Outerra forum

Anteworld - Outerra Game => Game & gameplay discussion => Topic started by: C. Shawn Smith on February 04, 2011, 01:03:42 pm

Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 04, 2011, 01:03:42 pm
Sorry I've been silent lately :) ... lots of other stuff going on in RL.  I'm surprised this forum isn't a bit more active with ideas and designs.

I've been toying with what vehicles (including planes, boats, etc) should look like within the game.  Obviously, a Cessna isn't a realistic design after the mothership (the most technologically advanced human creation) has apparently been in space for possibly centuries.

So, what should the mothership's vehicles look like?  My main imagining at the moment is geared toward the ground-to-space shuttle to the mothership and back.  I've been looking at a LOT of scifi stuff recently, as well as more current versions (like the privateering efforts of Virgin) of shuttles.

And not only that, what about cockpit computers, etc?

Should there be the very cliched hovercraft-style cars?

*EDIT* GAME assets, not DEMO assets, just for clarification
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 04, 2011, 01:10:10 pm
(http://4.bp.blogspot.com/_9bSOcgNmQzM/R4XLSdyTZlI/AAAAAAAAAAU/U-Jj28t4APo/s320/battlestar-beach-raptor.jpg)

Imagine something like this landing on a beach in Outerra :lol:

Yes, I'm a RDM/BSG fanboy!
Title: Game Assets - What should the vehicles look like?
Post by: RaikoRaufoss on February 04, 2011, 02:04:51 pm
Maybe something modeled off the Delta Flyer or E-wing?
(http://images2.wikia.nocookie.net/__cb20070330065518/memoryalpha/en/images/5/52/Delta_Flyer.jpg)
(http://images3.wikia.nocookie.net/__cb20071202181711/starwars/images/thumb/0/0a/Ewing_negvv.jpg/800px-Ewing_negvv.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 04, 2011, 02:24:27 pm
Heh, the one scifi show I didn't even consider was Voyager.  Delta Flyer is a good start.  I like the organic look of it as opposed to the hard-lines of the E-wing or Raptor.

Was consider sort of a mash-up between something like that and something like Space Ship Two (Virgin Galactic):
(http://www.aerosocietychannel.com/aerospace-insight/files/2010/12/spaceship2__2.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: SpaceFlight on February 04, 2011, 02:51:41 pm
I think a spaceship looking a bit like the Space Ship Two (Virgin Galactic)
that cshawnsmith mentioned would be cool.
It looks futuristic and is yet realistic.
Additionally, I was looking at the "Orbiter" site and they have this ship among others:

(http://orbit.medphys.ucl.ac.uk/images/Default/gallery72.jpg)

It looks interesting too imo.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 04, 2011, 08:04:32 pm
I always liked the firefly roughness of ships. Well the rebel/transport ones at least. Nothing too slick. We should be down there as miners and developers. Not Rich Playboys.

(http://www.fireflyshipworks.com/wp-content/uploads/2008/06/cerb-camped1.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 05, 2011, 04:04:33 am
Quote from: cshawnsmith
So, what should the mothership's vehicles look like?  My main imagining at the moment is geared toward the ground-to-space shuttle to the mothership and back.  I've been looking at a LOT of scifi stuff recently, as well as more current versions (like the privateering efforts of Virgin) of shuttles.
The Colony Pod, as we are calling the ship that will detach from the Mothership (there should be vast numbers of them attached), will be probably only able to land on the planet in a chosen place, but it won't be able to go back. It should carry a number of devices and some default vehicles used to establish a base. Apart form the basic separator/replicator/generator blocks and an all-terrain vehicle it should include also an aerial exploration vehicle, a kind of ultralight aircraft. Basically, the stuff we've got already :)

From the game play point of view, space shuttle vehicles should come later as the technology evolves and the required resources are gathered (some precious metals that need upgraded facilities to be produced). Maybe they should be visible initially as vehicles that are delivering stuff to and from the Mothership. In that case I'm inclined towards the "firefly roughness" ^^
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 05, 2011, 04:33:23 am
I wonder If Joss Wedon would be upset if we just used the Firefly model. Seems like the perfect vessel with its massive cargo bay and overall big-ness it could act as shelter and storage once the Separator, Replicator and Generator are unloaded. Sort of like a huge Winnebago that parks somewhere and rednecks set up shop around it.

(http://spottheredneck.com/wp-content/uploads/2010/10/Redneck-Mobile-Home.jpg)

Presumably we don't have the "fuel" to move ships that large around freely so having it just land and forcing the crew to start gathering resources seems like a great way to ground everyone for a while.

If the ship is large enough it could house some advanced tech like the road builder program and maybe it could be used as a massive map room where detailed "scans" of the ground can be accessed. Showing where you may look for minerals and resources around the landing zone. This all seems logical to me. Even earth isn't a home without a place to hang your hat.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 05, 2011, 05:11:18 am
Yes, we are aiming for this to be logical and plausible. The whole Colony Pod should ground and unfold the modules, becoming a center of the future base that will grow around it. Given that these ships were designed to colonize alien planets, I was thinking that they could bore themselves into ground and then start semiautomatically building underground living quarters directly below. You'd want to protect the people from alien microbes until they can adapt, and even though this is Earth, it's logical that the modules would behave the same way. After all, nobody knows what happened to the civilization here :)

I wonder if some creative soul here can come up with the design for such a module that will be able both to fly through atmosphere from space, to land on the planet safely, unfolding the structures and become the (possibly underground) heart of the base or city that could later grow around it.

The pod can be reassembled upon the grounding, some parts used for landing it could become used elsewhere, like turbines in the generator ..
Title: Game Assets - What should the vehicles look like?
Post by: Kridian on February 05, 2011, 11:11:43 am
I always liked the ship from the 5th Element film:

(http://www.picshelf.com/images/5th-element-ship.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 05, 2011, 12:13:46 pm
Quote from: Cameni
The Colony Pod, as we are calling the ship that will detach from the Mothership (there should be vast numbers of them attached), will be probably only able to land on the planet in a chosen place, but it won't be able to go back. It should carry a number of devices and some default vehicles used to establish a base. Apart form the basic separator/replicator/generator blocks and an all-terrain vehicle it should include also an aerial exploration vehicle, a kind of ultralight aircraft. Basically, the stuff we've got already
From the game play point of view, space shuttle vehicles should come later as the technology evolves and the required resources are gathered (some precious metals that need upgraded facilities to be produced). Maybe they should be visible initially as vehicles that are delivering stuff to and from the Mothership. In that case I'm inclined towards the "firefly roughness" ^^

Yeah, I was just talking shuttles, not the pods.  The one thing I never considered though was that the mothership probably wouldn't have anything to return to it in storage.  So I can see that should come later.

I only watched a few episodes of Firefly (been meaning to try it out again though), so I'm not too familiar with it other than the ship itself.  I think something like that could be modeled effectively and easily though, without totally stealing from the design.

As for the:
Quote from: Cameni
I wonder if some creative soul here can come up with the design for such a module that will be able both to fly through atmosphere from space, to land on the planet safely, unfolding the structures and become the (possibly underground) heart of the base or city that could later grow around it.

I can probably come up with a concept drawing in the next few weeks of some of the stages of a Colony Pod ... don't know how good they'll be since it's been about 5 years since I picked up a pencil to do any serious art, but I'll at least give it a whirl.  I like the idea of it boring into the earth to create an underground complex .... Very cool :D
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 05, 2011, 01:16:44 pm
Cool if you make a three sided concept could i model this ship. And as you surely know: the better the concept, the better the model ;)  could you show me scetches of your work please? :O
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 05, 2011, 01:44:37 pm
Everything I have online is very very old.  I haven't done anything recently due to lack of time and a needy son :).  But everything I do have is online at my website: www.cshawnsmith.com (http://www.cshawnsmith.com)

Some of it is more than 15 years old, back when I was still learning the trade.  The more recent stuff is a lot better.  There's a few 3d models in my Digital Gallery as well ... I once tried modeling an X-Wing and TIE-fighter back before the release of Star Wars Galaxies, in hopes of doing a cool animation with it for my website.  Just never got around to finishing it once the game released  :lol:

*Edit* Warning, some content not suitable for younger audiences ;)
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 06, 2011, 01:10:10 pm
yah nice works. Cant await some concepts. I did a concept for an orbiter some weeks ago. But i didnt finished the model due the lack of motivation ^^ And the model was also unhandable.
http://www.blendpolis.de/viewtopic.php?f=13&t=31749
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 06, 2011, 01:58:43 pm
Cool model.  What software package do you use?  

Something like that model could be an advanced cargo hauler for Earth-to-Mothership resources.  Heh, with slight modification to the under-carriage, it could also be a cool looking water-craft or submarine (more likely the latter).

From previous conversations with Cameni, the design of the Colony Pods are roughly hexagonal like a beehive when viewed from above, in order to maximize space when attached to the mothership.  The size of the cargo pods is actually quite large, on the order of a small "town" (I can't remember if we settled on the number of personnel in each one or not, but I remember numbers thrown around on the order of 1000 people inside and about 1000 of the Pods attached to the mothership ... but my numbers are probably off by a factor of 10 ... I'll have to go back through my notes to check).  I ran through some basic sketching yesterday, but wasn't happy with anything.  I've been away from the pencil for too long :(.  But at least I have a bit of direction.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 06, 2011, 02:47:44 pm
Actually, I was thinking about triangular shapes recently. Toyed with a flying saucer, or an oddly shaped space shuttle thingy. Something that will be mostly a kernel of future city with some wings and nose attached. Not the right size though.

(http://www.outerra.com/shots/pod/colonypod.png)

A cool tunnel tunneler machine I found while looking for means of boring the pod into earth :)

(http://www.outerra.com/shots/pod/tunneler.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 06, 2011, 03:48:02 pm
I'm using blender for modeling, texturing, programming glsl shader, ...
the kernel based idea is quite interesting. The sketch of cameni should be enough for first attempts i guess.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 06, 2011, 04:09:30 pm
I would like to see a lookout tower that extends above the ship after landing. Not sure how high it should go but high enough to give a 360 degree view of the surroundings, marking the base location from a distance and providing a place to mount the spotlights to light the base.

May have to do some sketches. Note I am horrible at sketching.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 02:06:40 am
May heaven forgive me for what I am about to show. I always pictured a final base to be something like this. Whether it sprouts from a ship or is built I do not care. I had initially thought of just Wire Fences around the perimeter but with the thought being 1,000 people more secure walls would be needed.

(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/s-apache3b.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 07, 2011, 02:25:41 am
Thats looking like an airport-tower. Mhh... it should be more futuristic in my opinion. That means a bigger tower and a cooler heli-pad ;)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 03:54:08 am
Quote from: necro
Thats looking like an airport-tower. Mhh... it should be more futuristic in my opinion. That means a bigger tower and a cooler heli-pad ;)

It's terrible I know. It is also open for complete adjustment and modernization. I after all have no talent when it comes to photoshop or in this case PaintShopPro7. But the conning tower concept in the middle of the woods gives that sense of domination over the landscape. And if you could wouldn't you right now want one attached to your house. I would.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 04:04:50 am
Yes, a tower should be definitely there. The whole base would be larger though, even the initial one. There could be an airstrip inside a fenced area, and some basic buildings.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 04:29:16 am
Wow. So are you assuming every player that purchases the game would have a similarly large starting base? Would it be a pre-built cookie-cutter design or would some amount of customization to the landscape or placement be allowed or required. I can't see a mountain base fitting the same as another or as one on the plains or near the ocean. I am sure you could just level it with the pad creator if you wanted however.

If I can reference one thing from minecraft that should be duplicated it is the chosen placement of structures based on personal preference. Get the landing "pod" down but let the player spend some time to choose the spawn location of the helipad and runway and the deployment of the pod's resources. It doesn't have to be a large scouting area, just enough to seem like you are giving a choice to the player. God knows I had spent hours wandering around the endless squares of Minecraft looking for that perfect spot to settle. http://bit.ly/i6Ai83
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 07, 2011, 04:54:47 am
So there is the question in which way you generally want to handle object-handling. Will you provide static models or will you implement some dynamic object handling which includes resizing, retexturing, ... like in overgrowth or project offset?
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 05:09:06 am
Quote from: ZeosPantera
Wow. So are you assuming every player that purchases the game would have a similarly large starting base?
Once you get your hands on Outerra you'll know why.
If we only count one quarter of total land area (148,940,000 km²) to be habitable, it will be 37,235,000 km². How many players could be there? Even if the whole WoW nation came with their 12 million players, each one could get 3.1 square kilometers (~1.2 square mile). Of course, in game there's more land habitable than in RL, and most of the players are socializers who will join an alliance and share the land.

With 10,000 players it would mean 3723 km² of arable land or 14,894 km² of any land for everyone.

As for the customization - mostly everything should be customizable, the design of base and infrastructure is player's to decide. Until there's a building generator that can generate say a storehouse, hangars, and any other buildings from a template with player defining what area it will occupy and changing the layout, there will be probably static models initially.
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 07, 2011, 05:30:07 am
Do you have a stil for the buildings in your mind? Do you know the game Outpost and Outpost 2? Your concepts fit their gameideas well. And i loved outpost 2. This game in your engine would impact the gamernations. And me.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 06:19:22 am
Oh I know how much space we are talking here. I even did that math a while back. Its just that getting from one part of the base to the other on foot will take 10 minutes at that size. Now you need to import a golf cart to ferry me to and from my helipad to sleep quarters to motorpool.

I also try to think strategically. It is much harder to defend a base that size. Defend from what you might ask? Well I am sure something is trying to kill me. I would most likely leave the airstrip outside of the fenced in zone and just install a gate to the hangers. If possible.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 06:32:31 am
Quote from: necro
Do you have a stil for the buildings in your mind? Do you know the game Outpost and Outpost 2? Your concepts fit their gameideas well. And i loved outpost 2. This game in your engine would impact the gamernations. And me.
No exact idea for them yet. To keep it simple, apart from the separator/replicator/generator complex we will need some auxiliary buildings to store incoming ores and produced materials, some hangars and terminals .. it will be more clear as time goes.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 06:49:48 am
Quote from: ZeosPantera
Oh I know how much space we are talking here. I even did that math a while back. Its just that getting from one part of the base to the other on foot will take 10 minutes at that size. Now you need to import a golf cart to ferry me to and from my helipad to sleep quarters to motorpool.
Nobody will force you to design your base in a way that it would take you 10 minutes to cross between the buildings. Or that you have to have an airstrip enclosed there. I was only trying to say that there should be enough material initially to make such an outpost. Although, with such a large world, it would be handy to have a futuristic hoverboard that would help you move around or run away. Flying low above the terrain is awesome, I wish I were able to do it in RL :)

There should be also some turrets that can be placed around the base and mining sites, that will shoot the things that are trying to kill you :)
Consuming energy from generators.
Title: Game Assets - What should the vehicles look like?
Post by: necro on February 07, 2011, 06:55:10 am
sounds like Avatar. A big planet with bad animals fighting against you :P
Title: Game Assets - What should the vehicles look like?
Post by: Stratic on February 07, 2011, 08:40:17 am
3D modeling is a bit of a hobby of mine (that I wouldn't mind turning into a career), so I spent a few minutes playing around with a vague idea I had for the design of the colony pod.

