Introduction

@crusader-alpha, on Aug 7 2007, 02:43 PM, said in Introduction:

Distance, size, thickness of atmosphere, type of sun... all have an effect on how habitable a planet can be. The true factors are temperature, atmosphere make up, and water level. These can all be at habitable levels at varying distances from the sun, as long as all of the other deciding factors are "adjusted" to compensate. Earth would not be habitable farther away from or closer to the sun, but another planet could be, depending on the intensity of the sun, the level that the greenhouse effect works in the atmosphere, etc.

Ooooooh. Ok. Guess I got that one completely wrong. What diffirent types of classes are there though?

Actually, the planet classification thing is of Star Trek origin, but it has become, I think, quite often used. Nova uses it too, btw. Anyway, here's the definition of a Class M Planet from Wikipedia:

Quote

A Class M planet is a fictional classification of a planet in the science fiction franchise Star Trek.The class denotes a planet that is suitable for supporting humanoid life. They usually have oxygen/nitrogen atmospheres, suitable surface temperatures and are water rich, for life to evolve and survive. Earth is considered a textbook example of a Class M planet.

I used it because it perfectly describes what I wanted to tell: Atmosphere, Temperature, Water levels, etc must all be right to support life, and without life, a planet will likely not exhibit such a diverse surface.

The other ST Planet Classes are:
Class Description
Class D Planetoid or moon; uninhabitable
Class H Generally uninhabitable
Class J Gas giant
Class K Adaptable with pressure domes
Class L Marginally habitable
Class M Terrestrial
Class N Sulfuric
Class T Large Gas giant
Class Y Toxic/Extremely Hosti

@crusader-alpha, on Aug 7 2007, 01:16 PM, said in Introduction:

As far as textures, I recommend just taking pictures of dirt, sand, concrete, moss, lichens, grass, rocks, old cracked tires, etcetera, and just making a sort of library for yourself.

Hehe. I've got MachineWash which is a HUGE library of the exact type of textures you'd need, e.g. aged wood, concrete, asbestos, rock, weathered rock, rusty metal, etc.

@joshtigerheart, on Aug 7 2007, 07:26 PM, said in Introduction:

Niceness. Though if all your planets are going to have individual pictures, it might make your TC pretty dang big space-wise.

Nah, I'm not going that far 😉 I'm just making up names along the way and I'll reuse some of the planets ofcourse... I also experimented with adding large images for planets (most are about 150px in EVN), and planets that are 300+ px big are actually looking very good...

I always found it strange the planets were so small, made the cruisers look so out of place. With large planets it gives a more 'massive' feel.

More massive, perhaps, but more computer-demanding if you go beyond you 300 px mark 😉

You might want to see how the Aftermath team experimented with HUGE planet graphics.

Also, what's the deal with "Rebels: for a better world"?? Galaxy/universe, surely, no?

This post has been edited by Pace : 08 August 2007 - 04:11 AM

Made a couple more btw, I'm quite pleased with some of them:
Posted Image

@pace, on Aug 8 2007, 11:09 AM, said in Introduction:

Also, what's the deal with "Rebels: for a better world"?? Galaxy/universe, surely, no?

Maybe in the future, people will refer to the "world" in a completely different context 😉
It has something to do with one of the histories I'm writing at the moment. I don't want to give too much away, but it has connections with things like religion, 'our' existence, absolution and infinity...

Very down to earth actually, but I'll have to work on it some more. 😉

As long as it's the philosophy/religion/ of the Rebels, then ok. But it's because you seem to use the term "worlds" and "world" in two different meanings then, even just on the intro screen
The expression "the world" has evolved from meaning "everything known and unknown" to meaning "just one planet in one small galaxy in one infinite universe", via "everything that is us" (our world as opposed to barbarians) and "the centre of the universe". And I do not have any examples of expressions that grow from being like "the world" today to being like "the world" a few millenia ago. Hence my scepticism 😉

But if you keep it coherent, then that's fine. Just don't use it in two meanings at once 🙂

I see, fair comment... Consistency is important and often hard to realize, but I'll do my best 😉
The intro screen was just a mock-up by the way, the logos were just there as a filler, but I'll work on them soon when my writing takes shape.

As always, your work is a sight to behold, Reinier.

Planet Atmos: :laugh:

Am I the only person who sees the references right away? They do make for good planet names, though.

