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Re: The process of creating a structure for SWG
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ravingbantha
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ravingbantha
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Reply 106 of 188

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SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


it won't, it's obvious from his post that he is a long time space miner in RL and has been piloting Mining ships for years. I mean he obvously knows what he's talking about, after all his knowledge on the subject must be extensive, after all he grammer and spelling are spot on...

 

 

/wisper Narut0 if your going to critizice someone else, better make sure your post is lacking in flaws, so you do not look like the *** you have made yourself looklike.
 
 Oh and awsome work goliath, as an artist myself and a long time Star Wars fan your doing great.
10-02-2005 11:17 AM  

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Re: The process of creating a structure for SWG
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DarthMinos
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DarthMinos
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Reply 107 of 188

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ofim wrote:


SWG-Goliath wrote:
I have seen some people wondering what takes so long in creating a new structure for SWG and I wanted to explain what it is we do when we create a new structure or ship.
 
The first thing we have to do is get a concept for the exterior of the house and maybe one for the interior as well. A concept artist will spend a few days working on this and it will go through several stages before its actually finalized. Next it will be given to an artist like myself and Ill spend approximatle 40 days creating the ooutside and inside. there are several tasks when creating an interior/exterior house or ship
 
  • creating mesh
  • creating textures (including effects like normal maps and specularity)
  • pre-lighting each room
  • adding character lighting
  • adding floors
  • adding other technical components
 
After this is all done, we put it through a review phase where several other artists will look over the assets and make sure they work properly. If anything is broken I will have to go back over it and fix any issues. then it is re-submitted for a second review. Once it passes the review it is exported and a designer has to work on it.
 
Designers will need to add things like terminals, repair points, chairs and any other objects called for in the design. they will also need to make sure that it works in the world and that the turrets, engines, thrusters, guns, signs and any other additional items funtion and fit. all together it can take over 2 months from start to finish to bring a new ship or house into the game. Thats one artist taken up for 40 days and a designer taken up for additional days to bring it in.
 
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170. In the case of the bunker I was asked to use the pre-exsisting mustafar bunker exterior. that saved me alot of time in mesh and textures. I also designed the interior from my own concepts so I didnt need a concept artist. all of this shaved my art time down to about 25 days. The house is now in the stage where it is being prepared for the game by designers. When it finally gets into the game it will still be 40+ days of development however.
 
Hopefully this sheds some light on what me and the other artists do from day to day to bring you the Star Wars experiance



Sorry but this doesn't explain why Architect has had ZERO new real content in 3 years. If it's this dificult to make a house using the tools that the programers have given you, then they need to work on a better set of tools.

Artchitects have continualy asked for:

Furniture Colorization

New House Floor Plans

New Bestine Paintings

More of the NPC House Furniture to be craftable

Why is this such a problem? Some of these things are already in the game!




He wasn't trying to explain why you haven't had any new content.  He was explaining how the house came to be.  Two completely different topics.

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10-02-2005 11:21 AM  

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Re: The process of creating a structure for SWG
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Zeon_Zaku
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Reply 108 of 188

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SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


Any clue when publish 24 will be returning to TC (and when it may be hitting live)? Been itching for that publish for awhile now...

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10-02-2005 11:32 AM  

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Re: The process of creating a structure for SWG
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Starcloud
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Starcloud

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I've been interested in trying to create 3-d character models for a long time, so I picked up Maya PLE to see what it was like, about a month ago.

The learning curve for these tools is very very steep. The graphics programs are complex, with hundreds of options. It takes a long time to master it, and I'm not even looking at the animation/bindpoint/kinematic stuff yet, or matching textures to surfaces.

I've also noticed that it takes a long time to build the basic structure, too. The more detailed you get, the more difficult it is to do quickly. Hearing that the 'bunker house' took only 40 days to build, textures and all, tells me a lot about how quickly Goliath works. Dang, he's fast.