Basically, there a 4 pods mounted underneath the main body. When the ship deploys on the planet, the pods rotate to vertical and are driven into the ground. The ship and pods contain the colonists, and all necessary materials for terraforming, construction, etc. The ships engines then function as generators to power the base.

Obviously this is not a very polished concept, but I thought I would throw it out there, see if there are elements to it that people like.

Front
(http://i240.photobucket.com/albums/ff318/Tigris07/colonypodconceptfront.png)

Side
(http://i240.photobucket.com/albums/ff318/Tigris07/colonypodconceptside.png)

Top
(http://i240.photobucket.com/albums/ff318/Tigris07/colonypodconcepttop.png)

Render
(http://i240.photobucket.com/albums/ff318/Tigris07/colonypodconceptrender.jpg)

Render - deployed (wireframe plane is ground level)
(http://i240.photobucket.com/albums/ff318/Tigris07/colonypodconceptrenderdeployed.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 01:57:26 pm
Might be interesting to have something like that towering in the base. But I can see some problems - for example, this design won't be able to glide down to earth from space and land without considerable help from some engines.

The idea is such that there will be thousands Colony Pods attached to the Mothership. The Mothership was meant to colonize other systems, visiting selected stars on its journey, deploying several tens or hundreds of these pods at each habitable planet or moon to increase chances of humanity survival. These pods are designed to land on the planet and root there. All energy will be handy for establishing the base, so these pods should not consume much fuel during the descent. Some of it will be needed for safe landing.

You may say that we don't have to adhere to these rules, but we want it to be logical. We are looking for designs that are reasonable, and not that far out to the future. Ie. the closest future when mankind could assemble a giant spaceship in orbit, freeze the the volunteers in cryogenic chambers and send the ship on a long journey from which it should not return.
Title: Game Assets - What should the vehicles look like?
Post by: OGREMAN on February 07, 2011, 03:37:32 pm
Quote from: ZeosPantera
I always liked the firefly roughness of ships. Well the rebel/transport ones at least. Nothing too slick. We should be down there as miners and developers. Not Rich Playboys.

(http://www.fireflyshipworks.com/wp-content/uploads/2008/06/cerb-camped1.jpg)

I like very much the Firefly serenity design, how about something along the lines of the Avatar Film Helo for the future helicopter look.... I would put in an image at this point but dont know how.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 03:57:37 pm
Quote from: cameni
Although, with such a large world, it would be handy to have a futuristic hoverboard that would help you move around or run away. Flying low above the terrain is awesome, I wish I were able to do it in RL :)

I have one word Cameni that will guarantee the success of the game.....

Jetpacks

Short range and slow so that helicopters still have a purpose. But trust me on this.. Jetpacks.

Quote from: cameni
There should be also some turrets that can be placed around the base and mining sites, that will shoot the things that are trying to kill you :)
Consuming energy from generators.

That might take some of the fun out of hunting. Could instead just drive the forklift around the perimeter picking up the huge piles of dead things. Motion sensors alerting you to their presence may be more beneficial.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 04:05:19 pm
Quote from: OGREMAN
I like very much the Firefly serenity design, how about something along the lines of the Avatar Film Helo for the future helicopter look.... I would put in an image at this point but dont know how.

This one?
(http://lee.org/blog/wp-content/uploads/2010/01/avatar-scorpion-gunship.jpg)

Just put the url of the image in img tags:
Code: [Select]
[img]http://lee.org/blog/wp-content/uploads/2010/01/avatar-scorpion-gunship.jpg[/img]
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 04:22:46 pm
Quote from: ZeosPantera
Jetpacks
Oh yeah, jetpacks. How could I forget. Yes.

Quote
Quote from: cameni
There should be also some turrets that can be placed around the base and mining sites, that will shoot the things that are trying to kill you :)
Consuming energy from generators.

That might take some of the fun out of hunting. Could instead just drive the forklift around the perimeter picking up the huge piles of dead things. Motion sensors alerting you to their presence may be more beneficial.
These turrets will need energy from nearby generators, so the range is limited. Besides, you'll have to go outside to search for mines and stuff, and the things that want to kill you will be there too. Plenty of hunting fun. Thitawatokiya will probably want to destroy your drilling and mining machines as well, so the turrets will be usable if you don't want to repair the sites periodically.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 04:30:07 pm
Quote from: cameni
Besides, you'll have to go outside to search for mines and stuff, and the things that want to kill you will be there too. Plenty of hunting fun.

 Thitawatokiya will probably want to destroy your drilling and mining machines as well, so the turrets will be usable if you don't want to repair the sites periodically.


I may have missed something.. Who the hell is Thitawatokiya because google has bupkiss.

And why are there mines... I hate those sneaky bastards. Would they just be randomly placed all across the world?
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 07, 2011, 04:45:28 pm
Um, no existing mines, I mean deposits of minerals that would be used to feed the separator. It could be that anything can be put into it, but the output will depend on the mineral content. And you wanted to drill for oil, didn't you? The same thing.

Sorry for the joke. Things that want to kill ya  :D
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on February 07, 2011, 05:53:44 pm
LOL @ Thintawatokiya!  Sounds vaguely native american :)

+1!
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 07, 2011, 11:34:40 pm
Quote from: cshawnsmith
LOL @ Thintawatokiya!  Sounds vaguely native american :)

God damn dev's and their sense of humor. I never expect sarcasm and wit from someone with coding ability. You should be a boring bland work-a-holic.
Title: Game Assets - What should the vehicles look like?
Post by: CMBH on February 25, 2011, 11:27:06 am
I'm sorry I don't speak english and I is not of knowledge 3d but I think that it would be not bad of create this:

(http://i22.servimg.com/u/f22/11/62/78/66/img_110.jpg) (http://www.servimg.com/image_preview.php?i=1830&u=11627866)

(http://i22.servimg.com/u/f22/11/62/78/66/img_210.jpg) (http://www.servimg.com/image_preview.php?i=1831&u=11627866)

(http://i22.servimg.com/u/f22/11/62/78/66/img_310.jpg) (http://www.servimg.com/image_preview.php?i=1832&u=11627866)

(http://i22.servimg.com/u/f22/11/62/78/66/img_410.jpg) (http://www.servimg.com/image_preview.php?i=1833&u=11627866)

(http://i22.servimg.com/u/f22/11/62/78/66/img_510.jpg) (http://www.servimg.com/image_preview.php?i=1834&u=11627866)
Title: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on February 25, 2011, 12:30:57 pm
(http://i.ivillage.com/PP/toys/retro_toys/Cozy_Coupe325.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on February 25, 2011, 12:36:12 pm
Quote from: CMBH
I'm sorry I don't speak english and I is not of knowledge 3d but I think that it would be not bad of create this:
While it's certainly a nice piece of machine, it doesn't fit the game setting. I doubt anyone would be overly interested in extinguishing the fires in the newborn world.
This is clearly another case for the world simulator platform, but it's not a project we could take on at this time.
Title: Game Assets - What should the vehicles look like?
Post by: Abc94 on February 25, 2011, 04:59:41 pm
Haha + 1 for Jagerbomber's post!

That really made me laugh! :lol:
Title: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on February 26, 2011, 11:43:04 am
You can't tell me it wouldn't be absolutely hilarious to be (literally) rolling down a mountain in one of those (with no pain or consequences).  :lol:
Title: Game Assets - What should the vehicles look like?
Post by: CMBH on February 28, 2011, 12:10:31 pm
Quote from: cameni
Quote from: CMBH
I'm sorry I don't speak english and I is not of knowledge 3d but I think that it would be not bad of create this:
While it's certainly a nice piece of machine, it doesn't fit the game setting. I doubt anyone would be overly interested in extinguishing the fires in the newborn world.
This is clearly another case for the world simulator platform, but it's not a project we could take on at this time.

Off course but I think its a very good truck for explore the earth ! =D
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 28, 2011, 03:30:20 pm
Quote from: CMBH
Off course but I think its a very good truck for explore the earth ! =D

Well this is what we have to work with. So it is close enough.

(http://www.outerra.com/shots/stuff/trucknew1.jpg)

Cameni released the screens for it here in this topic.

http://www.outerra.com/forum/viewtopic.php?pid=3150
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on February 28, 2011, 08:55:00 pm
(http://www.instablogsimages.com/images/2009/01/09/ktm-ax-offroad-concept_obwgn_5965_zvtob_5638_vPLXo_5638.jpg)  
ktm side x side?
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 01, 2011, 02:50:28 am
Yes, a buggy would be fitting to the setting I think.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2011, 02:57:32 am
It would have to match the utilitarian styling of the R.O.A.C.H.. Recovery operations articulated coach haha!

The damn tatra look alike. I will begin the search.
Title: Game Assets - What should the vehicles look like?
Post by: SpaceFlight on March 01, 2011, 03:11:17 am
I was looking for a Tatra buggy and found the Tatra V8, lol  :D

(http://8ung.at/autocrossfan/2010/Prerov/P-32.JPG)

and these two Tatras:

(http://8ung.at/autocrossfan/2010/Prerov/P-39.JPG)

(http://8ung.at/autocrossfan/2010/Prerov/P-41.JPG)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2011, 03:25:19 am
I like this one. Came up under "utility sandrail"

(http://image.4wdandsportutility.com/f/8299097+w750+st0/05114wd_190z+Sand_Rail+Front_Passenger_Side.jpg)

Looks like a manly beast.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 01, 2011, 03:47:14 am
Quote from: ZeosPantera
I like this one. Came up under "utility sandrail"
Looks like a manly beast.
Nah, that's too far into the truck's region of operation. Besides it would be illogical to pack something like this into a colony module.
Buggy should be a small, 1-seat vehicle. Used for .. scouting? Repairing at remote sites? It should be able to carry some instruments too.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2011, 04:40:57 am
If it is too big than just take that design and make it smaller. The proportions should scale well. I like the oversized wheels, centrally located headlights and boxy frame. Nothing aerodynamic at all. It still needs to be an off-roader.

It should fit on the back of the TRATRA nicely.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 01, 2011, 05:07:57 am
I guess we'll have to split the designs to Am/Eu counterparts. There's probably no way we could make something that is appealing to both :/

But for the vehicle above, I think scaling it down will not work. The axles and suspension would make it less capable than the buggies above, IMO.
I still think there should be something more functional for the purpose, something different.
Title: Game Assets - What should the vehicles look like?
Post by: sniperwolfpk5 on March 01, 2011, 05:34:23 am
Quote from: cameni
I still think there should be something more functional for the purpose, something different.

I haven't seen to many carts in games. Only seen in Red Dead Red Redemption.
(http://xbox360media.ign.com/xbox360/image/article/107/1072146/red-dead-redemption-20100225063924782-000.jpg)

What about donkey cart.
(http://thirdrail.smorgasblog.com/archives/donkey.jpg)
This one for donkey race  :P
(http://farm2.static.flickr.com/1130/529742829_6529e8f29f.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 01, 2011, 05:43:20 am
Quote from: sniperwolfpk5
I haven't seen to many carts in games. Only seen in Red Dead Red Redemption.
Too many animated parts there :)
And dragging a pair of horses out of the colony pod spaceship would be some sight :D
Title: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 01, 2011, 04:28:53 pm
Quote from: cameni
These turrets will need energy from nearby generators, so the range is limited. Besides, you'll have to go outside to search for mines and stuff, and the things that want to kill you will be there too. Plenty of hunting fun. Thitawatokiya will probably want to destroy your drilling and mining machines as well, so the turrets will be usable if you don't want to repair the sites periodically.
Have you thought about what creatures would wan't to kill us? I can imagine  some creature watching me from the woods in the middle of the night. Perhaps a giant spider like in the game wurm.

(http://www.wurmonline.com/wiki/images/5/5f/Lavaspider.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: Lawrs on March 01, 2011, 06:28:12 pm
Quote from: Matt6767
Quote from: cameni
These turrets will need energy from nearby generators, so the range is limited. Besides, you'll have to go outside to search for mines and stuff, and the things that want to kill you will be there too. Plenty of hunting fun. Thitawatokiya will probably want to destroy your drilling and mining machines as well, so the turrets will be usable if you don't want to repair the sites periodically.
Have you thought about what creatures would wan't to kill us? I can imagine  some creature watching me from the woods in the middle of the night. Perhaps a giant spider like in the game wurm.

"Vehicles" not "monsters"
Title: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 01, 2011, 07:08:52 pm
Quote from: Lawrs
Quote from: Matt6767
Quote from: cameni
These turrets will need energy from nearby generators, so the range is limited. Besides, you'll have to go outside to search for mines and stuff, and the things that want to kill you will be there too. Plenty of hunting fun. Thitawatokiya will probably want to destroy your drilling and mining machines as well, so the turrets will be usable if you don't want to repair the sites periodically.
Have you thought about what creatures would wan't to kill us? I can imagine  some creature watching me from the woods in the middle of the night. Perhaps a giant spider like in the game wurm.

"Vehicles" not "monsters"
Hey he brought up base defense and creatures. I just wanted to talk about it too.
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 01, 2011, 09:01:08 pm
(http://www.sinistersandsports.com/2-seater/2-Seater_10_SR2-4/mediafiles/l5.jpg)

sinister sand sports has specs on their buggies and they have some rad looking buggies........

SinisterSandSports website      http://www.sinistersandsports.com/index.html


this would also be awesome    http://www.youtube.com/watch?v=-FXFx-Q-mK4&feature=fvwrel
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2011, 09:10:42 pm
Quote from: luk528
sinister sand sports has specs on their buggies and they have some rad looking buggies........

I approve. I like the LED bar top lights. Make it so number one.
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 01, 2011, 09:17:28 pm
Quote from: ZeosPantera
Quote from: luk528
sinister sand sports has specs on their buggies and they have some rad looking buggies........

I approve. I like the LED bar top lights. Make it so number one.

yeah they make really nice buggies
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 01, 2011, 11:21:27 pm
(http://4.bp.blogspot.com/_D_VIqgqpVdE/TCmEfTa7XTI/AAAAAAAAL-o/0RSd619L5dU/s1600/2cfcb0987dd6b056d87d5d4.jpg)
this thing is also cool!
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2011, 11:44:04 pm
Quote from: luk528
this thing is also cool!

Unimog's are super badass. I prefer their superior German Engineering.

[youtube]fZRews1U1K4[/youtube]

But in the case of OT.. I'd still go Tatra.

We need to be able to control the gear changes and switch between low and high gear manually.

