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Posted: Fri Apr 30, 2010 8:08 am
by Raveen
At the moment there are only 2 generic asteroids that are used to fill sectors.

If someone modelled a new asteroid, how hard would it be to add it into the list of randomly generated sector fill?

What about other, similar objects? I'm thinking of a wrecked base model that would behave as an unbuildable asteroid. I'm sure lots of other people will have ideas along these lines but really, I just want an idea of feasibility at this stage.

Posted: Fri Apr 30, 2010 9:23 am
by Compellor
Actually, it'd be pretty cool if instead of just having a gigantic explosion and the base disappears, there's a lot of little explosions and a lifeless hulk remained. Sounds like a lot of work for little profit though. The explosion change thing I mean, not Raveen's idea.

Posted: Fri Apr 30, 2010 9:27 am
by TheRock
It requires some changes everywhere in the code, but it is easy to do.

edit: for both new asteroids and non-buildable 'asteroids'

Posted: Fri Apr 30, 2010 1:27 pm
by Koln
Compellor wrote:QUOTE (Compellor @ Apr 30 2010, 11:23 AM) Actually, it'd be pretty cool if instead of just having a gigantic explosion and the base disappears, there's a lot of little explosions and a lifeless hulk remained. Sounds like a lot of work for little profit though. The explosion change thing I mean, not Raveen's idea.
I'd actually like better a group of smaller explosions all over the base followed by a great bang where all the base explodes and the wreckage flies away, Freespace style :cool: .

Posted: Fri Apr 30, 2010 5:32 pm
by Orion
How hard would it be to allow rocks to move (not just rotate)? :D

It'd be awesome if u could build a ship massive enough to push rocks around to cover alephs or throw rocks through alephs

/tangent

Posted: Fri Apr 30, 2010 6:15 pm
by SpaceJunk
Someone should make a list of recurring ideas that keep coming back to haunt the suggestions forum.

Posted: Fri Apr 30, 2010 10:47 pm
by Adaven
I've got a couple rock models. Actually I've got a lot of partial ones I've collected over the years, but only a couple are anywhere close to being finished. No textures, but I had been making them all ridiculously high poly for baking renders of the shading so that all that would need to be added is the color. The plan was to then wrap the texture onto a low poly version of the model for in-game.

I'll see what I can dig up.

Posted: Sun May 02, 2010 1:31 pm
by BetaTester
Imago would like to point out that there is a "new asteroid" thread about every year.
:iluv:

attaching usable artwork to the enhancement ticket would be a good start

Posted: Mon May 03, 2010 1:14 am
by Andon
Yeah, I've played around with it and successfully generated new asteroids before. I just didn't have the artwork for it.

Posted: Thu Jun 03, 2010 12:49 am
by Andon
Going through my old patches, I found the additional asteroid patch that I made.

What it does:
Adds two more "Generic" asteroids to the random list (bgrnd06 and bgrnd07)
Adds one more "Helium 3" asteroid to the random list (bgrnd56)
Adds one more "Uranium" asteroid to the random list (bgrnd59)
Adds one more "Silicon" asteroid to the random list (bgrnd58)
Adds one more "Carbonaceous" asteroid to the random lits (bgrnd53)

The additional He3 and C rocks were already in the artwork. I've made stand-ins for the other ones (Just copies of the current models) and have that and the code patch in this .zip file: http://www.matchfiregames.net/allegiance/a...l_asteroids.zip

I remember testing it before, but I'm going to do so again just to be certain. It should work fine, but I want to be sure before adding it to the svn