Vessel Finishing what stevecast Started

Sure, if you tell me how it should behave from the player perspective. Should some vessels spawn there, do something, go back to the jump gate and despawn again? That was my original idea. But of course, there are also other options and I don't know if we have any AI vessels yet.
Cool. Whatever you think is good, doable, I'd be happy to provide what I can where I can. Of course a "fully functional" Jumpgate would be nice:cool:, but that might be a big can of worms if doable? I guess the simplest would be to have dialog box linked to the scene editor to spawn a selected vessel with a visual effect. Making other vessels disapear on proximity with a visual effect would be nice too but like you say how do they get there? And as for first person use? No idea what's doable, makes sense? Auto load of a .scn file? (if the destination is fixed one just needs to set the epoch?). Maybe the first option is the only practible, or do you have any other ideas?
I can also do the other Jumpgate(s), if they share the same code.
 
Cool. Whatever you think is good, doable, I'd be happy to provide what I can where I can. Of course a "fully functional" Jumpgate would be nice:cool:, but that might be a big can of worms if doable? I guess the simplest would be to have dialog box linked to the scene editor to spawn a selected vessel with a visual effect. Making other vessels disapear on proximity with a visual effect would be nice too but like you say how do they get there? And as for first person use? No idea what's doable, makes sense? Auto load of a .scn file? (if the destination is fixed one just needs to set the epoch?). Maybe the first option is the only practible, or do you have any other ideas?
I can also do the other Jumpgate(s), if they share the same code.

Let me sleep a night about it and then I'll prototype something. I think autoloading scenarios is currently not possible, so don't be disappointed if I push this idea to the backlog. For first person use, we could link multiple jump gates together in the same solar system, if you still use the, lets call it, "Star cluster" concept of multiple stars taking the place of the planets, etc. But the visual hyperspace effect would need some brainstorming.

The simplest solution would of course be: Don't do anything at all. Just inform the player, that he is not permitted to leave this solar system. Or use this jump gate to end the "mission" and write a score. ^^

To make the jump gate a bit more decorative, one option would be making a AI vessel module for freighters and other civilian craft. It does not need to be smart or perfect, I could extend this module later. The jump gate could then just spawn a random one after a random interval and let it fly a loop. By making the interval depend on the number of AI vessels in the scenario, it could even be possible to control the amount of AI traffic. Maybe I could even make it safe for timewarp, but I really need to sleep now, before I have some crazy idea I don't understand anymore tomorrow. 😉
 
But the visual hyperspace effect would need some brainstorming.
Doesn't have to be too complicated, the "wurmhole" is a spinning cone, upon entering at say 1/3 in you and the cone fly off at high speed, add a mirrored copy behind for 360° (if needed) and some sparkle effect, teleporting after a few seconds and then come out of the destination jumpgate, local space being very short distances relatively(?) there's not going to be much time in hyperspace (ignoring Traveller rules). Making an effective high speed transport system. A bright flash can hide the entry and exit for the third party perspective.
Or go full hog with the relativistic effects;)
 
Doesn't have to be too complicated, the "wurmhole" is a spinning cone, upon entering at say 1/3 in you and the cone fly off at high speed, add a mirrored copy behind for 360° (if needed) and some sparkle effect, teleporting after a few seconds and then come out of the destination jumpgate, local space being very short distances relatively(?) there's not going to be much time in hyperspace (ignoring Traveller rules). Making an effective high speed transport system. A bright flash can hide the entry and exit for the third party perspective.
Or go full hog with the relativistic effects;)

Well, relativistic effects don't matter in hyperspace, since you still move much slower than light there, just over a much smaller distance. Also, you usually move along a straight line when using fixed jump gates and only few units with their own jump engines dare to leave the marked paths. Also, there are currents, vortices and similar in hyperspace, so travelling there isn't exactly like in Orbiter.

Yes, I think the spinning (truncated) cone is good enough for the jump gate itself. For a ship being in hyperspace though, the spinning cone might look a bit weird, I think about using a special skybox there when seen from the inside, but practically, the ship wouldn't exist in our universe anymore and thus not in Orbiter and its real coordinates could also be (0,0,0) until leaving hyperspace. I think I would separate this effect from the jump gates. Maybe its possible to do that by attaching a spacecraft to a hyperspace vessel that handles the effect.

It would be far easier if the player does not use hyperspace. Then its really just about disappearing and appearing ships.
 