My custom shifter http://bit.ly/eXxojZ is a hold type so when I put it in first it constantly depresses the switch. Then when I go to switch to second or whatever it will detect no gear and use neutral. Some games let you choose whether you want this action or if you prefer only to momentary the gear button and then it stays until the next is pressed and neutral is another key.
Title: Game Assets - What should the vehicles look like?
Post by: Lawrs on March 02, 2011, 02:12:07 am
Quote from: ZeosPantera
Quote from: luk528
this thing is also cool!

Unimog's are super badass. I prefer their superior German Engineering.


But in the case of OT.. I'd still go Tatra.

We need to be able to control the gear changes and switch between low and high gear manually.

My custom shifter http://bit.ly/eXxojZ is a hold type so when I put it in first it constantly depresses the switch. Then when I go to switch to second or whatever it will detect no gear and use neutral. Some games let you choose whether you want this action or if you prefer only to momentary the gear button and then it stays until the next is pressed and neutral is another key.


What he posted is no Unimog, it's a Maximog
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 02, 2011, 04:30:53 am
I doubt anyone sane would include those overweight monsters into the default colony pod equipment. Those are machines for very good times, but good times are about to end :)

I had in mind something more functional, like this:

(http://www.collectiondx.com/gallery2/gallery/d/400844-1/ZOOMPIC_Trans_NonRobo_Sector7Buggy_Photo.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 02, 2011, 04:42:15 am
eh. The body seems a bit too rounded compared to the tatra look alike. But, square it off a bit, Fix that horrible windshield and add a spoiler and we may be in business.

EDIT.. I really need to set a better sleep schedule..

(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/OTBuggy.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 02, 2011, 11:32:45 am
I approve of both versions :)

Although, I wonder if BFGoodrich will still be around a few hundred years from now :p  Have to come up with a cool name of the tires to be placed on the texture.
Title: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 02, 2011, 12:47:10 pm
Quote from: ZeosPantera
eh. The body seems a bit too rounded compared to the tatra look alike. But, square it off a bit, Fix that horrible windshield and add a spoiler and we may be in business.

EDIT.. I really need to set a better sleep schedule..

http://img.photobucket.com/albums/v504/F12Bwth2/Forums/OTBuggy.jpg (http://img.photobucket.com/albums/v504/F12Bwth2/Forums/OTBuggy.jpg)
It looks awesome.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 02, 2011, 02:47:36 pm
I have a thought. I know it has been mentioned that perhaps some old cars might be found on earth.. Perhaps buried in a mountain.

Well I vote for this thing.. The Devon GTX

[youtube]0-KJHgjMxR0[/youtube]
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 02, 2011, 03:07:06 pm
Well, if someone creates a model and successfully gets it through QC of import tool, configures the vehicle parameters in a vehicle configurator that will come to existence later during the development, it could be one of cool easter egg that could be found in the final game :)
Of course the player will have to get to a higher tech level to be able to pull this off.
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 02, 2011, 08:18:00 pm
i really like the 1956 Volvo TP21  (http://www.pirate4x4.no/forum/attachment.php?attachmentid=1033&stc=1&d=1171572409)      (http://farm5.static.flickr.com/4112/5175639396_04b1aefd46.jpg)    (http://25.media.tumblr.com/tumblr_laujg3NxWn1qdiipno1_500.jpg)
:D
some interior pictures (http://www.team-bhp.com/forum/attachments/international-automotive-scene/80240d1229495571-official-guess-car-thread-please-see-rules-first-page-tp21-dashboard.jpg) (http://www.team-bhp.com/forum/attachments/international-automotive-scene/80241d1229495571-official-guess-car-thread-please-see-rules-first-page-tp21-radiotable.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: Hybodo on March 03, 2011, 01:57:45 am
I like the idea of a 1 person tracked vehicle. Could be slightly larger than this to accomidate more difficult terrain. But these could be more useful in CERTAIN situations as compared to vehicles with tires. Specifically muddy terrain.
(http://i.ytimg.com/vi/NWiXIoINcb0/0.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 03, 2011, 11:39:34 am
(http://tech.mikeshouts.com/wp-content/uploads/2011/02/Aliens-screenshot-544x309px.jpg)

For heavy lifting :D
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 03, 2011, 02:54:39 pm
I'm about to blow minds and excite fanboys..Imagine you have just landed from the mothership. Journeys via ground vehicle are dangerous and resource consuming. Now how do you get long distances without using a ton of fuel and in relative safety from the giant spiders?

(http://artscum.files.wordpress.com/2010/01/airship3-10.jpg)

BAM! Lightweight, slow moving, great for showing off the scenery. Believable as something that came with the drop-ship. Auto pilot-able so you can set it and forget it. I think the final bit of awesome would be if it could be deployed from a module on the back of the tatra!

(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/airship3-11.jpg)

So you could fly your tatra at 25mph over land that it probably couldn't cross at 10, then once you land your awesome airship, fold it up (a 3-4 minute in-game process) and scout for minerals or eggs or fresh water with the actual wheeled vehicle.

Thoughts?
Title: Game Assets - What should the vehicles look like?
Post by: Cole Walker on March 04, 2011, 07:58:18 am
That airship just screams out "AWESOMENESS" but would you giving me a brief description as to how that airship may 'fold out' from a module.  I would assume that it uses some kind of origami base fold?
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 04, 2011, 09:11:25 am
Screams impossible to me. The truck weighs 14 tonnes, inflating the airship that can lift it in 3-4 minutes would be totally unbelievable.
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 04, 2011, 09:42:46 am
Heh, I like the idea of a dirigible aircraft though.  Hmm, might be relatively easy to model something like that.  In fact, I have an idea or two I might mock up, based a little on the above concept art.  (You know, that thing actually looks a little like the Rebel Transport ships from Empire Strikes Back:

(http://www.galacticholonet.com/vehicles_and_vessels/Pics/Rebel_Transport.jpg)

I also had an idea for something that would be more fantasy (although still in the realm of possible but weird flight physics) that I'll have to mock up ... something that's been in my mind for about 30 years now.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 04, 2011, 11:42:37 am
Quote from: cameni
Screams impossible to me. The truck weighs 14 tonnes, inflating the airship that can lift it in 3-4 minutes would be totally unbelievable.

OK. So maybe the 3-4 minute dream is a bit silly but.. I still say there should be an airship and I think it would be an excellent substitute for the transport of ALOT of heavy resources.

http://www.aerospace-technology.com/projects/cargolifter/

160 metric tonnes of cargo. 160 metric tonnes = 352,739.619 pounds

352,739.619 pounds / 14 tonnes of tatra = 12.5978435 Tatra's per airship!

I never could see the efficiency in building a 400 mile road to deliver cargo via tatra. My god the resources used! Roads would be more an intra-framework network. Connecting all the mines and fields you have for resource gathering within say 20 miles of the base.
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 15, 2011, 10:30:18 pm
http://www.youtube.com/watch?v=a1xiL_ftLtI&feature=related
This thing is so awesome ! :D
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 15, 2011, 11:20:53 pm
Dude, that's a 3d modeler's nightmare right there :D

But SOOO cool!
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 16, 2011, 04:46:45 am
OK.. I think the Cessna may not fall into the realm of believable considering the time jump. So hows about something cool.

Like a modernized version of an A10 Warthog.

(http://1.bp.blogspot.com/_FALdZqN6DRU/TCyM_ZupXRI/AAAAAAAANmw/A3ASxVbg9v8/s1600/A-10warthog.jpg)

Something to match the OX and the stealth buggy.

I found this. Not sure what it is from.

(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/wallpaper-969262.jpg)

It has the styling I like. Futuristic contemporary armored awesome. Everything Gun-metal gray.
Title: Game Assets - What should the vehicles look like?
Post by: WarlockSyno on March 16, 2011, 05:02:26 am
Looks like Warhawk.
Title: Game Assets - What should the vehicles look like?
Post by: Lucas on March 17, 2011, 11:15:52 pm
i think a cool plane is the LA-4-200 Lake Buccaneer ... i dont want to post a bunch of big pictures so i will put links instead :)

http://cdn-www.airliners.net/aviation-photos/photos/1/9/7/1499791.jpg    
http://cdn-www.airliners.net/aviation-photos/photos/8/6/9/1555968.jpg
http://lakeflyers.com/siteimages/lake_la-4_n45l.jpg
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 28, 2011, 11:05:48 pm
Off the topic of looks and onto the topic of handling.

The longest track in the history of rFactor was recently released. A 140km loop through the deserts of the western United States.

The road surface is excellent with sand thrown across the surface at points creating slippery bits. The really twisty parts have decent cliff protection. And as great a time as we were having. It came up several times how much better this would be in outerra. With perfect terrain background. I can only imagine the road could be laid out and adjusted in a matter of an hour if you had the right tools. The 65 Vette I am in has modeled bias-ply tires which do give the impression you have no control over the direction you are going and you have to prepare for a lag between turning the steering wheel and the car's weight actually taking notice.

[youtube]mFIx5Zoi5oo[/youtube]


Video embed change?

You can see how poorly the engine handles a map that large. The mountains have a dozen poly's and shadows dont work right (which is annoying).
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 29, 2011, 03:02:11 am
Quote from: ZeosPantera
Video embed change?

Sorry, that was a bug. Forum upgrade broke the embedding.

I've restored it, additionally there's another way to embed videos, supporting html5:
Code: [Select]
[video]http://www.youtube.com/watch?v=mFIx5Zoi5oo[/video]

Old ones (still working):
Code: [Select]
[youtube]mFIx5Zoi5oo[/youtube]
[youtube2]mFIx5Zoi5oo[/youtube2] (wider)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on March 29, 2011, 03:57:40 am
Nice. I was imagining it in OT as well. I think the detail off the roads in OT will be luring people away from the roads a bit more than in rFactor :)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 29, 2011, 04:00:50 am
Quote from: cameni
Nice. I was imagining it in OT as well. I think the detail off the roads in OT will be luring people away from the roads a bit more than in rFactor :)

Well that is sort of the point. I would reconsider my choice of vehicle if off the road was a possibility. In current games it really isn't. In outerra if you didn't like a road or saw something off and away. Go for it.
Title: Game Assets - What should the vehicles look like?
Post by: krunkskimo on April 06, 2011, 03:11:26 pm
Quote from: ZeosPantera
(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/wallpaper-969262.jpg)

i like the idea of futuristic kickbacks of old things.

Imagine the equivilent of this

(http://i681.photobucket.com/albums/vv180/WLFarmer_2009/TheUSSIowafiringits16inchguns001.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 06, 2011, 03:27:19 pm
I don't have to imagine it.. Someone made it out of lego's

(http://images.mocpages.com/user_images/10024/12365380033_SPLASH.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 07, 2011, 05:41:22 am
Related to last post but still more on my Airship suggestion.

(http://i4.photobucket.com/albums/y136/F12Bwth4/Forums/wallpaper-1001158.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: Grind and Click on April 07, 2011, 08:25:51 am
Perhaps something of a cross between-

(http://www.auuuu.com/airtravel/pictures/B-1B-Sniper-Pod.jpg)

and-

(http://www.wired.com/images_blogs/photos/uncategorized/2007/04/11/v22osprey01.jpg)

The huge wingspan initialy for gliding down, then the VTOL can kick in like the Osprey, doual winged so the VTOL engines can fold out and connect with the glide wings when the craft has slowed enough and then it can hover down the last 300 - 400m or so.

When landed the nose can break just before it joins the body and wing, fold up then plant itself upright in the ground, with alot of it submerged as a sort of command tower. Seeing what i mean?
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 15, 2011, 04:00:31 am
I am in love.. Anything here.. I love all of them.

http://wallbase.cc/related/1012454
Title: Game Assets - What should the vehicles look like?
Post by: cameni on April 15, 2011, 04:18:40 am
Ohh :cool: .. gotta be a cult.
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on April 16, 2011, 01:16:09 am
http://wallbase2.org/thumbs/rozne/thumb-1012410.jpg

This is actually a cool looking vehicle in that thread.  Reminds me of the Akira bikes (http://t2.gstatic.com/images?q=tbn:ANd9GcTKUudnfgnULasFx2DnaTkv3apGqg0LskOcblpvsaH-SAlVGZaTbw), which would ALSO be VERY cool to drive around in Outerra.
Title: Game Assets - What should the vehicles look like?
Post by: cameni on April 16, 2011, 05:26:10 am
I'm actually a secret bus/coach freak, and many of those designs appeal to me as cool machines I want to have. When I'm big I'm going to get one such cruiser, making it into a house on wheels :D

Too bad there aren't almost any cucumbers (http://upload.wikimedia.org/wikipedia/commons/thumb/e/e5/Ostrava%2C_%C5%A0koda_706_RTO_%281%29.jpg/800px-Ostrava%2C_%C5%A0koda_706_RTO_%281%29.jpg) left.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 16, 2011, 05:28:53 am
Quote from: cameni
When I'm big I'm going to get one such cruiser

5:30 am... mind no go understand-ness.

{passes out from confusion}
Title: Game Assets - What should the vehicles look like?
Post by: cameni on April 16, 2011, 05:41:03 am
Hey, Batman .. mind your health :)

Did I word it wrongly there? Else: When I grow up, I'm going to get me something like this (http://www.parrottrek.com/The_Trek.html).
Title: Game Assets - What should the vehicles look like?
Post by: CJay on April 25, 2011, 02:08:38 pm
I'm in favour of something crossed with one of these :)

(http://www.starstore.com/acatalog/Aliens_Drop_Ship-die-cast-l.jpg)

I feel it's got that futuristic theme, doesn't go too far, and if we cross it with the great ideas everyones giving we've got some sort of dropship/colony heavy loader.
Title: Game Assets - What should the vehicles look like?
Post by: Kospy on May 08, 2011, 04:05:34 am
For space, i will be very pleased to see the new XR2 MK2, actually in developpement for orbiter  :P
Main/hover/Retro/RCS Trust, cargo bay, nose cone, interior and virtual cockpit. All the things we want for something realistic.
(http://img28.imageshack.us/img28/8343/mk2phase31820copy.jpg)
(http://img7.imageshack.us/img7/4733/mk2passengercompartment.jpg)

Creator email in the first picture, may be it will be happy to see his model in a better engine than Orbiter... :D
Title: Game Assets - What should the vehicles look like?
Post by: Jak_o_Shadows on May 08, 2011, 05:14:02 am
Thats not too bad, sorta reminds me of the FA-18.
http://orbiter-forum.com/showthread.php?s=0592ca279cc1fa95ccb9f9fe06170034&p=3074&postcount=4  <-- The links above arnt' working for me.
Title: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on May 19, 2011, 12:08:18 pm
Ooh I can't believe I hadn't thought of this before... Can we get a big rig?  :D
http://www.scssoft.com/games.php
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on May 19, 2011, 03:10:52 pm
Quote from: Jagerbomber
Ooh I can't believe I hadn't thought of this before... Can we get a big rig?