 

10-02-2005 11:32 AM  

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Re: The process of creating a structure for SWG
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Geral_Corasjo
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Stakex007 wrote:


SWG-Goliath wrote:


Lotussutol wrote:


SWG-Goliath wrote:

I have a question for you. You said in a diff thread that 'this' bunker house is one that you started working on a few weeks ago and is not the bunker house that was mentioned as a one year vet reward...

can I ask you this straight up then...was 'that' bunker house ever worked on? if so, why would soe put you to work on a NEW bunker house when there already is one started on and or finished and not in the game? seems like a waste of resources to me. If there is another one completed already it makes more since to use it instead of putting out the effort and wasting valuable time to create a whole new one.




Not that I know of. The bunker house as a vet reward was an idea that we had but I dont think we ever got to actually putting an artist on that. I could be wrong, and maybe TH might have a more accurate answer for you



Then I think this is the bunker that was supposed to be a vet reward in a way

The fact that in the thread where TH mentions what would SWG vets like to see as a two year vet reward he tossed out the bunker house idea...

people in that thread LOVED that idea...pages upon pages of people said they would love a bunker house...

we now see the first bunker house as a reward...not a two year vet reward but as a reward for buying an expansion...

this is a slap in the face to SWG two year vets...as are the cheesy current two year vet rewards.

Goliath...don't get me wrong. The bunker house is awesome...but it is a slap in the face to the two year SWG vets...

and please SWG forum admins...don't for one second think I am trolling...I am discussing a MAJOR problem with SWG philosophy...




This will be my last comment on this subject.

Rouge 5 and I were having a discussion about what kinds of things players might like to have for purchasing this expansion, A reward that I thought would be as good as the BARC speeder has been. It was my own idea to suggest this bunker house and how it could also be implimented faster then normal structures. R5 liked the idea and so I created this house. Thats how this bunker got into the game. Had I not suggested it and a way to quickly get it in, you might never have seen a bunker.

I hope that clears things up.




That only goes to show that player ideas are overlooked and YOUR ideas are brought to the game. SOE's standard practice. Players wanted a bunker style house for well over a year now... and when we finally get one, its not becuase we wanted it, not becuase the players thought it would be cool... but becuase a developer said "Hey I have a great idea! I'll make a bunker house!". Is that the only way players get things they want? When the devs happen to want the same things? This dev team has to be the most disconnected, and out of touch dev team in the bussiness right now when it comes to their community.

Further more... you said "I" six times in that statement... playing it up as tho it was your idea to make a bunker. When really anyone who has read the boards at all over the last 5 months knows damn well the community has been screaming for a bunker house. But yet... instead of saying "The community wanted a bunker house, so thats what we did".... you go out and say "I thought a bunker house would be awsome, so I came up with the idea of a bunker house, and I put it in the game.... I love me". When the design is poor, especially sicne it took you 25 days... thats pathetic. As someone who has supported the dev team a lot in the past... the new SOE dev team makes me want to puke. You guys have no idea what the players want, and have horrible ideas for this game... the only thing that will save this game short of SOE being bought out, is bring back the devs of old that actually made the game.





GEEZ, aren't you guys EVER happy. Does it matter who's idea it was??? Would you rather, stakex007, your name be mentioned in there? The point is goliath recognized the players wanted it, he brought it up and he got it for YOU.

I think he deserves FAR more credit than you're giving him.

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10-02-2005 11:37 AM  

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Re: The process of creating a structure for SWG
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SageEidolon
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SageEidolon
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The house looks awesome, can't wait to get mine.  I love my yacht.  Can't wait to see the YT-2400, also.  Keep up the good work.  Can you name some of your other artwork?

About the house:  For the sake of efficiency, can we get the number of lots for the bunker house changed?  A medium house holds 200 items and takes 2 lots, the bunker 400 items and takes 5 lots...it'd be more efficient for me to use 2 mediums than 1 bunker, can we please change the lot requirement to 4 lots?  Thank you.

About the ship:  Will the pilot of the YT-2400 be able to shoot?  It would be nice if POB ships were capable of single-pilot operations, even if grossly inefficient at it (this applies to the current POBs as well).


