Author Topic: An alternative aerospace factory...  (Read 341 times)

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Offline Deathmancer

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An alternative aerospace factory...
« on: January 06, 2012, 03:04:07 PM »
This isn't a suggestion to replace the current aerospace factory, just an alternative.

I had this model collecting dust sketchup so i decided test it in sandbox.

If i wanted i could model a complete interior and it could be used as a capturable base with indoor fighting for a TC map.


Offline Deathmancer

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Re: An alternative aerospace factory...
« Reply #1 on: January 06, 2012, 03:17:28 PM »
one more

Offline =KoS= Eldragon

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Re: An alternative aerospace factory...
« Reply #2 on: January 06, 2012, 03:22:27 PM »
That looks pretty cool. Just one question: How hard it is to land?

Offline ELH_Vivicector

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Re: An alternative aerospace factory...
« Reply #3 on: January 06, 2012, 03:32:03 PM »
Looks awesome! May be it is too weird to be canonical, but it is still great!  Would love to see it in game.

But what about the bug with falling through the objects (like Dropships)? It may totally ruin the situation. Try to test it on the map in game, not editor.

Offline Cloudburst

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Re: An alternative aerospace factory...
« Reply #4 on: January 06, 2012, 03:42:36 PM »
Unfortunately for us, the gameplay cannot rely too much on game objects as they have a tendency to cease existing randomly...

its a bug with the crysis engine, unfortunately...
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Offline Sesambrot

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Re: An alternative aerospace factory...
« Reply #5 on: January 06, 2012, 03:43:22 PM »
But what about the bug with falling through the objects (like Dropships)? It may totally ruin the situation. Try to test it on the map in game, not editor.
that results from a syncing issue with the server, not the model's fault...
what one would have to do to prevent that is to put solids everywhere around and below the model.
In fact lately I have only seen the issue on community maps, which has two reasons:
RC not working properly http://forum.mechlivinglegends.net/index.php/topic,14626.msg235093.html#msg235093
causing the solids in the hangar prefab to not be exported properly
People using the Dropship prefab. This one doesn't contain solids and therefor doesn't have a "failsafe" if the modells collision breaks.


About the model:
da fapp?! :o
I really like the style, it looks cool!
Unfortunately it's friggin' huge, way too big when compared to anything we currently have.
I could see that being used in a city or something but but out in the open with no building that reaches even half the hieght of that thing it'd look horribly out of place!
Another concern:
poly-/triscount?


Unfortunately for us, the gameplay cannot rely too much on game objects as they have a tendency to cease existing randomly...
cease to exist randomly ???
I certainly didn't hear about that yet...
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Offline Deathmancer

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Re: An alternative aerospace factory...
« Reply #6 on: January 06, 2012, 05:28:11 PM »
Actualy... about the height... this structure was meant to go ontop of an even larger one and lets just say there were other things taller than it and i didnt like how the air tower was so short so i made it taller. can you guess which parts were added in between to give it its height boost?

As for polycount hmm lets see. blender says VE: 23524  FA: 15568  OB: 277

but after joining the whole thing it now says VE: 277 FA: 165 ob 2 - 2 which sounds more sane, 15568 polygons didnt sound right.


That looks pretty cool. Just one question: How hard it is to land?

Well the runway starts where the "Hanger" ends so you would land on a standard runway that leads in and out of the hanger.

The the height from the hanger roof to the ground can be increased for the more challenged pilots.

The original idea was to fix having to go into the hanger to repair turn around, possibly damaging or destroying your aerospace, and flying back out.

This hanger uses a drive through mechanic so you dont need to turn around after repairing. the increased width also means no more wingtips hitting the walls causing damage or death.
« Last Edit: January 06, 2012, 05:39:12 PM by Deathmancer »

Offline Sesambrot

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Re: An alternative aerospace factory...
« Reply #7 on: January 06, 2012, 05:55:33 PM »
Somehow I don't believe you that it only has 165 faces especially since the editor tells me that there are about 460k tris in your screenshots...
277 verts sounds a little few for a model like that as well...

oh, and here's a little mockup, I dunno why you made it that big and I can't really get a sense of scale other than from the top down but I'd guess it's about 100-150m high... which is too high if it's only purpose is to function as an ASF-hangar.
the mock up still looks quite large, but seems mor appropriate.
another problem is that space that thing takes, I guess again and say it's about half the size of DVs main bases.
As cool as it looks but I wouldn't know where to put it because of it's size, and the fact that we don't have anything to compete with it...
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Offline Deathmancer

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Re: An alternative aerospace factory...
« Reply #8 on: January 06, 2012, 06:13:35 PM »
I've always had a tendency to make things big ever since i got my hands on a level editor..

Can you guess whats in the middle top ?

Offline Sesambrot

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Re: An alternative aerospace factory...
« Reply #9 on: January 06, 2012, 07:26:57 PM »
omgwtfbbq?!? :o
make three floors in those outer parts put down some cover and singlemechhangars and you have yourself an SA-map lol
those 1million tris are going to hurt tho... :-X

if you make stuff that big and actually want to see it ingame at some point, you should break it up into multiple smaller objects so they can occlude one another, you wouldn't want to render a 1million tris object at once when you can't even see half of it whil standing in front of it...
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Offline Ressk [CSF]

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Re: An alternative aerospace factory...
« Reply #10 on: January 06, 2012, 07:56:03 PM »
i could imagine having some ridiculous fun if it was a BA map, IE that object alone. even better for zero G.
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Offline =CJW= Bin Fish

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Re: An alternative aerospace factory...
« Reply #11 on: January 06, 2012, 08:28:57 PM »
Giant oil rig SA sounds amazing.

Get working or I will have to send the Jade Wolf boys round :P
lol no Bin Fish, cane mala, non biscoctus :P

Offline Gouty

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Re: An alternative aerospace factory...
« Reply #12 on: January 06, 2012, 08:59:05 PM »
Giant oil rig SA sounds amazing.

Get working or I will have to send the Jade Wolf boys round :P

*pops out from behind Bin Fish and shakes fist*

Yeeeeah

Edit: Just realised how dirty that sounds
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Offline Deathmancer

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Re: An alternative aerospace factory...
« Reply #13 on: January 06, 2012, 11:56:42 PM »
I have listened and here is a revised model...

also it would seem i inadvertently fapped up my time of day settings that or my gpu is about to melt through my floor.

Offline Wraythe

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Re: An alternative aerospace factory...
« Reply #14 on: January 07, 2012, 12:02:07 AM »
I can see something like this in a TC map where it is the only place besides start you can buy big assets and aero. As the center piece of the map it would really shine.