I think the universal ground vehicle is as close as you are going to get http://www.outerra.com/forum/viewtopic.php?id=276

It has a cargo variant and works offroad which at first OT isnt really going to have roads making a semi useless.

(http://www.outerra.com/shots/stuff/trucknew4.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on May 19, 2011, 03:26:48 pm
I'M NOT TALKING ABOUT THE TATRA.  I want a big ass tractor trailer.

Quote from: ZeosPantera
It has a cargo variant and works offroad which at first OT isnt really going to have roads making a semi useless.
That's what the road building tool is for, genius.
Title: Game Assets - What should the vehicles look like?
Post by: mahnoor on June 03, 2011, 06:38:44 am
I would say we could have one of this near future so why not having in OT?

(http://www.vanishedamericana.com/wp-content/uploads/2010/06/Jess-Dixon-and-his-flying-automobile.jpg)


I like the design so simple and futuristic...

(http://www.nganu.com/wp-content/uploads/2010/06/flying-car-is-so-suitable-for-them.jpg)


What could disperse vehicle to take of from nearly all ground surfaces lyes on its design. Just need to find or invent one from somerwhere...
Title: Game Assets - What should the vehicles look like?
Post by: monks on June 03, 2011, 02:32:47 pm
or one of these: http://www.youtube.com/watch?v=SHPedpE70Es  :)


monks
Title: Game Assets - What should the vehicles look like?
Post by: OGREMAN on June 04, 2011, 02:38:09 pm
Quote from: mahnoor
I would say we could have one of this near future so why not having in OT?

I like the design so simple and futuristic...

(http://www.nganu.com/wp-content/uploads/2010/06/flying-car-is-so-suitable-for-them.jpg)


What could disperse vehicle to take of from nearly all ground surfaces lyes on its design. Just need to find or invent one from somerwhere...

I Like this design as a "sporty Recreation vehicle" but it wont do much for the heavy lifting needs of a colonist.
There is one other thing that bothers me.... the configuration implys that it must be without thrust during transition from ground to flight & visa versa ... which makes it an expensive glider!.
Maybe there's another wheel somewhere that supports the rear during take off.... would that not negate the point of the fancy folding wheel/prop.
Title: Game Assets - What should the vehicles look like?
Post by: krunkskimo on June 13, 2011, 01:33:36 pm
more classic kickback

(http://img96.imageshack.us/img96/8060/aimfortheskies.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 13, 2011, 02:00:20 pm
Airships, airships and AIRSHIPS!! Still the ideal form of transport in OT. Balloon airships. Not fictional solid steel flying space fortresses.

Think of the view from one of those slowly flying across the mountains.
Title: Game Assets - What should the vehicles look like?
Post by: Abc94 on June 13, 2011, 05:53:32 pm
Quote from: ZeosPantra
Airships, airships and AIRSHIPS!! Still the ideal form of transport in OT. Balloon airships. Not fictional solid steel flying space fortresses.

Yeah but can you imagine how long it would take to get anywhere with the size of the Earth?   :P
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 13, 2011, 09:23:37 pm
Quote from: Abc94
Quote from: ZeosPantra
Airships, airships and AIRSHIPS!! Still the ideal form of transport in OT. Balloon airships. Not fictional solid steel flying space fortresses.

Yeah but can you imagine how long it would take to get anywhere with the size of the Earth?   :P

That is the beauty of OT and more specifically the way the alpha game will work. You will be able to send AI to do long long.. ridiculously long tasks like (building 200 mile roads, clearing trees, gathering resources, erecting building) and at any point jump in and out of them to get that hands on experience or just be the creepy overlord in your concrete tower sending random AI to their deaths like the boring RTS strategist you are.
Title: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on June 13, 2011, 09:40:57 pm
Quote
or just be the creepy overlord in your concrete tower sending random AI to their deaths like the boring RTS strategist you are.

+10!  LOL
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 25, 2011, 11:51:00 pm
Wow.. Nasa must be a fun place to work.

(http://wallbase2.org/high-resolution/1101840436ce03e67dc863c17d10e37a/wallpaper-1132736.jpg)

Lets see Jsim's flight characteristic analysis for that thing.
Title: Game Assets - What should the vehicles look like?
Post by: ThePoemOfGods on August 10, 2011, 09:18:52 am
Im new and i don't know whats the story of the game but i thing it plays in the future and you need to build the planet right?
 Maybe (as an idear) the player using vehicels they are left on the planet upgrade them and drive them maybe one that looks like this one
*edit sorry for the bad english im learnig it  :)  (http://i290.photobucket.com/albums/ll246/bla212/arma2oa2010-08-2320-29-19-34.jpg)
Title: Game Assets - What should the vehicles look like?
Post by: cameni on August 10, 2011, 09:55:05 am
Heh, old Skoda couldn't have survived it :)

Given that we want/need earth to almost return to its natural state, only something that was very well conserved could survive. There may be vehicles in underground military bunkers, though you'd probably have to make new tires for them.

Saladin vehicle from Kulhanek (http://en.wikipedia.org/wiki/Ji%C5%99%C3%AD_Kulh%C3%A1nek)'s The Path of Blood comes to my mind here :)
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on August 10, 2011, 02:31:54 pm
Quote from: cameni
you'd probably have to make new tires for them.

And replace all the engine and axle seals. And replace the hoses.. And all the fluids will need to be re-synthesized. And the fuel has probably spoiled. And the battery will be flat. Also an air-freshener is probably needed.
Title: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on August 17, 2011, 08:10:18 pm
[video]http://www.youtube.com/watch?v=AKJYDdiaBYQ&NR=1&hd=1[/video]

Make it so number one..
Title: Re: Game Assets - What should the vehicles look like?
Post by: Lucas on August 30, 2011, 04:47:22 pm
http://www.forceprotection.net/products/buffalo/ (http://www.forceprotection.net/products/buffalo/)

IED arm could be a small crane instead?
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on September 19, 2011, 01:19:02 am
Found this.. I think it needs a good looking into for long haul trucking at the speed of sound.

(http://i.imgur.com/cjEj3.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: OGREMAN on September 19, 2011, 09:22:46 am
Outstanding quality model, I presume it to be a gas turbine power train. What a monster!
Title: Re: Game Assets - What should the vehicles look like?
Post by: RaikoRaufoss on September 19, 2011, 12:25:45 pm
One impressive rig.  Just wonder how well it corners, and what fuel efficiency it gets.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on January 23, 2012, 09:14:05 am
(http://upload.wikimedia.org/wikipedia/commons/thumb/e/e3/Uss_Zumwalt.jpg/800px-Uss_Zumwalt.jpg)

Most warships of the future will probably have sloped sides like the Zumwalt Class destroyer here. It helps them in avoiding radar detection. You can see the similarities in the Independence and Freedom class.

http://en.wikipedia.org/wiki/Independence_class_littoral_combat_ship (http://en.wikipedia.org/wiki/Independence_class_littoral_combat_ship)
http://en.wikipedia.org/wiki/Freedom_class_littoral_combat_ship (http://en.wikipedia.org/wiki/Freedom_class_littoral_combat_ship)
 

Also the small Coast Guard cutters of the U.S. look pretty awesome.
http://en.wikipedia.org/wiki/USCG_Patrol_Boat (http://en.wikipedia.org/wiki/USCG_Patrol_Boat)
http://en.wikipedia.org/wiki/USCG_coastal_patrol_boat (http://en.wikipedia.org/wiki/USCG_coastal_patrol_boat)
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on January 23, 2012, 09:37:10 am
There may be vehicles in underground military bunkers, though you'd probably have to make new tires for them.

That would be freakin' awesome!
(I can already imagine myself finding a few sound-speed aircrafts in a bunker under my IRL house location - hell, why not? Who would look for vehicles in a place already poorly known about, under non-suspicious' citizen's house?)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on January 26, 2012, 04:11:46 am
Thought about something, that would hawe great off-road capabilities, beeing amphibious, something like this "little" buggy :
Extreme AMPHIBIOUS Russian offroad vehicle: Aton-Impulse VIKING-2992 (http://www.youtube.com/watch?v=Uf5m2cKu0IU#)
Only whyte some more futuristic look (maybe of this one http://static.ddmcdn.com/gif/batmobile-resize.jpg (http://static.ddmcdn.com/gif/batmobile-resize.jpg) : P|. The only reason of their off-roadness is in their big low-pressure tires, actually, you can be owerruned by that beast and the tire would not hurt you thanks to that great contact area ...

As for the Tatras, was pretty suprised to see, how russians got into it as an base for export military vehicles of warious kinds, making them some "test roads" aviable at their home. India has yet a number of those Tatras whyte the lesser export version of the Smerch multiple rocket launcher. And this one is impressive :
Tatra 10x10 in siberia (http://www.youtube.com/watch?v=XSQTCwSNO0Q#)

And as for Jagerbomber-s Tractor-trailer. This is what my mind crossed at the Tractor word going trought my mind :
Москвич 2141 на Бизон Трек Шоу (http://www.youtube.com/watch?v=aB1utJMq4lQ#)
  Just hope, no one will make that yellow car whyte two driwers and driwerwheels !  :D:D
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 29, 2012, 04:10:07 am
(http://www.biznessuae.com/memFiles/e--dejongh__etf--ae/ProdImg/etf647aweb.jpg)

These! http://www.youtube.com/user/ETFMiningTrucks/videos (http://www.youtube.com/user/ETFMiningTrucks/videos)

Suspension Stuff http://www.etftrucks.eu/Innovations/Suspension/ (http://www.etftrucks.eu/Innovations/Suspension/)

I'm going to try and recreate it in garrys mod but just thinking about it navigating the terrain of Outerra gives me goosebumps. You might even get an endorsement from the company if you feature their vehicles in a "game of the future".

And LOOK at that scale! (http://www.etftrucks.eu/images/ETF383web.jpg/)
Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on January 29, 2012, 04:56:57 am
Cool.

You might even get an endorsement from the company if you feature their vehicles in a "game of the future".
Might be worth trying.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 29, 2012, 05:14:02 am
They would probably even give you all the 3D models (which they OBVIOUSLY have) and importing those bits would be 1,2,3.. Getting it to behave correctly would be the "fun" part.
Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on January 29, 2012, 06:30:13 am
Well, looks like all they have now are just the models, so the exact behavior is unknown. Anyway, the suspension control would have to be intelligent for this, and for higher speeds it would require scanning the road shape in front of the vehicle, to be able to react with the suspension. But maybe for the slow speeds they are using one could make it work with just measuring the instant weights and reacting to that.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on January 29, 2012, 07:20:39 am
Well, looks like all they have now are just the models, so the exact behavior is unknown. Anyway, the suspension control would have to be intelligent for this, and for higher speeds it would require scanning the road shape in front of the vehicle, to be able to react with the suspension. But maybe for the slow speeds they are using one could make it work with just measuring the instant weights and reacting to that.

That reminds me of the current US developement for personal and mass-unit carying vehicles, MULE, CRUSHER and TARDEC. A really interesting suspension and off-road capability.

Actually, there was an special vehicle, that had an extra suspension height, that should by an walk-speed hold its platform stedy thanks to gyro-s and instant pressure sensors. Was dumped doe, cant ewen remember the project name ...

Crusher (CMU_s military Unmanned Ground Vehicle).mp4 (http://www.youtube.com/watch?v=6sGIVlVow6I#)
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on January 29, 2012, 09:11:17 am
(http://www.biznessuae.com/memFiles/e--dejongh__etf--ae/ProdImg/etf647aweb.jpg)

These! http://www.youtube.com/user/ETFMiningTrucks/videos (http://www.youtube.com/user/ETFMiningTrucks/videos)

Suspension Stuff http://www.etftrucks.eu/Innovations/Suspension/ (http://www.etftrucks.eu/Innovations/Suspension/)

I'm going to try and recreate it in garrys mod but just thinking about it navigating the terrain of Outerra gives me goosebumps. You might even get an endorsement from the company if you feature their vehicles in a "game of the future".

And LOOK at that scale! (http://www.etftrucks.eu/images/ETF383web.jpg/)

Sir, that is...Awesome.

I would personally like to see it in-game.
Anteworld would get 20% cooler with THAT.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Vinator on February 03, 2012, 08:39:59 pm
As well as excavators and other Construction/Building vehicles.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Lawrs on February 21, 2012, 04:48:04 pm
I'd love to see some normal cars in Outerra. By normal cars I don't mean everyday boring cars you see outside on the street but more like veterans, rally cars and super cars. Not just huge offroad vehicles (which by the way are incredibly awesome but suggested way too much) but cars that are built for the dirt roads and tarmac.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 21, 2012, 06:34:09 pm
someday lawrs.. someday.

The full game might have a few you find preserved but they won't really fit in until someone does a full race sim mod for OT. I stir the pot as we speak. Want to drive the Nurbergring? Go to Germany and find it!
Title: Re: Game Assets - What should the vehicles look like?
Post by: Lawrs on February 22, 2012, 02:59:54 am
someday lawrs.. someday.

The full game might have a few you find preserved but they won't really fit in until someone does a full race sim mod for OT. I stir the pot as we speak. Want to drive the Nurbergring? Go to Germany and find it!

Not really on-topic here but does Outerra support Logitech G27 and Eyefinity resolutions?
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 22, 2012, 03:48:56 am
I'm using it with a G27, Thrustmaster Joystick and Logitech Gamepad. Everything works as it should minus force feedback.
Title: Re: Game Assets - What should the vehicles look like?
Post by: TheSquiffy on February 22, 2012, 04:54:40 am
I'm using it with a G27, Thrustmaster Joystick and Logitech Gamepad. Everything works as it should minus force feedback.

whaaaaaat!?!?! force feedback don't works!??!?!
OMG ... Outerra isn't good enough then.....  :-X :-X

okok, I'm joking, I hope we'll survive without force feedback  ;D

Sq.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 22, 2012, 05:14:17 am
It will come I am sure. Just need the little things like clouds and shadows for trees to work first. Plus I am pretty sure a huge 8x8 doesn't really have much steering feel anyways. When the smaller land craft get on-board I will be ready for FFB.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Lawrs on February 22, 2012, 07:06:33 am
(http://i.imgur.com/BmJ4O.jpg)

This is my own Beetle which is in a barn hibernating for the winter and cars like this are the cars I love and I would love driving something like this in Outerra sometime.