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10-02-2005 12:07 PM  

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Re: The process of creating a structure for SWG
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DRACORESS
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Posts: 133
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DRACORESS
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SWG-Goliath wrote:


RogueBoomer wrote:
 
The fact that this home had been suggested as a two-year vet reward means that it has been in the pipeline for quite some time now.  Only when an expansion with questionable worth to the non-combat class is it paraded out and offered as a "Pay for new content"
 
 



This house was not suggested as the 2 year reward since it wasn even created yet. I know there was the suggestion of a bunker house for a 2 year reward along with dozens of other suggestions. This house is NOT that bunker. This house was an idea that I had and a few others wanted to see in the game, so time was set asside and I worked many nights to bring it to you.

 



I for one thank you for working those nights.  I look forward to seeing what you have in store next. Like the 2400!!! 
10-02-2005 12:13 PM  

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Re: The process of creating a structure for SWG
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TheNarcis
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TheNarcis
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Reply 113 of 188

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DarthMinos wrote:


ofim wrote:


SWG-Goliath wrote:
I have seen some people wondering what takes so long in creating a new structure for SWG and I wanted to explain what it is we do when we create a new structure or ship.
 
The first thing we have to do is get a concept for the exterior of the house and maybe one for the interior as well. A concept artist will spend a few days working on this and it will go through several stages before its actually finalized. Next it will be given to an artist like myself and Ill spend approximatle 40 days creating the ooutside and inside. there are several tasks when creating an interior/exterior house or ship
 
  • creating mesh
  • creating textures (including effects like normal maps and specularity)
  • pre-lighting each room
  • adding character lighting
  • adding floors
  • adding other technical components
 
After this is all done, we put it through a review phase where several other artists will look over the assets and make sure they work properly. If anything is broken I will have to go back over it and fix any issues. then it is re-submitted for a second review. Once it passes the review it is exported and a designer has to work on it.
 
Designers will need to add things like terminals, repair points, chairs and any other objects called for in the design. they will also need to make sure that it works in the world and that the turrets, engines, thrusters, guns, signs and any other additional items funtion and fit. all together it can take over 2 months from start to finish to bring a new ship or house into the game. Thats one artist taken up for 40 days and a designer taken up for additional days to bring it in.
 
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170. In the case of the bunker I was asked to use the pre-exsisting mustafar bunker exterior. that saved me alot of time in mesh and textures. I also designed the interior from my own concepts so I didnt need a concept artist. all of this shaved my art time down to about 25 days. The house is now in the stage where it is being prepared for the game by designers. When it finally gets into the game it will still be 40+ days of development however.
 
Hopefully this sheds some light on what me and the other artists do from day to day to bring you the Star Wars experiance



Sorry but this doesn't explain why Architect has had ZERO new real content in 3 years. If it's this dificult to make a house using the tools that the programers have given you, then they need to work on a better set of tools.

Artchitects have continualy asked for:

Furniture Colorization

New House Floor Plans

New Bestine Paintings

More of the NPC House Furniture to be craftable

Why is this such a problem? Some of these things are already in the game!




He wasn't trying to explain why you haven't had any new content.  He was explaining how the house came to be.  Two completely different topics.



QFE

- Malak Draven
10-02-2005 03:47 PM  

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Re: The process of creating a structure for SWG
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ofim
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ofim
PA: Mage
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TheNarcis wrote:


DarthMinos wrote:


ofim wrote:





Sorry but this doesn't explain why Architect has had ZERO new real content in 3 years. If it's this dificult to make a house using the tools that the programers have given you, then they need to work on a better set of tools.

Artchitects have continualy asked for:

Furniture Colorization

New House Floor Plans

New Bestine Paintings

More of the NPC House Furniture to be craftable

Why is this such a problem? Some of these things are already in the game!




He wasn't trying to explain why you haven't had any new content.  He was explaining how the house came to be.  Two completely different topics.



QFE



I'm not blaming Goliath, i think his artwork is phenominal and he's a good guy. But why do Architects and Crafters in general get continualy ignored? This game is held together by it's community and that comunity is made up of both the combatants and the crafters . It really doesn't matter where a crafter asks a "Crafting Content" Question...it's ignored wherever it's asked. This house specificy takes out the market for 2 major Architect items, Guild Halls and Large Houses...and it looks as though we'll get zero in return. If Goliath isn't the right person to ask...then who do I ask that isn't going to totaly ignore the question?
 
