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Wormhole Replacement


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#41 D4RKST0RM99

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Posted 15 April 2013 - 10:40 PM

True, but then again he might have hidden gene seed in him. Hidden by the libarian?

no librarian has left his seed in me, what kind of library you beem going to,










lol
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#42 damn_tall_marine

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Posted 15 April 2013 - 11:43 PM

You mean hers? Not his...

#43 KhevaKins

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Posted 15 April 2013 - 11:43 PM

Posted Image

Close Enough?

I like. Super fast and High quality work there Bornstellar. But can we deviate from the concept art and make it symmetrical both horizontally and vertically?
So we have the vertical protrusions coming from both the top and bottom. It just seems more forerunner, who are into the whole symmetrical, geometric shape. And then have the actual portal part in the dead center like usual.
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#44 Bornstellaris

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Posted 16 April 2013 - 12:00 AM

Yeah sure lemme whip it up

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#45 damn_tall_marine

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Posted 16 April 2013 - 12:07 AM

t-minus 3....2....1...

#46 D4RKST0RM99

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Posted 16 April 2013 - 12:12 AM

I like. Super fast and High quality work there Bornstellar. But can we deviate from the concept art and make it symmetrical both horizontally and vertically?
So we have the vertical protrusions coming from both the top and bottom. It just seems more forerunner, who are into the whole symmetrical, geometric shape. And then have the actual portal part in the dead center like usual.

My thoughts exactly, was going to suggest that you could copy this then flip it over and stick it to the underside, if you think about it, their is no "up" in space so the portal and the structure would be more centered, this just raises the issue of how to stop your ships hitting the structure when they enter, originally thought the structure itself would be below the game grid and the portal sphere would sit on it and level with the ships passing into it

#47 Bornstellaris

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Posted 16 April 2013 - 01:28 AM

Looking at it now, I think it should be vertical not horizontal. This could solve issues with running into it and it would make more sense this way I think. Of course it would be symmetrical as well.

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#48 KhevaKins

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Posted 16 April 2013 - 01:29 AM

Yea that would solve some problems. See if we can do that.
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#49 D4RKST0RM99

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Posted 16 April 2013 - 02:11 AM

Looking at it now, I think it should be vertical not horizontal. This could solve issues with running into it and it would make more sense this way I think. Of course it would be symmetrical as well.

shame we cant have it both ways, the original was sort of a nod to Halo 3, just occured to me that all the work put into this mod is designed to distract you during the game, that for a moment you forget your playing Sins of a Solar Empire and it looks like a Halo game to its core so something like this could carry that illusion further.
Y'know you could make the horizontal ring idea work if you have the model of it large enough to exist outside the gravity well so the ships can only move around the inside of the ring in the space between the structure and the portal.

#50 Bornstellaris

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Posted 16 April 2013 - 03:17 AM

Maybe, I'm curious as to what the Dev team think about this.

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#51 KhevaKins

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Posted 16 April 2013 - 03:21 AM

Well Uni seemed pretty enthusiastic.
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#52 Bornstellaris

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Posted 16 April 2013 - 03:47 AM

Alrighty Chaps here is the 2 different versions of the portal

Horizontal
Posted Image

Vertical
Posted Image

Still want to touch them up a bit.

Thoughts??
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#53 KhevaKins

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Posted 16 April 2013 - 05:20 AM

Don't know if it is the lighting or what ever but the vertical one makes my eyes bleed. I also think the circle should be thinner. Loving the horizontal one. Maybe you could just flip it and give the protrusions less of an angle therefore making it the vertical model. Still great work Bornstellar.
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#54 Unikraken

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Posted 16 April 2013 - 08:10 AM

I like the new design, though I still think some of the greebles could be replaced by bump mapping instead.

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#55 CanadaMan7

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Posted 16 April 2013 - 08:24 AM

The final detailing of the model is ultimately dependent on whether this idea is going to be accomplished by being entirely a particle effect (model and all) or whether it's a planet/particle mix.
I think we're likely have to go with the particle route since that's how the current wormhole entity file is set up.

yLM4TEk.png


#56 Defender0

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Posted 16 April 2013 - 10:17 AM

Ok, heres a thought for the model. What if we made it thinner and halo-esque? Im NOT saying make it one of the 7 halo rings, but make it similar in appearance maybe? It would also make a bit more sense since it would fit the current theme of forerunner astroengineering.

Im not saying the model is bad or anything btw, this is just my two cents

#57 Unikraken

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Posted 16 April 2013 - 10:22 AM

I'm opposed to that simply because players will confuse it and then complain that they can't fire the halos. So no.

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#58 damn_tall_marine

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Posted 16 April 2013 - 10:24 AM

I'm opposed to that simply because players will confuse it and then complain that they can't fire the halos. So no.

Well maybe instead of having wormholes turn them into shield worlds? That you have to explore to find that it connects to another shield world on the other side. It might make for some interesting strategies :)

#59 D4RKST0RM99

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Posted 16 April 2013 - 01:09 PM

Shield worlds with trans galactic portals aren't canon :P , anywayz I 've thought of two ways the original ring idea could work and the ships wont collide unrealisticly with the structure when entering-
Posted Image
The first option and probably the easiest is to have the ring generator positioned below the gravity well so ships move around above it and only the poratl itself is on the same plane as the ships.
The second option is probably a little trickier as it involves having the generaror model large enought to exist outside and around the gravity well and ships would only be able to move around the inside of the ring between the structure and the portal itself, problems with this could be that the model would be too massive ingame and that you could only see it in its entirity as you approach the gravity well from slip/phase space.


LOL, it just dawned on me that the second option may induce heart attacks, if u were moving to this gravity well before it was revealed and u saw if for the first time that youd exit slipspace within a forerunner structure it may shock, very least it will me the modelers and codders haveing heart attacks to make this work.
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#60 Unikraken

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Posted 16 April 2013 - 01:35 PM

Second idea is actually pretty damn nifty.
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