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Delta Hawk

Race Built Galleon - An orphaned project

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I didn't see an orphaned project thread, so here...is my...orphaned project. *tear*

A race (razee) built galleon of 1577, more or less based off the H.M.S. Revenge. I started this as a casual project for ArmA2, but as I worked on it when I wasn't working on my other projects, I slowly realize it was near impossible for me alone to make it work properly in ArmA2 and I'm too busy to spend hours, days, week and months trying to make it work for ArmA3. I guess if someone really wanted to make it work as far as a wind system, masts, cannons .etc goes, I could finish the model. I think ArmA3 could be the perfect game engine for such gameplay with the big ocean, islands, scripting functions and multiplayer and all, but it seems like there is a small group of people who like such games.

https://dl.dropboxusercontent.com/u/28808032/pictures/galleon2.jpg

https://dl.dropboxusercontent.com/u/28808032/pictures/galleon1.jpg

Download

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Please finished this ship! Make it Arma 3 quality atleast!!

Add high resolution texture, make it look epic. Its just sad to see somthing like this not Finished.

First thing that popup in my mind was a Arma 3 mod with conquistadors discover the new land 1492. With a tropical island.

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Sorry, but without it functioning and working in the game engine I'd rather focus my attention on something else. Besides, I don't think people are ready for the shear chaos of two galleons delivering broadsides into each other.

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Nice, it loosk good. Keep up the good work.

Would love to play with this once.

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Nice, it loosk good. Keep up the good work.

Would love to play with this once.

Did you even bother to read the OP?

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Yeah, I think Delta Hawk has a valid concern here. It is a great model, so props to him on that....but at the same time, it feels like it deserves so much more work than the RV engine might be able of offering. At the same time, I'm speaking out of my arse on this one, due to the fact that I'm not even sure where to begin on looking into making the sail behave in a realistic fashion. The easiest method, I assume, would be to use the cloth simulator in Blender or Max, and export each frame of the animation to create a decent looking movement of the sails.

Also, this particular ship seems like it should have extra care given to individual damage models during said broadside. Maybe I'm too stuck in the mindset of Napoleon Total War, or Empire Total War, but as I mentioned, I'm just not sure this is the best engine for it.

I believe that someone else made a ship like this back in OFP days, but it felt or looked like something from Minecraft, with it's static looking pose.

Great work Delta Hawk, this wasn't meant to criticize the work. I think you've done a fantastic job, just too bad more can't be done to it.

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Did you even bother to read the OP?

I"ve read everything but I guess I miss understood.

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I have to say congratulations on getting your work this far. I understand and respect your reasons for not going further.

I have had this running in A2 and A3, looks impressive to say the least.

The interior detail was really getting there, I have been on a couple of sailing ships like this, one in Devon (Golden Hind replica) and another in London, your interior really captures those interiors well. The low claustrophobic feel to the cannon deck is great, the lower deck, crew quarters I take it, is also well done (although your walking in water). The top decks are fantastic really, although unfinished, when finished I think it would have looked superb.

Anyway sorry to see it not finished, however, as a simple sailing ship for fun, or put on as a background display in some port, in a scenario, this would still look impressive.

It still is/was a great project, wish I had the skills to finish it, I would love to see someone pick it up and try. But you leave it a 'picture' in A2 & A3 gently floating on a clear sea against any backdrop ('Porto' it looks great), a pointer to times gone by.

Looks great kitted out fully, going sailing the high seas now..(all in A2).

http://i57.tinypic.com/28thxmp.jpg

http://i57.tinypic.com/2aio806.jpg

http://i59.tinypic.com/8ze2io.jpg

http://i58.tinypic.com/15d1che.jpg

Thanks for releasing your work on it anyway.

:)

Edited by ChrisB
kitted out

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I believe that someone else made a ship like this back in OFP days, but it felt or looked like something from Minecraft, with it's static looking pose.

Like these ones :) That was PhilCommando's ships in my Napoleonic mod.

14pres2.jpg

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If you want to be somewhat realistic, a wind system consisting of scripts would have to be made. It's beyond my knowledge animating the sails, including the sheets, braces, clew line and other ropes that manipulate the yard and sails. I can animate the masts and yards, including damage. The wind system would interact with the status of the sails to create power for the ship.

My original idea was to have a fraction of a crew move around on the ship manipulating the sails as in real life, but in ArmA2 you can't walk around on a moving ship. I do know there is development work to move around on ships in ArmA3 though.

The damage to the hull could be done like normal damage models, but there will be a lot of parts. A lot of elements of the ship would have to be attached probably in game do to the polygon limit. Already it's pushing 100k.

As far as cannons would go, a cannon could be operated with one person, but then with a ship of 30 cannons you would need atleast 12 people to deliver a proper broadside. In all, a ship would need around 20 human players to even barely function. It would probably be better for multiplayer games to use sloops of war or schooners. Though galleons and frigates would be much more powerful, they would require a large crew.

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If you want to be somewhat realistic, a wind system consisting of scripts would have to be made. It's beyond my knowledge animating the sails, including the sheets, braces, clew line and other ropes that manipulate the yard and sails. I can animate the masts and yards, including damage. The wind system would interact with the status of the sails to create power for the ship.

My original idea was to have a fraction of a crew move around on the ship manipulating the sails as in real life, but in ArmA2 you can't walk around on a moving ship. I do know there is development work to move around on ships in ArmA3 though.

The damage to the hull could be done like normal damage models, but there will be a lot of parts. A lot of elements of the ship would have to be attached probably in game do to the polygon limit. Already it's pushing 100k.

As far as cannons would go, a cannon could be operated with one person, but then with a ship of 30 cannons you would need atleast 12 people to deliver a proper broadside. In all, a ship would need around 20 human players to even barely function. It would probably be better for multiplayer games to use sloops of war or schooners. Though galleons and frigates would be much more powerful, they would require a large crew.

While I appreciate that you are willing to work some more on it for people, if you want to work on other projects (such as your US Military mod) I'm sure people will understand. Great work either way, hope to see more of your stuff later down the line.

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While I appreciate that you are willing to work some more on it for people, if you want to work on other projects (such as your US Military mod) I'm sure people will understand. Great work either way, hope to see more of your stuff later down the line.

Don't worry, I'm still working on the US Military Mod. This is just something I do on the side to keep me from burning out on the US Military Mod.

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