Crafters have asked what we'll get out of this expansion, and the question is getting dodged, and I'd personaly like an answer



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10-02-2005 04:21 PM  

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Re: The process of creating a structure for SWG
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LonelyGhost
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LonelyGhost

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Thank you for the information. I must say that any glimpse we can get of what goes on behind the scenes is welcome. We'd love to see some better Friday Features on things like this.

I know you dont get to make the decisions on what you can put in game. I am just hoping that someone will come on the boards someplace and answer these questions...

Why has there been absolutely no new non-civic structures added in this game in over 2 years?

Why hasn't there been at least more options given in floorplans for the existing houses?

Why haven't we been given things like Texture Kits for the interior or exterior?

If it takes 40 days or so to put in a new structure, why hasnt it been done in the past 2 years?

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10-02-2005 07:23 PM  

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Re: The process of creating a structure for SWG
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JutMan
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JutMan
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Server: Starsider

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Here.. I got something you you...  This will fix 2 problems at once.
 
1. It will reduce the "lagg" on the servers but probably 30 - 40 %
2. It will increase the availiable space in towns but 40 - 50%
 
I want a small grey box that can be dropped into any house.
I want to be able to put permissions on this box just like a house.
I want it to take 1 lot like a small house or factory.
I want it to hold 100 items in it.
I want to be able to drop 1 (one) PA hall and place 5 "boxes" in it.
 
There.  I have reduced the space required to get up to the maxium inventory components by 50%.
I have increased the space in cities by 50%
Since i now only have to render 1 PA hall instead of 2 (along with the "visible") area of the house and all contaning items i have reduced the server lagg by at least 30 - 40%.
 
In the words of Nike (c).  "Just do it"
 
Thanks,
Tay

Taywen O'Shay~ Master Bio-Engineer / Master Chef~
Molukai~ Bothan Jedi Knight ~

~TRGA~ Always have been.. and will be
10-02-2005 08:23 PM  

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Re: The process of creating a structure for SWG
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JutMan
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JutMan
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Server: Starsider

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DarthMinos wrote:


ofim wrote:


SWG-Goliath wrote:
I have seen some people wondering what takes so long in creating a new structure for SWG and I wanted to explain what it is we do when we create a new structure or ship.
 
The first thing we have to do is get a concept for the exterior of the house and maybe one for the interior as well. A concept artist will spend a few days working on this and it will go through several stages before its actually finalized. Next it will be given to an artist like myself and Ill spend approximatle 40 days creating the ooutside and inside. there are several tasks when creating an interior/exterior house or ship
 
  • creating mesh
  • creating textures (including effects like normal maps and specularity)
  • pre-lighting each room
  • adding character lighting
  • adding floors
  • adding other technical components
 
After this is all done, we put it through a review phase where several other artists will look over the assets and make sure they work properly. If anything is broken I will have to go back over it and fix any issues. then it is re-submitted for a second review. Once it passes the review it is exported and a designer has to work on it.
 
Designers will need to add things like terminals, repair points, chairs and any other objects called for in the design. they will also need to make sure that it works in the world and that the turrets, engines, thrusters, guns, signs and any other additional items funtion and fit. all together it can take over 2 months from start to finish to bring a new ship or house into the game. Thats one artist taken up for 40 days and a designer taken up for additional days to bring it in.
 
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170. In the case of the bunker I was asked to use the pre-exsisting mustafar bunker exterior. that saved me alot of time in mesh and textures. I also designed the interior from my own concepts so I didnt need a concept artist. all of this shaved my art time down to about 25 days. The house is now in the stage where it is being prepared for the game by designers. When it finally gets into the game it will still be 40+ days of development however.
 
Hopefully this sheds some light on what me and the other artists do from day to day to bring you the Star Wars experiance



Sorry but this doesn't explain why Architect has had ZERO new real content in 3 years. If it's this dificult to make a house using the tools that the programers have given you, then they need to work on a better set of tools.

Artchitects have continualy asked for:

Furniture Colorization

New House Floor Plans

New Bestine Paintings

More of the NPC House Furniture to be craftable

Why is this such a problem? Some of these things are already in the game!




He wasn't trying to explain why you haven't had any new content.  He was explaining how the house came to be.  Two completely different topics.