Hehe, well spotted! I have to pay tribute in one way or another don't I? 😉 These people created one of the best games, so a little credit must be given 😉

Next batch:
Posted Image

The one complaint or issue I have is misleading direction of lighting within the game. I am assuming that you are going to use these planets for spobs. The way I see it, everytime you jump into a new system, there will be a difference in shadow direction between the planet and the ships. Your planets all have different light sources/directions but your ships will (probably) all have the same light source/direction.

I see some rough solutions, but nothing that will fix everything. First, you can keep the whole plane of the screen along the x-y axis and so the player only sees the top of the ships. Then just put the light source when you render above/behind the camera so that no shadows can be seen on the ships at all.

Second, you could have an entirely different set of ships with a different light source direction, one for each different syst. Assign each ship to a unique dude resource, then populate a particular syst only with its unique set of ship/dudes. This means a heck of a lot of more-or-less redundant ship graphics with the only difference really being the shadow direction.

Third, you can ignore the problem. It is just a minor graphics issue, nothing major.

Fourth, you can start making all of your planet renders have the same light source direction. A bit of a compromise, but the simplest and shortest solution.

Just some constructive criticism on a bunch of images that look pretty good now, outside of EVN.

Werhner

Yeah thanks, I thought about that myself too... To be honest, I'm not too worried about that... I'd rather have some variation in some prominent graphics than to have 'accurate' lighting... In the end, it's a fictional game with lots of things that don't 'make sense' (ship sizes anyone?)...

If I find it truely bothering while playing, I'll fix the lighting (which isn't too hard, matter of rotation/adjusting shadow really)... Thanks anyway 😉

I agree with ReinerK on planet lighting (different angles are being used in EVD), but Werhner, that is a good point.

I am really liking Prominus and Fallen. It's really cool how you're putting these out so quickly. If you'd like to do some work for EV: Darkstar (we are planning on using a separate picture for each planet), we already have roughly 1/2 of the planet pictures we need, donated to us from Nick Anderson, but we would really appreciate help on the second half.

@crusader-alpha, on Aug 8 2007, 12:05 PM, said in Introduction:

I agree with ReinerK on planet lighting (different angles are being used in EVD), but Werhner, that is a good point.

I am really liking Prominus and Fallen. It's really cool how you're putting these out so quickly. If you'd like to do some work for EV: Darkstar (we are planning on using a separate picture for each planet), we already have roughly 1/2 of the planet pictures we need, donated to us from Nick Anderson, but we would really appreciate help on the second half.

Wow. Already getting job requests! :blink: Way to go.

Haha, yeah, if it only went as fast with normal jobs 😄
You can always ask me, but I'm quit busy at the moment. Besides my regular work, I have to plan a wedding and I'm also developing 2 other things as side projects and I'm involved in developing and administrating an MMO... And now I'm hooked on this too 😄

Maybe we can work something out in the near future, who knows!

@reinierk, on Aug 8 2007, 12:43 PM, said in Introduction:

Haha, yeah, if it only went as fast with normal jobs 😄
You can always ask me, but I'm quit busy at the moment. Besides my regular work, I have to plan a wedding and I'm also developing 2 other things as side projects and I'm involved in developing and administrating an MMO... And now I'm hooked on this too 😄

Maybe we can work something out in the near future, who knows!

Is it your wedding?

No, not yet 😉 It's my sister's wedding... We (my girlfriend and I) feel we are still 'young enough' to do without a wedding, hehe...

@reinierk, on Aug 8 2007, 12:59 PM, said in Introduction:

No, not yet 😉 It's my sister's wedding... We (my girlfriend and I) feel we are still 'young enough' to do without a wedding, hehe...

LOL. Ok. My 15 year old cousin is already picking baby names and deciding what her house is going to look like. :rolleyes:

@reinierk, on Aug 8 2007, 10:43 AM, said in Introduction:

Haha, yeah, if it only went as fast with normal jobs 😄
You can always ask me, but I'm quit busy at the moment. Besides my regular work, I have to plan a wedding and I'm also developing 2 other things as side projects and I'm involved in developing and administrating an MMO... And now I'm hooked on this too 😄

Maybe we can work something out in the near future, who knows!

Alright. Well, if you do feel like doing any for us, contact me. The only change would be in atmosphere thickness, for Darkstar. We could still use ?60 planet pics, to give you an idea. (Note: this offer goes to any of you other planet creators out there, too.)