dxt5 then?
By looking at the texture's image in an image viewer, DXT1 (without alpha). I don't see any transparency in the image.


What's the best way to compress to .DDS without getting blocky artifacts?
If the compressor allows choosing either quality/speed or color quantizer, you can try decreasing the number of artifacts either by selecting the highest available quality (or slowest compression), or by checking if different color quantizer produces fewer artifacts for given image.

Note that color can't change much in a 4x4 pixels aligned block on the image, because there can be only 4 different colors available for each such 4x4 pixels block (2 colors are explicitly stored and 2 other just approximated as having values between the former).
 
I second Loru's comments at the top of the page but those issues aside I like it.

Keep it up :thumbup:
 
NASA Deep Space Exploration - Service Exploration Vehicle

Hey check it out -





picture.php


Video
 
I personally think that its usually better to save in DXT5 while developing, to avoid accidentally wrecking a nice texture in the save process.
Wouldn't it be best to not compress your development texture until it's finished? IE keep the PSD (or whichever image editor) or uncompressed bitmap and compress to a different file.
 
I keep PSD (photoshop) files for most of my textures - very handy if I experiment with different color schemes and want to keep details.
 
@ 'PDF' thanks for posting that video, that's exactly what i had in mind when i made it! I see you labeled the thrusters as an Ion drive, i did compromise with science with the thrusters. If memory serves the stats run:
thrust: 8.1MN
isp:12000
so well and truly too powerful and efficient to actually exist i think, :-(

anyways, it seems the need for update is pressing...
list of things to do as follows:
sort shoddy textures
write proper documentation with pictures and all that
make virtual cockpit
edit stats for realism if i become a better pilot
have a cup of tea
 
I just want to say It's Great As It Is!

The adjustments planed would truly make for a transcendental experience!

I have a real preference for Plausible designs like Earth to the Moon in 24 Hours.

I see real opportunities here for exploration fun! :thumbup:
 
Looks really nice, but is it developed enough for me to download it and play without major frustration:shifty:?
 
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