Maybe also a buggy version of the Beetle:

(http://farm3.static.flickr.com/2758/4098236401_f7559c0bec.jpg)

And if deserts get proper sand feel for the vehicles I'd also love to see a sandrail:

(http://images01.olx.com/ui/3/27/28/59331928_1.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: FsTheo on February 22, 2012, 09:31:00 am
The day, I can fly my Antonov An-2 in Outerra, like I fly it now in FS2004, and I can land it on an airstrip in the Amazones, like the pilot in this movie, with the aircraft engine-, braking-, and suspension-sounds you can hear, because those are the sounds an Antonov An-2 makes, that will be the day I will sound happy like this pilot! ;D

AN 2.Aterrizando un Antonov en una MINI Pista. Quando si dice manico e fegato (http://www.youtube.com/watch?v=LxBJklmUwAI#)

Theo(http://www.dutchfs.nl/forum/images/smilies/icon_yeah.gif)
Title: Re: Game Assets - What should the vehicles look like?
Post by: mctash on February 22, 2012, 11:22:49 am
Some bits at the end sound like a bus/train stopping :)
Title: Re: Game Assets - What should the vehicles look like?
Post by: FsTheo on February 22, 2012, 11:28:57 am
I know! ;D Great aircraft isn't it?(http://www.dutchfs.nl/forum/images/smilies/007.gif)

(http://www.dutchfs.com/crew/fstheo/lhdcmalev.jpg)

Theo ;)
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on March 01, 2012, 01:35:45 pm
Give me these goddamn ETF Trucks.
They look awesome in the videos they made so far, and so shall they be in Outerra (or Anteworld for that matter)...
Legal issues aside.
Title: Re: Game Assets - What should the vehicles look like?
Post by: deliciusman on March 01, 2012, 07:23:25 pm
It would be quite nice if a ship of massive scale could be integrated to the game at some point, like say this 500m long bastard: (http://th00.deviantart.net/fs70/PRE/f/2011/160/6/e/x_307_wip_7_by_deliciusman-d3idfjh.png)

I would be happy to donate it to this cause. May be a bit of a problem with the polycount though, with it being over two million... :D
Title: Re: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 01, 2012, 07:42:40 pm
It would be quite nice if a ship of massive scale could be integrated to the game at some point, like say this 500m long bastard: (SNIP)

I would be happy to donate it to this cause. May be a bit of a problem with the polycount though, with it being over two million... :D

In the Anteworld game, there will eventually be something a kilometer in length, and half a kilometer in diameter ;)
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on March 02, 2012, 11:22:30 am
It would be quite nice if a ship of massive scale could be integrated to the game at some point, like say this 500m long bastard: (SNIP)

I would be happy to donate it to this cause. May be a bit of a problem with the polycount though, with it being over two million... :D

In the Anteworld game, there will eventually be something a kilometer in length, and half a kilometer in diameter ;)

Say goodbye to Moscow, redhead!
(that was in no way intended to offend anybody from Russia - I like Russia, I always wanted to visit it, but Russian is kind of a tough language)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 02, 2012, 02:02:19 pm
It would be quite nice if a ship of massive scale could be integrated to the game at some point, like say this 500m long bastard: (SNIP)

I would be happy to donate it to this cause. May be a bit of a problem with the polycount though, with it being over two million... :D

In the Anteworld game, there will eventually be something a kilometer in length, and half a kilometer in diameter ;)

Damn...the Star Destroyer is 1.6 kilometers long... :P
Title: Re: Game Assets - What should the vehicles look like?
Post by: RaikoRaufoss on March 02, 2012, 03:22:44 pm
And the Executor-class Star Dreadnought is 19 km long.  http://starwars.wikia.com/wiki/Executor-class_Star_Dreadnought (http://starwars.wikia.com/wiki/Executor-class_Star_Dreadnought)
Title: Re: Game Assets - What should the vehicles look like?
Post by: C. Shawn Smith on March 02, 2012, 03:40:00 pm
Was too lazy to find the post last evening, but this is the thread I was referring to about the object: http://www.outerra.com/forum/index.php?topic=158 (http://www.outerra.com/forum/index.php?topic=158)

That object is about 5km long (an original estimate).  This will be in the Anteworld game, in some form, once the actual model is created.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 06, 2012, 12:04:55 am
You know I am hoping Outerra will be less stupid than other games. What I mean is in real life if I landed on a completely dark earth at night I would have something like this hooked up to my vehicle.

100W HID The brightest road registered car in the world 82,000 Lumens (http://www.youtube.com/watch?v=jPKy1KAz8OM#ws)
Title: Re: Game Assets - What should the vehicles look like?
Post by: CHOAM on March 06, 2012, 03:27:53 am
I saw great ideas on concepts here, I'm a BSG and Firefly fan... so, quick question, I don't know ANYTHING about 3d modeling and extensions for those files so, is it posible to import models from freeware mods from Freespace like Beyond the red line (BSG)?

Sorry if that was a stupid question... Back on topic, I spect to see, at first, newtonian physics in space on multipurpose ships, those can enter the atmosphere and land on earth. Others not, satellites for reaching a full operative comunication network to investigate what's going on (If I come back to Earth and EVERYTHING disapeared, I'll not send a dropship so easy).

Another point is the building time... re-colonize a world needs lot of time, and time means evolve. So things (Buildings, vehicles and so) will turn more specialized, designs too. MAybe it's too much.

Well, those are just a few thoughts, maybe nothing of this will take sense or be productive in any way, but thanks and sorry for my bad english!!
Title: Re: Game Assets - What should the vehicles look like?
Post by: nikosGT on March 06, 2012, 09:45:22 pm
I guess not too many train-simmers have made it over here yet. Since trains will be part of the next alpha apparently, I'll throw out a few ideas. Going off the Anteworld premise, one would guess that the first railroads would be rather basic, so a lightweight, but powerful locomotive would be needed. The EMD G22 would be my pick, you cant beat the reliability of the roots blown EMD 645 prime mover and this model has proven its success around the world in both 4 and 6 axle configurations, and in passenger and freight service. The units cooling system is designed to prevent overheating in tunnels and the unit is designed for multiple unit operations. I think it would make a excellent jack of all trades for the first railroads on the new earth.
4 axle G22
(http://www.railpictures.net/images/d1/8/7/3/7873.1211693592.jpg)

6 axle G22C
(http://www.railpictures.net/images/d1/7/0/9/4709.1302121276.jpg)

G22C's in action in Croatia
GM Summer Concert 2008 in Croatia - 3: Split - Knin (http://www.youtube.com/watch?v=LLyqg8Sk2m8#)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 06, 2012, 10:46:43 pm
I guess not too many train-simmers have made it over here yet.

Trains still make the most sense for getting bulk good across vast undeveloped expanses. Roads would require too much effort and way more people to run them with the same amount of product.

Did I mention we are mining cocaine out of the mountains? Nothing but powers our ships. Keeps them running for DAYS..
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 07, 2012, 03:17:10 am
I guess not too many train-simmers have made it over here yet.

Trains still make the most sense for getting bulk good across vast undeveloped expanses. Roads would require too much effort and way more people to run them with the same amount of product.

Did I mention we are mining cocaine out of the mountains? Nothing but powers our ships. Keeps them running for DAYS..

Would be interesting to make an complex railroad-map that would look like in a checking-station ... something similar to the russian integrated GPS/GLONAS railroad control system (mking an Pc map of all tracks and crossings vhzte indikators of their current position on witch the trains are looked up trough + PC controller, that makes sure, that no collisions occure). Thez actuallz plan to inplement ewen some indication parameters for the stations themselwe, like in Sochi - (time to arrive, current position/station, track left, type, speed for all incomming trains).
Maybe this would be ewen able to implement to the google-map function (where the tracks and train positions would be seen).
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 07, 2012, 03:43:39 am
I would never imagine there would be that many trains on the earth in Outerra that a massive computer control would be needed. Keeping a broad schedule like one train departing a day, every day from every major settlement and another returning 12 hours later to load/unload would probably be sufficient for even the busiest quarries, refineries and farms.
Title: Re: Game Assets - What should the vehicles look like?
Post by: nikosGT on March 07, 2012, 03:17:57 pm
I do hope some sort of coding for railroad signals is included. If you want to use more than 1 AI train on a line at a time its pretty much mandatory. User controlled trains be dispatched through track warrants like many real railroads do on light density lines but I think it would be a bad idea not to have any support for signalling and AI dispatching.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PTTG on March 09, 2012, 12:01:52 pm
Am I the only one who would like a more modern, weathered appearance for most things?

Just think about where you'll see most items- it won't be clean internal spaces, or the depths of space, but muddy wilderness areas. The Cessna and the chopper fit these places well, because when they're parked on the ground somewhere, they blend in.

Plus, I feel like I could get more immersed, more emotionally invested, in a world that seems a bit more concrete- and a way you'd do that is by having things be immediately acceptable as real, modern items.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 27, 2012, 07:51:49 am
Its some time from the last post, but i found an interesting vehicle :
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-prn1/555681_355993471105737_100000852618700_975926_1370370770_n.jpg)
ОКР "Бумеранг" - boomerang - should be an modular armed transporter.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 27, 2012, 11:48:49 am
Or!

(http://dmn.wpengine.netdna-cdn.com/wp-content/uploads/2011/02/JLTV-2.jpg)

BAE JLTV
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 29, 2012, 07:37:06 pm
God the windshield on that first one Pago. It is a bird-shit magnet!

This little french thing is nice and fast looking.

(http://www.armybase.us/wp-content/uploads/2010/02/French-soldiers-VBL-armoured-light-vehicle-afghanistan.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 30, 2012, 07:38:13 am
God the windshield on that first one Pago. It is a bird-shit magnet!
(http://www.armybase.us/wp-content/uploads/2010/02/French-soldiers-VBL-armoured-light-vehicle-afghanistan.jpg)
  :D ... hawent thought about that particular thing as an "construction-factor" in the militarry. :D

  I think in this particular project, thay tried to apply the t-34 knowledge of theyr fathers - M. Koshkin and co. to use the front side in a particular angle to "reflect" bullets abowe the criticall hit-angle. Not a bad idea if you think about it, mainly if the front side of a middle-weight transport is the main "hit spot" and the main problem (because the lower anti-balisstic characteristics of the cabin glass) at the safety in combat situation. An interesting way to maximalize the needed penetration thickness of the armour. Who knows how its shooting-tests would look like, but the fact to hawe an higher position ower it to hitt it radically by an anti armour bullet is there. ... an it looks werry wierd-moderny whyte the IED-outflow construction.

  Werry simple thinking, weird, but who knows ? Maybe anything will look once that way in the future, exept it will fly. :D

  Also the front-set seems to be constructed as an modular part for an posibble bigger and/orr other type vehicles to be modular and inter-usable part for both of them (ewen symplifying the production and service). Would be interesting to see the intensions in terms of modularity in that project, but it may be an 10+ year waiting. :( (Not to mention, that Medveď, vlk, tyger and the new Ural seem to be the choice for the ministry of defenc in RF and so could be possably canceled, wouldnt mint to fund it doe to see, what comes out of it ...) Already there are a great effort to make many of the millitary battle tech. in RF moddable and multi-usable (in terms of unified engine/gearbox/frames/fight complexes to make an simple and fast way to repair and modify them for particular situation in the field ...).

  ... for the "french - american" one, its actually "IN" to make those wehicles werry persistent against RPG´s and IED´s as theyr tactics assume a fast victory in combat trought air and tech/number superiority against potencial enemyes in wars and an ocuppation progress. That means, that they may not be so agile and fast as it seems to be, what actually is making an gread problem in the minds of russian constructors themselves, witch wont to go the modular way, because the too-high expension in fire-resistance can significantly hit the transporters specs as for the great weight (and modern materials are not so weight-sawing as it would be needed) ... one of the Ural-constructors said, that its the same as the post WWII problem in Tank-building. Ending in an dead-end of that approach (why they took the smaller, lighter tank-construction way and in modern days special ways of protection - active armour/SHTORA AND OTHER OPTO/RADIO/THERMAL protection systems (and us has an shrapnell-based anti RPG system too, dont know how they do exploit it, but as long as casulties extend they war as they wish, ti will probably stay in extended protection vehicle production) , witch i think they will try to transfer from tanks trought now applied BMS´s to transporters too in the future). But US way doest care about that, becouse they use such wehicles more in Conwoy-leading and protection in an prolonged ocupattional enviroment. So to the point, that the Joint "LIGHT" Fighting Vehicle starts to be an Light big-ass transporter whyte some little more space as an HMMWV, but not the capacity of an truck neither. So we can see the RF Tyger (that isnt as much agile and fast too) to be used as a mobile AT-rocket complex - something like a modern age BRDM whyte the needed anti-balistic specs., not suplementing the light fighting and recon vehicles, butt rather extending the millitary "garague".
Title: Re: Game Assets - What should the vehicles look like?
Post by: DurMan667 on April 02, 2012, 08:09:32 pm
I think it would be cool to have more future-ey design in the vehicles, such as this:

(http://www.diseno-art.com/images_5/Maybach_DRS.JPG)

It's good to look at modern concept cars (http://www.diseno-art.com/encyclopedia/concept_cars/concept_cars_all.html) to see what our engineers imagine as the future of automotives.

You know, a version of Transportation Tycoon in the Oterra engine would be frikkin' sweet.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on April 03, 2012, 05:59:16 am
Everything I have online is very very old.  I haven't done anything recently due to lack of time and a needy son :).  But everything I do have is online at my website: www.cshawnsmith.com (http://www.cshawnsmith.com)

Nice art skills ...
Title: Re: Game Assets - What should the vehicles look like?
Post by: PTTG on April 03, 2012, 02:14:42 pm
if most of the stuff in the world was either built or stored on a spacecraft, then we have to look at modern areospace equipment for examples. It will be designed to be first of all low-mass, and secondly low volume to allow for more efficient packing. The tanks and bubble cars simply don't make sense.

Since we're talking about one group of humans colonizing alien worlds, they would have absolutely no reason to consider tactical design elements. Everything from camouflage to bulletproof windows would be as absurd as going hiking in a bulletproof vest.

Rather, neon orange and green- orange because it's noticeable in many natural backgrounds, and neon green because it's in the sweet spot of human perception- would be major accents, and otherwise we'd see little other than normal material colors and aesthetic design choices. Medium orange jumpsuits with neon green accents would make finding lost colonists from the air easy.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on April 05, 2012, 04:42:42 am
if most of the stuff in the world was either built or stored on a spacecraft, then we have to look at modern areospace equipment for examples. It will be designed to be first of all low-mass, and secondly low volume to allow for more efficient packing. The tanks and bubble cars simply don't make sense.

Since we're talking about one group of humans colonizing alien worlds, they would have absolutely no reason to consider tactical design elements. Everything from camouflage to bulletproof windows would be as absurd as going hiking in a bulletproof vest.

Rather, neon orange and green- orange because it's noticeable in many natural backgrounds, and neon green because it's in the sweet spot of human perception- would be major accents, and otherwise we'd see little other than normal material colors and aesthetic design choices. Medium orange jumpsuits with neon green accents would make finding lost colonists from the air easy.

