Genesia's screenshots
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Potsmoke66
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RE: Genesia's screenshots
t'was just a idea
(sorry for the messed up post, happens sometimes when i re-edit one, even the wireless apple mouse gives me add. problems, rechargeables hull is evtl. a 0.05mm larger as a battery of the same type, contact isn't granted, because they liked to save a 5cents on a product which costs a 100.- FrS, makes me mad!).
RE: Genesia's screenshots
Data 53: Turtle (cap. 90 tons)
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Data 54: Typhoon (cap. 90 tons)
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Data 55: Sepia (cap. 90 tons)
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Data 56: Constrictor (cap. 90 tons)
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Data 57: Stardust (cap. 100 tons)
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Data 58: Supafighter (cap. 100 tons) This model is the last of the "Lights Ships" series (contain also 29 plots)
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Next Series "Mediums Ships"...
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Data 59: Asp Explorer (cap. 120 tons)
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Potsmoke66
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- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: Genesia's screenshots
"Vuzz", the collector :)nice to see all that, i'm a little scared by my "SW-XWA" conversions, i hope disney won't be angry about.ah, i'm pretty sure neither "George" (and his creative team) nor "Walt" would have a big problem with that.anyway, no problem as long as it's just a MOD.again to the "SW-XWA" models, they was a great source of inspiration to me, like *SW in general, it has shaped Sci-Fi for all following generations.likewise "Errol Flynn" shaped the picture of "Robin Hood" and Pirates we have, you can't get around (and no, it really doesn't matters if he was gay).even old FE2 contains already a lot of SW, if you look close to certain things.*yeah, sometimes really "useless" designs, this i dislike somehow, to see machines like a "AT-AT", i mean it's a stupid design for a "tank".stalking around on legs, funny, it won't be useful.but "useful" or "comprehensive" designs are often boring, else only things like spheres, e.g. a "turtle", or primitive shaped like a "Cobra" or "Constrictor" would make sense.even a "saucer" isn't a design made for space, the idea was intentionally a sort of monowing, something which flies under the conditions of a medium like air.nonetheless, it looks futuristic and has shaped our idea of a (alien) spacecraft.while i have to say a "Borg Cube", is one of the most reasonable looking to me, as long as you don't have to dive into a medium.tube shaped, yes reasonable, but not much as boring as a long black (or white) tube, even if that is comprehensible.in general, a large spaceship could also look like the "ISS", when i was a child my daddy often referred to such: "boy, if you have no atmosphere, what would be the conditions for design? only the use, only practicability, thus i guess it won't look like a saucer or a fighter, i assume they would look quite uncommon and irregular in shape".or like i say, if you need a hull, for what purpose ever, might be as plating, shielding, it would all lead to pack everything into a sphere, a sphere with no outrigging parts, boring simple but maximum of static stability, weapons would be mounted as turrets on the poles, nothing as comprehensible as this, fire on all sides whenever needed, no rear, no front, no wings, no "rostrum" - no weak points.that's why i like fighter shaped ships, of course anything else as comprehensible, but they look great to me.what i would really like to, are "aliens", only animal shaped ships, no humans, no spaceships in a common sense, all seen in "a far galaxy, a long time ago (or in future)".it would give a game a totally unique appearance.but of course all this didn't affects gameplay, it's just design, just smoke and sound.Vuzz, a question, did you collected the s2oDans "Imp. Explorer", his "Talon" & my "Defender", as well?i'm asking because i would have them almost ready (they are actually fixed up for a alpha8, but it would be a sneeze to prepare them for genesia).the functions to cover/uncover the missile pylons are refined for "Galaxip", further i scripted my first "animation helper", useless or not it makes animating a "gear rotation" quite easier, one only has to enter the degrees, the vector (x or y rotation) and start & end time of the animation and the function will spit out the complete vector ready to use.i thought about to expand it to return the complete animated part, but this boosts the arguments you need extremely.a fitting function for a working "conrod" is lightyears away, first i would need to know how to calculate such a transmission for a conrod, if such is possible at all, usually you use constrains in a CAD for this, but constrains are cheating in other words, you can't do such with a math. expression. constrains are something which wouldn't work on a physical model, it's not mechanics.AND THIS DEAR FRIENDS (or foes of the LMR) IS THE BIG BIG DIFFERENCE, ANIMATIONS BASED ON MATH. EXPRESSIONS ARE WORKING MECHANICS AND NO CHEATS!if something didn't works with a expression it can't work in reality.to me, newtonian physics and true mechanics are siblings.thus truely "Matrix animations are lame", they don't equal to the real behave, it's a cheat in other words.to me, i'm sorry, this is the spirit of PIONEER.i don't need a perfect design, i can easy forgo shaders, but "this is it".this has made me such addicted to the original PIONEER.yes i know, i cheated myself alot and most of the landing gears wouldn't work in this way, it's something on which i have to work.but a musthave for this is a working conrod function.i've changed the names a little, thus the "Imp. Explorer" bacame the "Terra Class", the "Talon" of course stays "Talon" and my "Defender"is renamed to where i have the design from, "Galaxip" resp. the name of the game was "Galaxian", back in 1979, but the ship is truely named "Galaxip", if you put a coin in the slot it states "3 Galaxip left".further i digged out the "Kestral" (ordinal name of the creator, unfortunately i forgot who created it, someone please help me out), since "Kestral" isn't far from "Kestrel" (Air Fighter) even if the design is totally different i renamed it to "Crecerelle" which names in the end the same Bird.it's still untextured, but i already made the UV layout ;)when he presented it, the creator had problems to setup the LUA script, i did this for him and also i explained every step, messaged him but he never replied, since i haven't had his OK, i never uploaded it.but on the other hand, one could say "no answer means always a yes".i like the design of it, it has some weaknesses (creases, unwanted wrinkles) but it's a cool Preybird and will suit imo any release of Pioneer.it was a little to large, length over 100m, thus it leaped over the landing pads or especially the lift of certain stations, nonetheless it's a medium sized ship, the shape is very birdlike, "streamlined" of some sort and even when it's 100m long there isn't much space in this ship, it reminds a bit of a Klingon "Bird of Prey", only smaller.
RE: Genesia's screenshots
@gernot , Genesia content alls ship who's made in LMR ^^ see the complete list :
RE: Genesia's screenshots
@ gernot to resume briefly , i have a plan of dev about Genesia and theses screnshoots are not for a collection, ( see the first post about the dataships )
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Data 60: Scout Craft (cap. 120 tons)
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Data 61: Corellian Transport YT-1300 (cap. 120 tons)
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Have you done more modifications to the YT-1300 Vuzz? It looks really great in those pictures. :girlcrazy:
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No, this model is the basic corelian transport ( not the millfalc) send from Gernot.
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Data 62: Corellian Transport YT-2400 (cap. 120 tons)
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Data 63: Imperial Landing Craft (cap. 120 tons)
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Data 64: 2 MC Units (cap. 120 tons)
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Data 65: Caïman & 1 MCU (cap. 120 tons)