Hello and weclome to my mini-faction but now turned shipyard/build-style, the
(originated with a group of friends on old EE, they all gradually lost interest besides me)
The STC shipyards and research bases will always be found in a binary star system with a blue and yellow/white/red star. They will be next to, around, or on a sizable ice planet of over 300 radius. And the system will also have a baller skybox. This usually severely constrains where I set up. >_>
Introducing the biggest project that I have procrastinated on so far, the SoaSE TEC Kol Battleship. I have downsized it and have been taking an artistic licence to it, and it may only vaguely resemble it in the end with the 4 pronged lances in the front and the characteristic wedge and "assault rifle" shape of the overall body. (although that seems to be disappearing as I keep adding more and more layers to the rear, turning it from the stock to the back of a space ship)
Detroit Class Cruiser
Rough size dimensions is about 350 by 85 by 85 right now, not including the spiky spear tips in the front.
The goal of this project is to create a damage sponge of a cruiser that is losely based on the Kol Battleship from Sins of a Solar Empire. Not to create a Kol Battleship for the game starmade.
++Un-edited Old Post Below++
What I did:
Downloaded a Kol Battleship template in Google Sketch-up, hacked away at it for a solid day, then exported it as a .obj file, used [cmd] to run [binvox -d 400 -ri Kol.obj] and viewvox to check it out, then imported the .binvox to SMEdit, changed the location of the Core, couldn't do anything else due to immense lag with the program, so I saved it as a blueprint. Been chugging away at it for the past day now. Took a lot of inspiration from THIS ship's command section, and I wanted to do a heavy industrial/submarine feel with pipes and girders and recessed lighting everywhere.
Eventually, over the course of the build, I will be replacing/moving nearly every one of those standard grey hulls as I Smooth, flatten, resize, and rebuild portions of the ship. And this is after I hacked it apart in Google Sketchup (mainly the ventral and the port side).
Might skimp a bit on the logic side, as I want to keep my frames as high as possible when with this thing, if it is to become my primary ship.
As you can see, I have a ways to go, but I think that the command 'bunker' was the hardest/most time consuming room to make, as that also would have the effect of determining the style of the rest of the ship. I REALLY like how the shields and power blocks flash behind the girders, makes the ship seem like it has systems that are alive!
Will update original post as progress progresses.
++End of Old Post++
[insert new material here]
(or procrastinate and don't do that... whatever... need more determination)
=Solar Trade Confederacy=
The STC shipyards and research bases will always be found in a binary star system with a blue and yellow/white/red star. They will be next to, around, or on a sizable ice planet of over 300 radius. And the system will also have a baller skybox. This usually severely constrains where I set up. >_>
Introducing the biggest project that I have procrastinated on so far, the SoaSE TEC Kol Battleship. I have downsized it and have been taking an artistic licence to it, and it may only vaguely resemble it in the end with the 4 pronged lances in the front and the characteristic wedge and "assault rifle" shape of the overall body. (although that seems to be disappearing as I keep adding more and more layers to the rear, turning it from the stock to the back of a space ship)
Detroit Class Cruiser
Rough size dimensions is about 350 by 85 by 85 right now, not including the spiky spear tips in the front.
The goal of this project is to create a damage sponge of a cruiser that is losely based on the Kol Battleship from Sins of a Solar Empire. Not to create a Kol Battleship for the game starmade.
++Un-edited Old Post Below++
What I did:
Downloaded a Kol Battleship template in Google Sketch-up, hacked away at it for a solid day, then exported it as a .obj file, used [cmd] to run [binvox -d 400 -ri Kol.obj] and viewvox to check it out, then imported the .binvox to SMEdit, changed the location of the Core, couldn't do anything else due to immense lag with the program, so I saved it as a blueprint. Been chugging away at it for the past day now. Took a lot of inspiration from THIS ship's command section, and I wanted to do a heavy industrial/submarine feel with pipes and girders and recessed lighting everywhere.
Eventually, over the course of the build, I will be replacing/moving nearly every one of those standard grey hulls as I Smooth, flatten, resize, and rebuild portions of the ship. And this is after I hacked it apart in Google Sketchup (mainly the ventral and the port side).
Might skimp a bit on the logic side, as I want to keep my frames as high as possible when with this thing, if it is to become my primary ship.
As you can see, I have a ways to go, but I think that the command 'bunker' was the hardest/most time consuming room to make, as that also would have the effect of determining the style of the rest of the ship. I REALLY like how the shields and power blocks flash behind the girders, makes the ship seem like it has systems that are alive!
Will update original post as progress progresses.
++End of Old Post++
[insert new material here]
(or procrastinate and don't do that... whatever... need more determination)
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