Yes, I think the spinning (truncated) cone is good enough for the jump gate itself. For a ship being in hyperspace though, the spinning cone might look a bit weird, I think about using a special skybox there when seen from the inside, but practically, the ship wouldn't exist in our universe anymore and thus not in Orbiter and its real coordinates could also be (0,0,0) until leaving hyperspace. I think I would separate this effect from the jump gates. Maybe its possible to do that by attaching a spacecraft to a hyperspace vessel that handles the effect.
For the intern view it's probably ok, extern would be suboptimal, a skybox would be much better in both cases. How long would the hyperspace sequence be for a short jump in the local (or other) solar system? Might be a lot of work for an annoying interlude (worst case), a quick effect and teleport avoids this. On the other hand a spectacular hyperspace sequence could be very rewarding. One would need to animate the skybox somehow?
It would be far easier if the player does not use hyperspace. Then its really just about disappearing and appearing ships.
This is probably the best place to start.
 
For the intern view it's probably ok, extern would be suboptimal, a skybox would be much better in both cases. How long would the hyperspace sequence be for a short jump in the local (or other) solar system? Might be a lot of work for an annoying interlude (worst case), a quick effect and teleport avoids this. On the other hand a spectacular hyperspace sequence could be very rewarding. One would need to animate the skybox somehow?

I have some (IMHO bad) ideas, but I don't think I can do them outside the player vessel, e.g. by adding a MFD that adds the effect. So far, all ideas rely on a vessel module that provides the effect as in the TV series, at least the initiation of the jump point or leaving into real space. I would prefer thinking a lot longer about it. Also, the rulebooks mentions that the jump gates are multiple days! of travel in hyperspace apart, so the navigation beacons don't interfere with each other. That means practically high timewarp and a sim long time in hyperspace, so it better looks good.
 
I have some (IMHO bad) ideas, but I don't think I can do them outside the player vessel, e.g. by adding a MFD that adds the effect. So far, all ideas rely on a vessel module that provides the effect as in the TV series, at least the initiation of the jump point or leaving into real space. I would prefer thinking a lot longer about it.
Hmm...Maybe a Babylon5 specific universal MFD for jumpgates/drives? "Bin gespannt" what you come up with.:)
Also, the rulebooks mentions that the jump gates are multiple days! of travel in hyperspace apart, so the navigation beacons don't interfere with each other.
Well there goes multiplayer;)
That means practically high timewarp and a sim long time in hyperspace, so it better looks good.
The animation would need to be independant of the timewarp?

Maybe start with a simple teleport, any hyperspace simulation can be added later, if succesful. At the moment I'm curious about how to make the appearing/disappearing effect?
 
Tomorrow it will be 11 years since Stevcast&Son posted their last addon. In just a couple of years they created 100's, including nearly every Babylon5 ship ever!
With admiration and gratitude :cheers: to Stevcast&Son.
Where ever you may be, may the celestrial lights guide you.

This one goes out to you guys: First Ones Lord Ship
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Tomorrow it will be 11 years since Stevcast&Son posted their last addon. In just a couple of years they created 100's, including nearly every Babylon5 ship ever!
With admiration and gratitude :cheers: to Stevcast&Son.
Where ever you may be, may the celestrial lights guide you.

This one goes out to you guys: First Ones Lord Ship
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Looking good, but you still haven't told me your progress on those three Narn vessels or any of the normal maps.
 
Looking good, but you still haven't told me your progress on those three Narn vessels or any of the normal maps.
Was waiting for your reply:
So I download and installed the Ad.Whitestar and Bluestar, ... and there goes another can of worms:
.scn file broken- fixed (attach.)
made norm maps (attach.)
didn't work, had to change the mesh- fixed (attach.)
Still not very pretty, the Bluestar looks a little better.
Unbenannt-1.jpg
Narn vessels:
Jumpgates- see above
The other two are finished except the SC4 .ini file, also they're a bit of an unsightly pair, unless I can find something else that fits I might release them together with these, any data would be, as always, very helpful.
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Was waiting for your reply:
So I download and installed the Ad.Whitestar and Bluestar, ... and there goes another can of worms:
.scn file broken- fixed (attach.)
made norm maps (attach.)
didn't work, had to change the mesh- fixed (attach.)
Still not very pretty, the Bluestar looks a little better.
View attachment 40814
Narn vessels:
Jumpgates- see above
The other two are finished except the SC4 .ini file, also they're a bit of an unsightly pair, unless I can find something else that fits I might release them together with these, any data would be, as always, very helpful.
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Good job on the textures, but you apparently forgot to include the updated meshes for the Blue Star and White Star in the .zip file. Additionally, it might be a good idea to update the mesh for the standard White Star as well, given that the existing version has some "holes" in the mesh, specifically in the area near the front of the vessel.
 