An wariable-based system actually, that would simply, fast and effectivelly use eqipement of the "entrance-vessel" that is not needed after getting to ground as its an one-way tech. I thought about Camenis triangle-digging idea :
- oval triangle shape, witch would enter the atmosphere in an basic capsule way hawing the base from thermal-resistent ceramics and grphine materials, getting down in an paraschuted way. After getting to the ground, the lower part would be used as an digging platform, just opening up in three ways of its shape getting much ground away and partially get the whole vessel a little grounded, whyle those platforms would be used then as an plato around the capsule. Then the upper part would open up in an way it would make an covered structure and garague out and openning the other devices and tech not needed anymore (being there just for the landing purpouse) acessing to use for whatewer needed. Actually it would look then like an oval triangle-pyramid. (the paraschute can be replaced by rockets, that would possably dig up a little hole into the ground too itself in some extend)
The Mother-ship would just hawe them stored on the belly , or they actually would be a part of theyr construction itself (may say, the capsules would be actually in those wessels whyte other equipement needed to get things on ground be done and the ship itself would have just the structure to travell the space (as an "dragging rocket")).

That way of construction would ewen see to be possible whyte our actuall technologies as well.
Title: Re: Game Assets - What should the vehicles look like?
Post by: daman345 on April 06, 2012, 03:15:42 pm
A lot of the ideas here seem almost too futuristic to me. I'm imagining most things being closer to today's things than anything else, closer in style to the tatra thing in the game now than these futuristic white, light designs like the two wheeled thing posted above.

Heavier duty, tougher, darker, with angled bodies instead of everything being sleek curved things. I'll maybe post some pictures if I come across any of the kind of thing I mean, there are some posted already that do more fit this style already too.
Title: Re: Game Assets - What should the vehicles look like?
Post by: acidrain84 on April 15, 2012, 03:20:11 am
Heavier duty, tougher, darker, with angled bodies instead of everything being sleek curved things.

Something like this, maybe?

I think there's a place for futuristic, shiny vehicles, but... Not in the first moments after landing.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on April 17, 2012, 04:51:01 am
Heavier duty, tougher, darker, with angled bodies instead of everything being sleek curved things.

Something like this, maybe?

I think there's a place for futuristic, shiny vehicles, but... Not in the first moments after landing.

Why does that remind me of soviet times : МАЗ-74101
(http://img.encyc.yandex.net/illustrations/milauto/pictures/1/296-04.jpg)
МЗКТ-79221
(http://www.webpark.ru/uploads44/longtruck006.jpg)
 or МЗКТ-7907
(http://www.khapov.ru/wp-content/uploads/2010/12/MZKT-Molodec.jpg)
... but there are already some more interesting platforms, being even radio-controlled :
Scheuerle SPMT Wagenborg Nedlift (http://www.youtube.com/watch?v=gkreQbjgew4#)
Title: Re: Game Assets - What should the vehicles look like?
Post by: acidrain84 on April 17, 2012, 09:36:18 am

Why does that remind me of soviet times :

Well, maybe because I draw them having in mind exactly these trucks...  8)
Title: Hetzer Low Poly
Post by: murkz on May 18, 2012, 08:37:40 am
A low poly Hetzer I hope to be able to bring into the Outerra engine.

(http://farm6.staticflickr.com/5466/7221087118_1f7e458495_b.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Bartolomeus on May 18, 2012, 01:09:14 pm
Wow, nice model!

Marko
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on May 18, 2012, 01:59:09 pm
Nice model, the Hetzer is my favorite German tank destroyer.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on May 19, 2012, 04:40:42 am
Nice model, the Hetzer is my favorite German tank destroyer.

would like to see this ones tracks on move too ...
Title: Re: Game Assets - What should the vehicles look like?
Post by: daman345 on May 22, 2012, 10:30:40 am
Heavier duty, tougher, darker, with angled bodies instead of everything being sleek curved things.

Something like this, maybe?


Yeah, exactly that sort of thing. And yeah, once you get a good sized place built up and stuff more futuristic looking things would be all right
Title: Re: Game Assets - What should the vehicles look like?
Post by: Thaumaturge on June 30, 2012, 12:03:51 pm
What about russian Vityaz :)
http://www.z827.narod.ru/Photos/Gal203/gal203e.htm (http://www.z827.narod.ru/Photos/Gal203/gal203e.htm)
Also check out some videos on youtube, that vehicle is really amazing.
Title: Re: Game Assets - What should the vehicles look like?
Post by: techno_werewolf on July 01, 2012, 01:54:07 am
sum cool google sketchup Space, Space Ships, futuristic models that i like (models not mine)

(http://C:\Users\minnie\Pictures\cars\348a452a00257944954040c96e56fd7.jpg)
http://sketchup.google.com/3dwarehouse/details?mid=348a452a00257944954040c96e56fd7 (http://sketchup.google.com/3dwarehouse/details?mid=348a452a00257944954040c96e56fd7)

(http://C:\Users\minnie\Pictures\cars\22acb32f87d46996256b1558442ce5f3.jpg)
http://sketchup.google.com/3dwarehouse/details?mid=22acb32f87d46996256b1558442ce5f3 (http://sketchup.google.com/3dwarehouse/details?mid=22acb32f87d46996256b1558442ce5f3)

(http://C:\Users\minnie\Pictures\cars\ed09908f11125fb6b1610c1351add50e.jpg)
http://sketchup.google.com/3dwarehouse/details?mid=ed09908f11125fb6b1610c1351add50e&prevstart=24 (http://sketchup.google.com/3dwarehouse/details?mid=ed09908f11125fb6b1610c1351add50e&prevstart=24)

and the last one becuz im a big HaLo fan  ::)
(http://C:\Users\minnie\Pictures\cars\8efb50d4f20a4d0ab5666ac9dae008e8.jpg)
http://sketchup.google.com/3dwarehouse/details?mid=8efb50d4f20a4d0ab5666ac9dae008e8&ct=mdrm (http://sketchup.google.com/3dwarehouse/details?mid=8efb50d4f20a4d0ab5666ac9dae008e8&ct=mdrm)
Title: Re: Game Assets - What should the vehicles look like?
Post by: techno_werewolf on July 01, 2012, 01:56:28 am
^my bad^ -_-
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on July 01, 2012, 08:38:35 am
What about russian Vityaz :)
http://www.z827.narod.ru/Photos/Gal203/gal203e.htm (http://www.z827.narod.ru/Photos/Gal203/gal203e.htm)
Also check out some videos on youtube, that vehicle is really amazing.

Well, if a modular multi-task version would be done, it would be quite a machine ... dont know if they have some actual thoughts of implementation into army-service (as long i know, it should be a AA rocket system vhyte separated radar/rocket baskets for extreme off-roads).
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on July 01, 2012, 10:37:23 am
I like those a lot techwolf. Here is one I found.

(http://i.imgur.com/Ue5W4.jpg)

A ton more on /r/imaginarytechnology  http://www.reddit.com/r/ImaginaryTechnology/ (http://www.reddit.com/r/ImaginaryTechnology/)
Title: Re: Game Assets - What should the vehicles look like?
Post by: techno_werewolf on July 01, 2012, 05:33:04 pm
Zeos thats cool is it ok if i make it my new background?
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on July 02, 2012, 02:20:44 am
Zeos thats cool is it ok if i make it my new background?

Absolutely can NOT make that your background. There is too much at risk!!

But seriously. It is just some picture I found. Do as you wish.
Title: Re: Game Assets - What should the vehicles look like?
Post by: techno_werewolf on July 02, 2012, 07:50:08 pm
Ok thanks it makes a cool background.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on July 06, 2012, 02:06:24 pm
(http://i.imgur.com/6Kdyl.jpg)

Space Train... That is all.
Title: Re: Game Assets - What should the vehicles look like?
Post by: techno_werewolf on July 08, 2012, 07:13:49 pm
 ^epic^
Title: Re: Game Assets - What should the vehicles look like?
Post by: Bartolomeus on July 09, 2012, 02:19:25 am
^epic^

Yeap, outstanding model and render!

Marko
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on July 24, 2012, 05:28:16 am
This guy has the right idea.. Lets get him to do the vehicles. http://cargocollective.com/drawthrough (http://cargocollective.com/drawthrough)

(http://payload8.cargocollective.com/1/5/176285/2460091/Scott_Robertson_gm_veh_14_1200.jpg)
(http://payload12.cargocollective.com/1/5/176285/2541376/DRIVE_spread_9%201_1200.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on July 24, 2012, 09:16:44 pm
Now that is awesome.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on August 01, 2012, 10:42:46 am
Seems a shame to have such low ground clearance with such massive wheels.

Pretty much any wheeled, all-terrain vehicle, has the axel as the absolute lowest point in the design, so that it gains the most ground clearance the wheels on it can give.

Having the front wheel that size and then a bumper so close to the ground is one of the stupidest looking things I’ve seen in a while. “Oh no, we wouldn’t want those rocks to hit the front of its WHEELS now, would we?”

Ehh, maybe you guys don’t care about the actual functionality of stuff. :(
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on August 01, 2012, 06:37:19 pm
Ehh, maybe you guys don’t care about the actual functionality of stuff. :(

Well functionality over form is my norm but there is no reason you can't start with an awesome form and hammer in functionality once and a while.

The Reddit post where I found that actually had a lengthy discussion in the comments going over how most "artists" are rarely engineers. Just go look at the vehicles in HL2. The "Jeep" and Jalopy are the worst examples I have ever seen.

To stay on topic. A Porsche Carrera GT minus the body panels.

(http://i.imgur.com/JXnHB.jpg)


Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on August 13, 2012, 01:35:16 am
Lets get realistic for a second.

This vehicle can't exist and function like it should in any other engine other than Outerra.

(http://i.minus.com/iYSHpIKx71i14.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on August 13, 2012, 03:29:29 am
LOL, what's that thing? Looks like a land cruise ship :)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on August 13, 2012, 03:34:30 am
Only from the minds of artists can such an implausible engineering feat be performed.

I was thinking about how BOOORing places like Kansas are in Outerra. A few of these mobile cities would liven things up.

Plus think how well it would show off the terrain deformation! Especially at the slow speed it will travel.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on August 13, 2012, 01:08:19 pm
Only from the minds of artists can such an implausible engineering feat be performed.

Or Krupp  :P

(http://fc02.deviantart.net/fs71/f/2010/111/c/1/P__1000_Ratte_Tank_Cutaway_by_VonBrrr.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ddenn on August 13, 2012, 01:32:33 pm
Yeah, Krupp done it already :)

(http://i.pics.livejournal.com/pryf/39738266/1631169/original.jpg)

That's Bagger 288
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on August 15, 2012, 06:13:48 pm
You can’t have roving cities. I mean not unless you put in a whole bunch of steampunk dirigibles.

(Personally I’d love to see that but I doubt the community here would be too impressed. ;D)
Title: Re: Game Assets - What should the vehicles look like?
Post by: KotMroku on August 22, 2012, 08:26:03 pm

(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/wallpaper-969262.jpg)

It has the styling I like. Futuristic contemporary armored awesome. Everything Gun-metal gray.
HOW YOU CAN NOT KNOW THIS PLANE? D:
This is Imperial Guard Heavy Fighter Thunderbolt (http://wh40k.lexicanum.com/wiki/Thunderbolt)

Removed "Go kill yourself" directed at WarlockSyncro.  Raiko
Title: Re: Game Assets - What should the vehicles look like?
Post by: Juggernautz on August 23, 2012, 10:28:09 am
How amazing would a hardcore 40K game with this engine be?! I'm talking conversion of the actual game rules into the full scope of the Outerra world...   ;D
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on August 25, 2012, 12:13:34 pm
How amazing would a hardcore 40K game with this engine be?! I'm talking conversion of the actual game rules into the full scope of the Outerra world...   ;D

 ... just imagine full interstellar campain of the ampire ! : P
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on September 09, 2012, 08:07:55 pm
Totally need some Galaxies.  8)
Code: [Select]
http://youtu.be/EMP6wnd_UC4?t=3m
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on September 10, 2012, 07:20:20 am
So, really, I’d love to see two types of vehicles. Cheaply constructed lighter-weight stuff that wouldn’t add too much extra weight to the mothership or take too much effort to have gotten into space in the first place, and then sturdier, heavier vehicles that would be constructed from factories once ground-based infrastructure had been established.

So start with stuff like:
(http://upload.wikimedia.org/wikipedia/commons/6/66/Unimog.png)
(http://www.richard-reed.com/images/cars/cars-dune_buggy_1_cropped.jpg)


And then, with infrastructure, move on to stuff like:

(http://farm3.static.flickr.com/2655/3896145678_da5f5a8235.jpg)
(http://www.army-technology.com/contractor_images/ptg/3-stis.jpg)

As for space-vehicles?
Something like this:
(http://www.thepinksmoke.com/images/supernovaship.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: jeffmorris on September 10, 2012, 08:59:39 pm
I think that I saw the truck in the first photo in "Fast Five" movie where people took cars from a moving train.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Silver Sterling on September 14, 2012, 07:56:22 pm
How about something like this as space/atmospheres fighter? :D

(http://i.imgur.com/XySOA.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on September 29, 2012, 01:07:22 am
Just found this.. I like the modern look

(http://www.cghub.com/files/Image/267001-268000/267244/937_max.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on September 29, 2012, 09:39:03 am
Just found this.. I like the modern look

It still has the same problem of being useless on any surface other than a perfectly flat concrete slab with its stupidly low ground clearance from the front bumper.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on September 29, 2012, 01:17:34 pm
Actually these two designs seem to have the ability to lift their front bumper plates. That would make them useful in urban areas and able to lift and go offroad.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on October 03, 2012, 05:11:15 am
Even without the bumpers, the ground clearance for the vehicles is far below axel-height, still pretty useless off-road.

Buggy needs about this much ground-clearence to be remotely capable:
(http://imageshack.us/a/img834/1953/lowqualityoverpaint.jpg)
(sorry for the low quality overpaint, kinda rushed it)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on October 03, 2012, 03:39:33 pm
Thoughts on this?

(http://cghub.com/files/Image/260001-261000/260688/861_max.jpg)

Again only do-able in Outerra.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on October 03, 2012, 04:06:25 pm
prefer it on tank-tracks or legs. ;)

Again, the whole driving/walking cities thing would require airships. Lots of airships. ;D
Title: Re: Game Assets - What should the vehicles look like?
Post by: seppen on October 03, 2012, 05:22:37 pm
That look´s interesting  Zeos  8)

I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

Textures can be baked with lightmaps for interior areas, testing that tomorrow.
Since has both inner/outer shells these buildings dont suffer from the usual Sketchup face clipping issues.

Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on October 05, 2012, 04:57:34 am
I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

...that means just one thing - to build an actuall starship 3D Building Blueprint ! Lets go get the wires right there and they alone will make some hardware collapse ..  ;D ... doe, would be interesting try to import some Skoda or Lockheed tech 3D modells from developement.
Title: Re: Game Assets - What should the vehicles look like?
Post by: seppen on October 05, 2012, 06:57:33 am
I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

...that means just one thing - to build an actuall starship 3D Building Blueprint ! Lets go get the wires right there and they alone will make some hardware collapse ..  ;D ... doe, would be interesting try to import some Skoda or Lockheed tech 3D modells from developement.

We must not stop before the dust on the wires are physically correct  ;D

"All your base are belong to us"

CentiLeo demo: dynamic simulation Boeing 777 scene (http://www.youtube.com/watch?v=JZIXlXD5tTM#ws)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on October 07, 2012, 07:05:23 am

"All your base are belong to us"


Well, thats what Im talking about !  ;D Than just the engines to work properly :
(http://pfiles2.ptc.com/WCMS/images/ptcawards/2006/award36115_lg.jpg)
(http://pfiles2.ptc.com/WCMS/images/ptcawards/award6553_lg.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: flightvision on October 09, 2012, 12:44:54 pm
I always liked the firefly roughness of ships. Well the rebel/transport ones at least. Nothing too slick. We should be down there as miners and developers. Not Rich Playboys.

(http://www.fireflyshipworks.com/wp-content/uploads/2008/06/cerb-camped1.jpg)
Wow, I didn't even know this design was known outside of the wondergreat Serenity/Firefly TV series!!

Oh yes, this is slick and gorgeous!
Title: Re: Game Assets - What should the vehicles look like?
Post by: Anarkist on November 04, 2012, 11:24:48 am
I imagine a maglev train will fit the theme of the game. What does everyone else think? Once a certain level of infrastructure is built a maglev will be the fastest and efficient method of transporting people and material long distances, just like today.

http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm (http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm)

Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on November 07, 2012, 03:06:38 am
I imagine a maglev train will fit the theme of the game. What does everyone else think? Once a certain level of infrastructure is built a maglev will be the fastest and efficient method of transporting people and material long distances, just like today.

http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm (http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm)

Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?

Could be quite interesting to change the already known way of getting stuff out of mines by such powered mining equipement and transporters on an either flexible magnetic tracks or fast layable and modulable ones .... maybe something werry sofisticated like an great multi-role mining train, witch would hawe the bore unit combined whyte wawe-optic ore detection system, and mine structural pillars and magnetic track laying part under and around it, folowing an ore/rubble filler for little transporters behind them(would take it outside, or ewen to the separation/rafining plant and on the way back to the miner, they could fill it whyte pillars and tracks before loaded whyte ore)  ...
Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on November 07, 2012, 03:26:59 am
Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?
Yes I wanted to make a railroad track generator a long time ago, the vector road system was designed to expand to it as well. It needs another component generating the repeated geometry for tracks, that will be then reused for other things as well, like milestones and bridge segments.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Anarkist on November 17, 2012, 11:25:42 pm
Great. It would be a fantastic addition to the game and furthermore for the engine.

It was a bit of a self interested suggestion, because I would like to incorporate a functional railway system in my own game which I hope to employ the Outerra engine.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Peca on November 18, 2012, 06:47:09 am
...functional railway system in my own game which I hope to employ the Outerra engine.
You bought me to the idea of OpenTTD on Outerra engine - that would be really awesome  :D
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 17, 2013, 11:55:17 pm
How about this http://cyber--hawk.deviantart.com/art/Wrath-194736398 (http://cyber--hawk.deviantart.com/art/Wrath-194736398) For the tank..

(http://fc04.deviantart.net/fs70/i/2011/024/a/c/wrath_by_cyber__hawk-d37xvke.jpg)

http://cyber--hawk.deviantart.com/art/Mobile-Rail-Artillery-195352420 (http://cyber--hawk.deviantart.com/art/Mobile-Rail-Artillery-195352420)

(http://fc07.deviantart.net/fs71/i/2011/029/1/e/mobile_rail_artillery_by_cyber__hawk-d38b2w4.jpg)

http://karanak.deviantart.com/art/Scout-Buggy-261143783 (http://karanak.deviantart.com/art/Scout-Buggy-261143783)

(http://fc03.deviantart.net/fs70/f/2011/274/6/4/scout_buggy_by_karanak-d4bh7tz.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Bartolomeus on January 18, 2013, 12:56:33 am
Well designed vehicles. The quad looks awesome! ;)

Marko
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on January 28, 2013, 02:40:30 pm
(http://lolcars.files.wordpress.com/2008/02/newmodelofcar.jpg?w=500)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on January 28, 2013, 05:44:09 pm
Nah... Needs to be more like Axel from Twisted Metal.  8)

(http://media.giantbomb.com/uploads/0/3607/289879-twistedmetal_axel_large.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on January 29, 2013, 06:48:01 am
                       Seriously though, something like that
(http://media-cdn.tripadvisor.com/media/photo-s/02/d7/5b/d1/segway-rent-florence.jpg)
                                                   +
                   hovering could produce something neat!
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 29, 2013, 03:50:31 pm
(http://www.tatra-club.com/graphics/msgboard/11468/full/tatra913.jpg) We are so close to having this now.. I need it.
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on January 29, 2013, 03:51:43 pm
Its prety close to the Tretra though!
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 29, 2013, 03:55:18 pm
I know. But that is still WHAT VEHICLES SHOULD LOOK LIKE.. There should be a road only tatra, the current one that is 50/50 road and offroad and that thing which is pure offroad sex.
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on January 29, 2013, 04:02:06 pm
Deal!(I must buy the game...NAO!!)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Bartolomeus on January 30, 2013, 12:47:08 am
Should be no problem to build one. After my Finnstar ferry project. ;)

Marko
Title: Re: Game Assets - What should the vehicles look like?
Post by: Midviki on January 31, 2013, 05:09:37 pm
After like 5 hours of work on it, I really got bored... It isn't finished but you can have a peak. ;D
I was going for something like a flying car / mini spaceship.But I think it looks like a flying car that batman would use in one of his crazy movies.Anyway I just needed something to start learning and gain some scripting skills.But I have some problems.Like Alt+E how Cameni said in that youtube video, doesn't work to open the scripting window.
Anyway... enjoy, have a laugh and maybe get inspired from some crazy future Sci-Fi vehicles.

(http://i.minus.com/jFFea1qMsIyBB.jpg) (http://minus.com/lFFea1qMsIyBB)

(http://i.minus.com/jrAeJIRHFqdDW.jpg) (http://minus.com/lrAeJIRHFqdDW)

(http://i.minus.com/jbllk5G2Aduvz1.jpg) (http://minus.com/lbllk5G2Aduvz1)

(http://i.minus.com/jTQ0Oe8ZIh3My.jpg) (http://minus.com/lTQ0Oe8ZIh3My)

(http://i.minus.com/jnT0zPXuRaw0c.jpg) (http://minus.com/lnT0zPXuRaw0c)


As you can see I tried to give it a very aerodynamic look, as if the air would flow and the body of the vehicle would glide.It has 4 "rocket" thrusters or of some kind.(I decided already on what sound I think they would make, and it is something similar to the sound of jet planes).Anyway I need to start scripting and stuff. ;D
Anyone can point me in to a direction where I can ask about the problems that I have? ( for ex my scripting editor is not opening with Alt+E like the video said ).  :(

Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on February 01, 2013, 01:39:46 am
alt+E works for aircraft and vehicles that have script file assigned. Static object don't have it.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Midviki on February 01, 2013, 04:34:33 am
Oh!!!.. impcfg!
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 19, 2013, 04:12:23 am
(http://cdn-www.airliners.net/aviation-photos/photos/7/8/7/1391787.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: GHAO on February 19, 2013, 02:04:33 pm
If that's a Berieyev, I love them. Somehow though I don't think the aircraft will be particularly recognizable, except for a Chinook perhaps.
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on February 20, 2013, 11:43:42 am
Again about the absolutely epic ETF trucks (http://www.etftrucks.eu/).
Are we going to see them happen? (also, are they just, like, concepts or anything? because all the photos so far seem to only use models and not actual real-life machines)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on February 20, 2013, 01:34:41 pm
Again about the absolutely epic ETF trucks (http://www.etftrucks.eu/)....
...because all the photos so far seem to only use models and not actual real-life machines)

That`s better for us here! Lets try speaking with the company if they have these 3D models available for us!
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on February 20, 2013, 04:41:18 pm
Again about the absolutely epic ETF trucks (http://www.etftrucks.eu/)....
...because all the photos so far seem to only use models and not actual real-life machines)

That`s better for us here! Lets try speaking with the company if they have these 3D models available for us!

They were mentioned a bit ago in this thread. (page 9 iirc)
If we put their product in Anteworld, it would be a win-win scenario - we both get to advertise "stuff of the future", plus we get huge potential for Anteworld itself, whichever direction it is going to go in.
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on February 20, 2013, 04:44:49 pm
Although these models would require a hell of a lot of polygon trimming!
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on February 20, 2013, 05:01:14 pm
Although these models would require a hell of a lot of polygon trimming!

And here I wish I knew what polygon trimming meant...
I suppose it's like the triangulation?

(polycount is not a problem here, since someone pointed out that 2.7 million polygon models could be imported into the game and yet it would still run at a decent rate)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on February 20, 2013, 05:34:49 pm
With polygon trimming I mean reducing the number of polygons but I still do not know how outerra handles poly-heavy models....
Title: Re: Game Assets - What should the vehicles look like?
Post by: DarkDXZ on February 20, 2013, 05:37:18 pm
As far as I am concerned, it handles them fine.
Anyone matter correcting me?
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on February 20, 2013, 09:42:00 pm
The ISS is near 2 million poly's and handles it fine. But the ISS doesn't move much.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Midviki on February 20, 2013, 10:39:04 pm
As far as I am concerned, it handles them fine.
Anyone matter correcting me?

Although these models would require a hell of a lot of polygon trimming!

65k Polys per object can be imported (per object, not per file, ( a vehicle can have more than 1 object ) ), and if an object has lets say 1 mil.. you can split it in pieces and not "split", the vehicle can look the same as it was but that milion you split in objects of max 65k polys.But I don't really know how many objects it can have, so basically depending on your computers hardware you can handle it or not.But as well with the trimming, basically on the hands of a well trained designer the poly count can be drastically lowered.
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on February 21, 2013, 07:33:42 am
As far as I am concerned, it handles them fine.
Anyone matter correcting me?

Although these models would require a hell of a lot of polygon trimming!

......But as well with the trimming, basically on the hands of a well trained designer the poly count can be drastically lowered.

OK! Thats not me!.... :-[
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 01, 2013, 12:11:04 am
(http://i.imgur.com/BA6HvQT.jpg)

I am pretty sure this NEEDS to exist in Outerra. No jokes, no funny.

Tree Crusher Species on Vimeo (http://www.vimeo.com/11739527)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on March 01, 2013, 12:37:43 am
That's straight outta Fern Gully right there...
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on March 16, 2013, 12:43:13 pm
Would love to see something retro and 70s(ish) industrial spacecraft designs make a comeback, stuff like the Valley-Forge from Silent-Running:

(http://3.bp.blogspot.com/-uInaLwpL0Ms/Tgl8oiMA_iI/AAAAAAAACEs/USGpMGbCUlQ/s1600/Silent+Running+ship+model.jpg)

Something based on that stile would look so perfect as a colony ship.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 20, 2013, 01:48:51 pm
What a machine of evil flattening !  :o  Just crossed some prototypes from russian Ural and Kamaz factoryes :

(http://s019.radikal.ru/i605/1303/c5/43cc786ee94b.jpg)
(http://s006.radikal.ru/i214/1303/19/2b2ae996bca1.jpg)
(http://s58.radikal.ru/i160/1303/c0/9840d9ddd67f.jpg)
(http://s42.radikal.ru/i095/1303/f3/f8243026b7d0.jpg)
(http://s40.radikal.ru/i089/1303/58/f29d150de899.jpg)

Its a work on the Typhoon project for the russian army. They want to achieve multiplicity of same structure usage - ural getting the mind of a potential civil-base line too on the same base ... will see witch one beats the rest, doe, nice design. (there is something similar going on for the light armor, still projects for 2015 to be described 2020/25 to be pushed to production)  ...
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 22, 2013, 11:29:01 am
Just found this BEAST :

(http://ezsm66.ru/uploads/DSC00618.JPG)

(http://s2.postimage.org/45q40vlk9/ural_5920_3.jpg)

 ... thats a ratrak ! : P And a self-propelled small Atomic plant :

http://englishrussia.com/2009/03/17/russian-mobile-nuclear-power-plants/ (http://englishrussia.com/2009/03/17/russian-mobile-nuclear-power-plants/)

... a nice idea actually.
Title: Re: Game Assets - What should the vehicles look like?
Post by: Peca on March 22, 2013, 02:42:55 pm
Ural is nice and smal, thit is a real beast :-) : Extreme AMPHIBIOUS OffRoad Power 800HP VITYAZ DT-30 (http://www.youtube.com/watch?v=qSFYCIzTBC4#ws)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 23, 2013, 04:33:06 am
Ural is nice and smal, thit is a real beast :-)

Yes, cant wait till a way for tracks to work is made for Outerra, then the terrain an physics will be put to a test. : P Thanks for vid.! Vytiaz is a werry nice one, old as hell actually. Still wondering why its so rarely used by the RFA, wanted to have pantsirs on that chasis, rocket-artillery systems (Grad-like) whyte a rearming section at the second part and heavy gun transports for difficult terrain parts of Russia to be built. Hope the 2020 rearming plan has some in mind ... doe, siberian and arctic planes are crawling whyte them like their were woods beetles. : P
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on March 28, 2013, 12:50:39 pm
OK.. Found a concept tank that I can live with. Here is his post www.polycount.com/forum/showthread.php?t=60979 (http://www.polycount.com/forum/showthread.php?t=60979) if anyone wants to try and coax the 3d model out of him for implementation into outerra.

(http://www.boogotti.com/root/images/tank/tank_carrier_4_hi.jpg)
(http://www.boogotti.com/root/images/tank/tank_carrier_2_hi.jpg)
(http://www.boogotti.com/root/images/tank/tank_carrier_3_hi.jpg)
(http://www.boogotti.com/root/images/tank/tank_carrier_1_hi.jpg)
(http://www.boogotti.com/root/images/tank/tank_storm_hi.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on March 28, 2013, 03:26:12 pm
I wonder if that extended pointed front will dig into every raised bump on the ground.

