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Old 01-17-2012, 05:54 PM   #16
n122vu
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Thanks! Definitely going to do some work on the normal maps, but not for a few days. I need a break. Need to get back to mining and crafting for a bit and get rid of some stress and frustration on BF3 and MW3. Of course, MW3 just leads to more frustration that I then need to again take out in BF3

But I digress...

Definitely getting excited about finishing this one, hopefully in much less time than the Cortez took. I already have another 2-3 ships waiting in the wings, as well as probably Babylon 5 Station.

Last edited by n122vu; 01-17-2012 at 05:56 PM.
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Old 01-19-2012, 12:27 AM   #17
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Did some tweaking on the normal maps. Definitely a better result I think.

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Old 01-19-2012, 12:29 AM   #18
MaverickSawyer
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And people say that Orbiter is dying...
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Old 01-19-2012, 12:36 AM   #19
n122vu
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It's alive and well, growing more every day.

Another shot of normal maps on the bow of the ship.

Last edited by n122vu; 01-19-2012 at 02:40 AM.
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Old 01-20-2012, 06:06 PM   #20
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Going to turn my focus back to the code over the weekend. Having some weird, sporadic bugs where as soon as I load a scenario with Agamemnon in it, either the mesh disappears, the sun and all other meshes disappear, and/or I get the debug message that UMMU 2.0 is not properly initialized in my code.

None of these happen every time, only periodically.
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Old 01-20-2012, 06:13 PM   #21
Urwumpe
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I think you should reduce the bumps on the bow and aft panels of the ship a lot, it looks too rough there compared to the series. But on the gravity section and the central column, it looks perfect.
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Old 01-20-2012, 08:17 PM   #22
SiberianTiger
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May I suggest that Starfury launch deck would be darkened in a way. In the series, it was glowing dark-red, usually.
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Old 01-20-2012, 09:27 PM   #23
n122vu
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Quote:
Originally Posted by SiberianTiger View Post
 May I suggest that Starfury launch deck would be darkened in a way. In the series, it was glowing dark-red, usually.
I have that implemented slightly in the Cortez. The materials of the inside of the hangar bays have a low red emissive value, very little ambient. Will add it to the 'to-do' list. Thanks.

Actually right now the deck has a slight yellow glow to it, as seen in the compilation video in the first post. If red would be the preferred color, I can certainly change it very easily. I was just attempting to stay as true to the available footage as I could.
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Old 01-20-2012, 09:33 PM   #24
Urwumpe
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What about animating the gun turrets?
And a view from the bridge?
And Ivanova?
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Old 01-20-2012, 09:34 PM   #25
Interceptor
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What a beautiful behemoth.keep up the great work.
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Old 01-20-2012, 11:30 PM   #26
n122vu
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Ah, yes...
Quote:
Originally Posted by Urwumpe View Post
 What about animating the gun turrets? - Planned
And a view from the bridge? - Considering
And Ivanova? - Would be epic
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Old 01-22-2012, 02:27 AM   #27
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As suggested, I adjusted the maps on the front shields and side hull to be a bit lower. I agree, a much better look and closer to the show. Thanks Urwumpe.
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Old 02-01-2012, 02:18 AM   #28
n122vu
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Latest news - I've set up a Git repository for the Agamemnon over at Github, so if anyone wants to contribute to the code, you are welcome to. Repository name is, shockingly, n122vu/Agamemnon.

One change I need to make and commit is re-positioning the effective locations of the RCS thrusters, as this is copied code from the EAS Cortez, so they are well beyond the length of the ship.
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Old 02-02-2012, 03:25 PM   #29
Izack
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Cool! At the very least I can learn from this.
What sorts of things are you looking to add to this?

Also, whoa, octocat!
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Old 02-02-2012, 05:58 PM   #30
n122vu
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Nothing too fancy as a first release. Probably a few places to 'land' in the hangar bay, similar to what I did in the Cortez but minus the big ugly glowing green balls. Plus, since the ship is considerably shorter than the Cortez, I believe I will be able to use Payload Manager in the hangar bay, so I will probably add that into the mix as well (there appears to be a limit in PM, subsequently UCD, that you can't attach a payload point beyond 999.99 M from CoG). Also, any time I have tried putting attachment points beyond this limit, it has caused issues (disappearing mesh or CTD).
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