Easiest thing..

Make "customiziable" houses.  Let the players design their houses.  Architects provide Walls, terminals, etc.  You work the design.  The system runs it thru a builder and Whalla!

Taywen O'Shay~ Master Bio-Engineer / Master Chef~
Molukai~ Bothan Jedi Knight ~

~TRGA~ Always have been.. and will be
10-02-2005 08:25 PM  

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Re: The process of creating a structure for SWG
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Narut0
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Narut0
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SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.



personly when i started mining i found it probbly the most profitable of all things to do in JTL (fp & loot are good for fast cash though)

i found mining in a starfighter fast & easy as i became more experenced (found out how to use the follow button)
so i looked forward to compleating the quest to get the Y-8 but when i did it was pure disapointment in the practical sence. You cant deny the fact it is probbly the most roomy POB ship and very large in mass, but it just has no practical applications and can't do what it actualy said on the tin.

The reason it can't be used for what its for dosn't come down to bugs alone, the pilot chair is impractical you have less visiblity they your helmsmen, even in 3rd person you can't see much around the HULK of a ship. also lookin at the ship you would think it would be able to straf in all directions due to the multi angel thrusters postioned around the lower part of the ship.

the ship look wise would make a better Mobile landing pad for smaller skiff mining ships maybe auto drones, problem with POB ships is just general size some times, see i can mine around 1550 units of any astroid in around 3 to 5 mins now even with agro from the pirets.
the total fact 2 more turrets are going to be added is something to look forward to but i can't help but think how!

My ideal mining ship would look more like a wale with a open mouth, blowing rocks then eating them like a shcool o fish. turrets would be set at 4 angels on an octagula body, this would give max visablity for ship defences. while a belly mounted mining cannon would pluse though the rocks to get at the ore. also a 6th weapon slot would be avalible for tractorbeam only, this would mount a tractorbeam dish on top of the ship that gives a cone effect makein it easyer to pull in rocks within a 45 degree angel of the pilots view.

Pilot also would have 100% visablity and a full (ctrl+f2) view of the area.

a good way to make Y-8s viable would be to allow cargo transfer between starfighters and the Y-8 via docking, thust compleatly removing the landing prossess all to gether.

Goliath i can't realy blame the model for the flaw in the way it works, i admit that, (unles you count the lower turret) the ship as is can be fun to fly, and good for PVP if you can get the help. i already noticed the belly turret plates positoned like nippels on the brest of the Y-8 and can't wait for them to be active but will the Y-8 be practical with a tractorbeam, i have been on Test center and im trying to get a Y-8 to test it out. just grinding pilot with minimal resorces (IE lack of shipwrights) is a hard prosess.

Infinity [Gray-dark] 10 times ACE PILOT & only gay jedi in the vlillage
Infinity [Kaga] 2 times ACE PILOT & intergalactic Arsonist
Infinity [Foxeh] SHES BEHIND YOU!!!

10-03-2005 12:36 AM  

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Re: The process of creating a structure for SWG
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Narut0
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ravingbantha wrote:


SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


it won't, it's obvious from his post that he is a long time space miner in RL and has been piloting Mining ships for years. I mean he obvously knows what he's talking about, after all his knowledge on the subject must be extensive, after all he grammer and spelling are spot on...

/wisper Narut0 if your going to critizice someone else, better make sure your post is lacking in flaws, so you do not look like the *** you have made yourself looklike.
Oh and awsome work goliath, as an artist myself and a long time Star Wars fan your doing great.





*COUGH*Brownnose*COUGH*

Infinity [Gray-dark] 10 times ACE PILOT & only gay jedi in the vlillage
Infinity [Kaga] 2 times ACE PILOT & intergalactic Arsonist
Infinity [Foxeh] SHES BEHIND YOU!!!

10-03-2005 12:41 AM  

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Re: The process of creating a structure for SWG
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Catman-Does
Wing Commander
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Catman-Does
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Goliath, you're a star, when I saw the pics for this house my eyes popped Very nice work, cat't wait to move my stuff into it

Thanks for your hard work on this. My only hope now that SOE authorise more (player built) structures to go into the game.



>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
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>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman
10-03-2005 01:54 AM  

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