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you apparently forgot to include the updated meshes for the Blue Star and White Star in the .zip file.
Did not forget, the meshes do not need changing to work with normal maps (for anyone interested- 0 spec = no bump).
Also for some vessels normal maps aren't appropriate or won't work without retexturing, the SciCorps vessel won't have any and the Excalibur won't work either for that reason. The Bintak (and others) only has some surfaces bumped where appropriate.
Additionally, it might be a good idea to update the mesh for the standard White Star as well, given that the existing version has some "holes" in the mesh, specifically in the area near the front of the vessel.
Like I said, not very pretty, but this one's not for me, and redoing all the older addons is another mission entirely. Would rather improve on vessels I've released so far, many are literally very hollow vessels, a generic cockpit/bridge would open up possibilities, but that would also be no small endeavour.

One demotivation is my lack of B5 knowledge, too much quess work, for example what exhaust plumes do they have (if any)? How shiny are they? Hard to tell from a few screens/clips.
Still have to do .cfgs and animation, think I have enough (all?) of the First Ones to release as a package.
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I was making VB.cfg/.ini for the Vorlon vessels but there's not really much to animate except the textures and materials which would need a .dll so I've released as simple .cfg vessels.
 
Did not forget, the meshes do not need changing to work with normal maps (for anyone interested- 0 spec = no bump).
Also for some vessels normal maps aren't appropriate or won't work without retexturing, the SciCorps vessel won't have any and the Excalibur won't work either for that reason. The Bintak (and others) only has some surfaces bumped where appropriate.
I understand. As I've said before, I'm not really an expert on the subject of 3D modelling anyway.

By the way, here's a .pdf file containing info on the various Vorlon vessels:
 

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Now that I think about it, I should probably clarify what I was talking about the whole time. With the vessels I mentioned, the entire mesh is illuminated, rather than just the side facing the nearest light source.

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Is this an issue with the meshes themselves, or is it simply a texture thing?
 
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.pdf file containing info on the various Vorlon vessels
Nice, I'll update the package.
Now that I think about it, I should probably clarify what I was talking about the whole time. With the vessels I mentioned, the entire mesh is illuminated, rather than just the side facing the nearest light source.
That's probably emmisive materials in the mesh (I've seen a lot of this?)- normally it's only for things that glow, problem is knowing which mesh object is which. What models are they, starfury?, shuttle?

Do you have any info on the First Ones vessels?

update: I've checked the Thunderbolt andC. shuttle in O2010 and there are no problems?
 
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Do you have any info on the First Ones vessels?
According to bcelestia's notes, all of said vessels are 1,000 meters long. For their config files, I recommend recycling them all from the file for the Vorlon destroyer.

What models are they, starfury?, shuttle?
The 3D models in question are those for the Thunderbolt-type Starfury, Centauri atmospheric shuttle, White Star, Advanced White Star, Blue Star, ISA Excalibur, IPX Icarus, Earthforce One, and Aeolus-class towship.
 
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Thunderbolt-MkII-V4/5.msh are "clean", the others have very deliberate emmisive values, ie. intentional from the modder, apparently they're supposed to glow.
Quick solution; open .msh in notepad change every 4th (last) material entry to 0 0 0 0, but some are probably ok, like the one that's named "glow"
 
Thunderbolt-MkII-V4/5.msh are "clean", the others have very deliberate emmisive values, ie. intentional from the modder, apparently they're supposed to glow.
Quick solution; open .msh in notepad change every 4th (last) material entry to 0 0 0 0, but some are probably ok, like the one that's named "glow"
I was referring to Stevecast's Thunderbolt mesh, not kev33's.

As for the meshes themselves, the task of editing them in the manner described is best left to someone like yourself who knows what he's doing.
 
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On another note, does anyone here have a copy of Celestia or any other way to determine the correct size of the Narn outpost? Judging by that screenshot from the series I posted earlier, 3,600 meters seems like a reasonable size.
 
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There also seems to be multiple Centauri shuttle mods with the same mesh? I've edited as above, have not checked. They all need a rework, another job, another day.
correct size of the Narn outpost?
As discussed above officially they come in "various sizes", I was going by window size but having recently seen some star trek clips I don't think scale is part of the design plan. The screenshot is not reliable, one needs to see the vessels next to each other, which is where the scaling details become obvious, 2km is probably max (4m+high windows?). But I thought it best anyway to avoid parking it next to the cruiser, and I like triplets, any ideas? (haven't seen any good models) then I can get them released.
 

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