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Star Trek: Defense Line (Developing a new ST RTS game)

Defiant

Cadet Freshman
Joined
12 Nov 2016
Messages
22
Age
22
New mining station by TUB_Husker.
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T

TUB_Husker

Deleted Due to Inactivity
Former MSFC Member
Hey, looks fantastic ingame :), but work the bumb map, I don't see the bumb :(
 

Defiant

Cadet Freshman
Joined
12 Nov 2016
Messages
22
Age
22
Hey, looks fantastic ingame :), but work the bumb map, I don't see the bumb :(
I have problems with shaders. I can use another shader, but I need new lightmaps. It's using different system.
Your:
LJ65Hw8MCH0.jpg

I need:
pj9ejilBVcA.jpg

I will use this shader if you can create new maps.
 
T

TUB_Husker

Deleted Due to Inactivity
Former MSFC Member
Ah, ok, I send this in the next days.
Are the bumbmaps ok?
 

MrVulcan

Crewman 2nd Class
Joined
17 Aug 2011
Messages
142
Liking how the nebula is an actual dust cloud in which you can hide a ship. Also, I really like the sharper lighting on the last few screenshots. Is this an effect of the nebula (shadows from nebula?) or just a different light setup?

I suspect this is low priority, and already on the to-do list.. The map grid lines are a bit fuzzy, detracting from the whole scene. Are you planning on making these look sharper by rendering them as simple lines (instead of texture-based)?
 

Defiant

Cadet Freshman
Joined
12 Nov 2016
Messages
22
Age
22
Liking how the nebula is an actual dust cloud in which you can hide a ship. Also, I really like the sharper lighting on the last few screenshots. Is this an effect of the nebula (shadows from nebula?) or just a different light setup?

I suspect this is low priority, and already on the to-do list.. The map grid lines are a bit fuzzy, detracting from the whole scene. Are you planning on making these look sharper by rendering them as simple lines (instead of texture-based)?
The nebula consists of particles. Each particle takes its position in 3D space. This allows to hide the ship visually. The nebula doesn't cast shadows.

I'm not doing to change the grid. Another type of it can be much less convenient.
 

u.s.s.sovereign

Cadet Senior
Joined
21 Jul 2016
Messages
93
Age
31
Hello everyone!

We have solved some critical errors. Now all systems work fine and we have something for you to try.
This is an example battle for ships’ physics tests. In this combat, the Federation fleet will try to recapture a planet, captured by the Borg. The flagship is USS SOVEREIGN. In the centre of the map you can see the debris of the Federation base. The Collective forces consists of assimilated Starfleet ships and a cube. First of all we advise you to destroy the cube.

The Pause Menu is under reconstruction, so it doesn’t work. If you can hear no sounds or music press F5. To exit the test press Alt + F4.

As we do not have our own composer, music is from PC game ‘Earth 2160’.

Download: https://drive.google.com/file/d/1unmZ-q8ZwgUS9-VhswYj0E1tDsamo16f

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Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,415
Age
41
Hello:
It sure looks like you've been busy. I am curious about the poly-count limits you can have per ship :plan:
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
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22 Oct 2006
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Not more than 10000 poly on the ship.
Ohh? 10000 per ship? Your game is powerful indeed... maybe similar to FleetOps? :) . Of course I reckon spammable ships must remain much lower than that.
 

Defiant

Cadet Freshman
Joined
12 Nov 2016
Messages
22
Age
22
Ohh? 10000 per ship? Your game is powerful indeed... maybe similar to FleetOps? :) . Of course I reckon spammable ships must remain much lower than that.
10000 is the maximum. Normal - 3000 - 5000.
 
T

TUB_Husker

Deleted Due to Inactivity
Former MSFC Member
Hey looks fine, X-Mas I send a huge update. Reduced lights on, new self illumination maps, the new Excalibur and Regula Station.

Unity can handle 350k Polys (vert), the limitation is defined by your Graphic-Card. The Counts of Textures and her Resolution is more important.
 

CABAL

<< ■ II ▶ >>
Staff member
Administrator
Star Navigator
Rogue AI technocrat
Joined
15 Aug 2009
Messages
3,511
Age
32
I really like how the Borg components are randomized a bit. Much better than Armada's system of having them all look the same.
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,121
Age
34
Sorry, I don't know what's wrong. I can see them without any troubles.
I just double-checked, it appears to be a browser-related issue. In my case, Firefox doesn't show the images whereas other browsers do. Perhaps it's a problem with the off-site image hosting.
(Just so you know, you can also upload images directly to the forum when posting.)
 

u.s.s.sovereign

Cadet Senior
Joined
21 Jul 2016
Messages
93
Age
31
I just double-checked, it appears to be a browser-related issue. In my case, Firefox doesn't show the images whereas other browsers do. Perhaps it's a problem with the off-site image hosting.
(Just so you know, you can also upload images directly to the forum when posting.)


Just use the upload attachment feature there is no limit on storage space for members.
Ok, I understood. Thank you!
 

u.s.s.sovereign

Cadet Senior
Joined
21 Jul 2016
Messages
93
Age
31
Hello, everyone! We have been silent for a while. Here is some news:
1. All the starships' subsystems are now finished;
2. We have already showed you tractor beam. We have upgraded the effect now;
3. Assimilation and damage effect for stations is completed;
4. New stations selection effect is done. The contour is coloured with the player's colour;
5. Thanks to TUB_Husker, we have a new great model of advanced drydock. Wonderful work, TUB_Husker. Your models are great!
6. The sensors and weapons range visualization in now completed (green and red circles around selected object). Player can hang the cursor over the station or a ship to see the ranges;
7. Weapons system is completely remade. The new system let the ships have more than three phasers. Now the quantity is unlimited. The same with torpedoes;
8. The starbase is now armed and able to open the fire;
9. We have finally deleted the fog of war. Player can see only objects inside sensor range of his ships and stations. Already found enemy stations outside sensor range are shown as ghosts.
A couple of screens:
jf7oYCvs_xM.jpg

E2cJEVYVp7g.jpg

zoro0r8yzq8.jpg
 

Admiral*Alex

Petty Officer 3rd Class
Joined
4 Apr 2018
Messages
195
Age
26
Looks very pretty.

For Unity 3D, it looks like Armada 2 (but that's not a bad thing). That would help get people transition better.

Also, preeety, and shinnny.
 
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