Exhibit A:

(http://www.fiddlersgreen.net/vehicles/St-Chamond-WWI-Tank/IMAGES/Saint-Chamond-WWI-tank-crossing-trench.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: cameni on March 28, 2013, 04:14:13 pm
That's often the problem with artistic creations. All looks, limited real world utility :)
Title: Re: Game Assets - What should the vehicles look like?
Post by: GHAO on March 28, 2013, 05:06:58 pm
I was wondering about the low ground clearance... surely a tank should be better off-road than the default Tatra? Mind you, it could just be a road-going troop carrier, if something that beautiful gets into Outerra I'll be pleased :)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Midviki on March 28, 2013, 05:58:39 pm
From what I saw on that link Zeos... the tank has 5 milion polys... you need to break it in to 78 separate pieces to be imported.But you need to re-texture it. :)

But as advice... it is more work to be done than 78 to work smoothly... you need to break each piece around 10k poly at least.. so thats 78x6... so you basically need to re-sculpt that to be made around 480 individual parts.It might work to be imported.. but it is way too much work to be done. :D + I'm sure it doesn't have an interior design at all.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on March 29, 2013, 06:53:31 am
I wonder if that extended pointed front will dig into every raised bump on the ground.

Not to mention low protection front impact zone, right whyte transport compartment - would not go inside that thing if enemies would have cumulative AT armament.  ;D  Clearance isnt much a problem, russian BMDs can lower themselves to similar one, so its just "laying" on the ground. The nose kinda remembered me of BTs (bistrochodnyj - fastmoving) derived by russians of the original US light tank.  ;) 
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 02, 2013, 01:57:37 pm
Forget tanks.. This is where it is at.

(http://danielsimon.com/wp-content/uploads/2012/08/DanielSimon_wallpaper_HydraCoupe_02_1920px.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on April 02, 2013, 05:12:02 pm
Somebody photoshop (or model) Mr. Burns into that.
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on April 03, 2013, 10:18:57 am
Forget tanks.. This is where it is at.

 I cant help my selve ..... just imagined that luxury good whyte tracks at back .... : P 
Title: Re: Game Assets - What should the vehicles look like?
Post by: GHAO on April 03, 2013, 02:01:35 pm
PLEASE PLEASE INCLUDE THAT AWESOME CAR INTO OUTERRA! And if someone tries to nab you for copyright, but train wheels on it, and get it hauling coal. Or put a hull on it. Or wings.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on April 03, 2013, 03:18:08 pm
I'd German Militarize it and make the back wheels into tiny tank tracks.
Title: Re: Game Assets - What should the vehicles look like?
Post by: GHAO on April 03, 2013, 03:45:15 pm
Yay! But wings as well please :P
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on April 05, 2013, 04:10:43 pm
I'd German Militarize it and make the back wheels into tiny tank tracks.

Exactly ! Or getting it the big-tracks sdkfz-251 way around :

http://hsfeatures.com/features04/images/sdkfz251ccw_16.gif (http://hsfeatures.com/features04/images/sdkfz251ccw_16.gif)

 ... what a luxury hanomag that would be.  ;D
Title: Re: Game Assets - What should the vehicles look like?
Post by: Draglide12 on April 27, 2013, 05:38:06 pm
http://blog.livedoor.jp/kuro_94/archives/50884097.html (http://blog.livedoor.jp/kuro_94/archives/50884097.html)

Nulander Nomad =], Pioneer might make good basis too. also, for place to start: http://conceptvehicles.blogspot.com/ (http://conceptvehicles.blogspot.com/)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 01, 2013, 03:43:09 pm
Here ! We definitely need those !  ;D

(http://farm5.staticflickr.com/4018/4658833798_1d0a8fe8a5_o.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: M7 on June 01, 2013, 04:32:56 pm
In the same vein....

(http://www.localditch.com/interstate-76/classic/6.gif)
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 01, 2013, 10:53:34 pm
In the same vein....

(http://www.localditch.com/interstate-76/classic/6.gif)

This is what I am putting all my effort into. May even assemble a team and get a kickstarter for JUST this I76 mod for Outerra.

Interstate 76 Intro (http://www.youtube.com/watch?v=3JCGZFQZkdc#)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 02, 2013, 03:19:48 am
 ... those times  ;D ... where is Starsky and Hutch ?  :D
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 06:54:45 am
I`d like to contribute as well by designing and modelling a vehicle. Starting from the mothership, what abilities it should have? Can I have a list please?
Title: Re: Game Assets - What should the vehicles look like?
Post by: SpaceFlight on June 09, 2013, 08:08:31 am
I remember when I76 came out, it was kind of a new thing to have cutscenes made directly with the engine instead of relying on rendered videos.
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 09:15:04 am
Also I LOVE Zeos` idea of a flying Tatra Balloon. Here is my concept:

Step 1. A normal Tatra. At the back there is a special compound for what is to follow.
(http://i1107.photobucket.com/albums/h398/John1731997/step1_zpsc1ef1586.jpg) (http://s1107.photobucket.com/user/John1731997/media/step1_zpsc1ef1586.jpg.html)

Step 2. Two "drawers" and panel on the roof will open, revealling the fabric inside.
(http://i1107.photobucket.com/albums/h398/John1731997/step2_zpsfc9e3854.jpg) (http://s1107.photobucket.com/user/John1731997/media/step2_zpsfc9e3854.jpg.html)

Step 3. Gas tanks start filling the fabric (or a heater if you prefer). The fabric fills up.(Sorry for crude modelling but you get the idea)
(http://i1107.photobucket.com/albums/h398/John1731997/step3_zps40fea8da.jpg) (http://s1107.photobucket.com/user/John1731997/media/step3_zps40fea8da.jpg.html)

Step 4. Fly!!!
I havent implemented the controlls yet but it should be easy. ;D
Title: Re: Game Assets - What should the vehicles look like?
Post by: bugsblake on June 09, 2013, 09:20:54 am
i like the truck! but thats not what i see when i look at it! being antiworld is an empty planet that we return too, i see this as a deployable "garden of eden" type greenhouse! could have many of them back boxes, drop them where needed then they open up! can load on another and deploy else where! but thats just what i see! ;)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 09:23:39 am
That is a possibility as well. The lower part of the "box" can be filled with soil, but I`ll need to make some deployable supports for the fabric since it will be filled with normal air.
Title: Re: Game Assets - What should the vehicles look like?
Post by: bugsblake on June 09, 2013, 09:34:43 am
would be sweet to see it working like that! :D could have some kind of air filtration system on the side, once deployed it pumps it full of clean filtered air and once pumped up some kind of support struts snap into place holding it up! would be good cos it would be a controlled environment to keep fruit and veg at a nice temp and humidity, and keep the bugs off the plants too! :D just chucking ideas out here! i cant wait to start re population of earth with antiworld! ;)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 09:36:31 am
I`m working on a mobile water spring! Wait and see!
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 10:11:20 am
Here it is:

Lets say you discover a fresh water deposit underground.
(http://i1107.photobucket.com/albums/h398/John1731997/step1_zps2d1d4932.jpg) (http://s1107.photobucket.com/user/John1731997/media/step1_zps2d1d4932.jpg.html)


Step one. A side drawer deploys, revealing the pluming equipment (pipes).
(http://i1107.photobucket.com/albums/h398/John1731997/as_zps288ecb5a.jpg) (http://s1107.photobucket.com/user/John1731997/media/as_zps288ecb5a.jpg.html)

Step two. The drill deploys. It must be offset a little to avoid the powershaft.
(http://i1107.photobucket.com/albums/h398/John1731997/step2_zps53af8cde.jpg) (http://s1107.photobucket.com/user/John1731997/media/step2_zps53af8cde.jpg.html)

Step tree. Adding pipes, you reach over to the water deposit.
(http://i1107.photobucket.com/albums/h398/John1731997/step3_zps24f8dd32.jpg) (http://s1107.photobucket.com/user/John1731997/media/step3_zps24f8dd32.jpg.html)

Step four. The water fills the small tank on the rear of the "box".  Then pipes can be connected to use it.
(http://i1107.photobucket.com/albums/h398/John1731997/step4_zpsad2f5f17.jpg) (http://s1107.photobucket.com/user/John1731997/media/step4_zpsad2f5f17.jpg.html)
Title: Re: Game Assets - What should the vehicles look like?
Post by: bugsblake on June 09, 2013, 10:33:41 am
thats great! i like it! :D this is what im taking about! keep up the good work mate!
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 09, 2013, 11:17:50 am
Nice thought, doe i think an drilling/filter machine should be a little more robust (the drill needs it) and have some  retractable stabilizers ...
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 11:19:14 am
That it easy to add and make it take less space.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 09, 2013, 11:28:14 am
The truck must do all the things! 

A heavily modified ETF truck when civilizations get going. All the crazy attachments that drill, deploy solar and steam generators and act as mobile hospitals. Of course don't forget an up-armored attack version.

Concept ETF Mining Truck Stability (http://www.youtube.com/watch?v=Y500qcyUzXw#ws)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 09, 2013, 11:33:44 am
Well that depents on how big the truck you want will be!
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 09, 2013, 04:17:20 pm
Or something like this, equipped whyte all that stuff ...  ;D

(http://www.digitalartistdaily.com/users/3776/thm1024/1353444346_turtle_vehicle_02.jpg)

But most probably, if its for antenworld, something usable even on low gravity and outer space, they would probably take whyte them from the out-of-solar mission start :

(http://25.media.tumblr.com/c8b5deee1aa35f2f65bcc68a04f0807c/tumblr_mke3w4bNc01qbn5m1o2_r1_1280.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 09, 2013, 04:23:49 pm
The leviathan had some fancy support vehicles too :

(http://24.media.tumblr.com/48256635ba3db7c85ff6635f1045da27/tumblr_mke3w4bNc01qbn5m1o1_500.jpg)

(http://24.media.tumblr.com/8c85827c30a344003f0e6fd46cb516ad/tumblr_mke3w4bNc01qbn5m1o3_r1_500.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 12, 2013, 02:04:29 pm
Claas Etrion 400, tractor of the future? (http://www.youtube.com/watch?v=WblRBO1mTZM#ws)

Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on June 28, 2013, 11:48:44 am
Just found this little thingy - XC2V - i like its back-section design ...

(http://s1.cdn.autoevolution.com/images/news/online-co-created-military-vehicle-concept-becomes-working-prototype-37568_1.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: Matt6767 on June 28, 2013, 06:19:18 pm
Looks neat, the roof hatches and windows are the coolest part.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on June 30, 2013, 01:29:48 am
Check the suspension on this baby..

Camburg Racing 2013 Best in the Desert Silver State 300 test session (http://www.youtube.com/watch?v=LXRj3qKs9ps#ws)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on June 30, 2013, 02:44:11 am
I like how the suspension beats itself to death while the rest of the car is level!
Title: Re: Game Assets - What should the vehicles look like?
Post by: Jagerbomber on June 30, 2013, 10:14:53 am
Makes me wonder if he grabbed a DD coffee before he got in.
Title: beautiful trees and rocks here
Post by: Darren on August 04, 2013, 03:36:20 am
http://m.youtube.com/watch?feature=related&v=00gAbgBu8R4 (http://m.youtube.com/watch?feature=related&v=00gAbgBu8R4)
Title: Re: Game Assets - What should the vehicles look like?
Post by: John514 on August 04, 2013, 03:41:00 am
Whats with the off-topic?
Unlimited Detail is a whole new level, that doesnt use polygons, so has no gaming applications so far.
Title: Re: Game Assets - What should the vehicles look like?
Post by: jimbalny on August 25, 2013, 03:02:07 am
Check the suspension on this baby..

Camburg Racing 2013 Best in the Desert Silver State 300 test session (http://www.youtube.com/watch?v=LXRj3qKs9ps#ws)

dayum, that thing looks like a smoother ride offroad than my jeep driving onroad.
Title: Re: Game Assets - What should the vehicles look like?
Post by: ZeosPantera on January 20, 2014, 01:25:15 am
How is this?

(http://i.imgur.com/GLMdzPv.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on January 20, 2014, 02:42:47 am
is that a broad laser, or a two barrel rail-gun ? ... but yes, i like that thingy ..
Title: Re: Game Assets - What should the vehicles look like?
Post by: Naiba on June 09, 2014, 12:55:32 pm
Any thoughts on the colony ship and other space vessels?
I’ve been thinking classic 1970s hard sci-fi with ships like the Valley Forge from Silent Running.

Made a quick block-out in Sketchup to show the sort of thing I’d like to see for a colony ship:
(http://i.imgur.com/xWY6rI8.jpg)
More completed version would need a lot more metal trusses.
Title: Re: Game Assets - What should the vehicles look like?
Post by: jacquesbrits1 on August 07, 2014, 08:47:54 am
Size Comparison - Science Fiction Spaceships

http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051 (http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051)
Title: Re: Game Assets - What should the vehicles look like?
Post by: wayne57 on August 07, 2014, 04:14:29 pm
one pod for each crewmember sounds like overkill
especially if they wander off when landing and land away from each other.
You never know what or who is waiting there and watching LOL


wayne
Title: Re: Game Assets - What should the vehicles look like?
Post by: PytonPago on August 07, 2014, 04:32:38 pm
one pod for each crewmember sounds like overkill
especially if they wander off when landing and land away from each other.
You never know what or who is waiting there and watching LOL


wayne

 ... like Lumpmen ? :D
Title: Re: Game Assets - What should the vehicles look like?
Post by: HiFlyer on August 07, 2014, 11:00:38 pm
Any thoughts on the colony ship and other space vessels?
I’ve been thinking classic 1970s hard sci-fi with ships like the Valley Forge from Silent Running.

Made a quick block-out in Sketchup to show the sort of thing I’d like to see for a colony ship:
More completed version would need a lot more metal trusses.

This model, and the chart with all the enormous ships, reminded me of the Multi-generation "Earthship Ark" Colony vessel. I think it was supposed to be about 8000 miles long!! Each "biosphere" globe you see is about 100 miles in diameter, containing an entire little ecosystem, and there are 450 of them!

(http://i1287.photobucket.com/albums/a625/Multitesseract/1062149_zpsbea27311.jpg)

(http://i1287.photobucket.com/albums/a625/Multitesseract/tumblr_mndmhgr2ab1s0pt79o1_1280_zps94bb89fb.jpg)
Title: Re: Game Assets - What should the vehicles look like?
Post by: HiFlyer on August 08, 2014, 08:18:47 pm
There was also an artist named Peter Elson who used to paint some very distinctive ships. If the color schemes look slightly familiar, they were the inspiration for the ships in the game "Homeworld"

It would be interesting to see ships like this in Outerra, instead of the gritty, all white, grey, or black ships that have become so common.

(http://i1287.photobucket.com/albums/a625/Multitesseract/Elson-Naked-to-the-Stars_zpsfb00f9e9.jpg)
(http://i1287.photobucket.com/albums/a625/Multitesseract/Elson-Oceans-of-Venus_zps4e076d15.jpg)
(http://i1287.photobucket.com/albums/a625/Multitesseract/Elson-The-Best-of-Robert-Heinlein_zps9ae530a7.jpg)
(http://i1287.photobucket.com/albums/a625/Multitesseract/Elson-To-Open-the-Sky_zps8c59ae19.jpg)