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Project "Station Iowa"


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#1 Chris Parker

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Posted 11 May 2009 - 07:14 PM

We, the developers and founders of GDev-RP, are working since a long time on our
Project "Station Iowa".

The station has 7 visitable Decks.
Deck 1, 14, 21, 36, 37, 64 and 65

Deck Overview
Deck 1: Ops, Ready Room, Conference Room
Deck 14: Transporter Room, Mess Hall, Crew Quarters, Holodeck (Currently in Developement)
Deck 21: Sickbay, Astrometrics, Science Lab, Brig, Armoury
Deck 36: Shuttlebay Control Room
Deck 37: Shuttlebay
Deck 64: Main Engineering
Deck 65: Engineering, Main Engineering, Cargo Bay

(Klick on the Roomname to see an screenshot)

By the way help on this project is welcome ;)

For the now thats all from my side.

Regards
Chris Parker

#2 Apprentice

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Posted 11 May 2009 - 08:02 PM

Screenshots look promising . . .

#3 Webb

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Posted 11 May 2009 - 08:12 PM

i think this map looks really nice
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#4 Lee

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Posted 11 May 2009 - 09:52 PM

Those carpets look like a hairdresser's dream. Maybe making them a bit more high-resolution or blurry would work, because right now you see every ring in the carpets and most of them are solid color and it's just plain ugly. Other than that, the mapping is delicious.
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#5 Robertson

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Posted 11 May 2009 - 09:53 PM

Hmm... Ops seems to spaced out... But other than that this looks promising!
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#6 Webb

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Posted 12 May 2009 - 06:47 AM

i like ops spaced out..... it gives the feeling that the rest of the station is very big
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#7 Chris Parker

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Posted 12 May 2009 - 03:37 PM

Those carpets look like a hairdresser's dream. Maybe making them a bit more high-resolution or blurry would work, because right now you see every ring in the carpets and most of them are solid color and it's just plain ugly. Other than that, the mapping is delicious.


i will see what i can do with the carpet maybe i can get the texture better. thanks for this idea

#8 Smyth Wesson

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Posted 12 May 2009 - 04:36 PM

I'm very impressed with the visual asthetics of your designs. It feels like another Starfleet style - new sets built for the hero location of a Star Trek series as opposed to the usual receycling of Intrepid/Sovereign style. All the rooms seem to have a bit of a fresh spin to them.

Cool stuff.
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#9 Chris Parker

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Posted 12 May 2009 - 05:39 PM

nice to hear that.
i hope we can finish our project soon, so that the map can be released after more than 3 years developement time.
If we get some help then developement will go on a bit faster. Cause we have for only a few consoles current lcars textures. I'm not specialized to design such textures and our lcars tex designer gsio is a little bit bussy with this mod XD

Btw I'll soon post some of the features we already have in the map.

#10 ~TF~

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Posted 12 May 2009 - 07:47 PM

You can use the Mukosaka/Ariana LCARS from Abraham Johnson/RadiSign i think.

sig_nujil2.jpg


#11 Arron Dominion

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Posted 13 May 2009 - 06:45 AM

This map looks really good at the current time.
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#12 Veritas

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Posted 13 May 2009 - 03:26 PM

It looks good, but I'd say that it looks a bit out of proportion; add more consoles/gizmos/doodads to the wide-open spaces so that it looks like people USE it for something!

Can't wait to see more of this :D
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#13 Chris Parker

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Posted 13 May 2009 - 04:30 PM

You can use the Mukosaka/Ariana LCARS from Abraham Johnson/RadiSign i think.


That's good that we can use that textures but we won't use them. We wan't to create new lcars textures for our base ;-)

#14 Lee

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Posted 13 May 2009 - 08:20 PM

I've made a few neat LCARS every once in a while if you'd like me to make them. I haven't made them in a while and I had to format my computer once about a month ago, so I fear they may be lost, but I can make some new examples for you.
3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628034825342117067982
14808651328230664709384460955058223172535940812848111745028410270193852110555964462294895493038196442881
09756659334461fnord28475648233786783165271201909145648566923460348610454326648213393607260249141273724587
006606315588174881520920962829254091715364367892590360011330530548820466521384146951941511609

#15 Chris Parker

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Posted 13 May 2009 - 10:32 PM

hmm that would be pretty good lee.

#16 Cris Carter

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Posted 13 May 2009 - 11:56 PM

Wow 3 years, at least you have a real progress. The map seems to be in the final stages :)

I like it very much

#17 Chris Parker

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Posted 14 May 2009 - 09:26 AM

yes thats right. we only have to finish deck 14, implement it to main map and must create/insert the lcars textures on all decks. cause there is only a placeholder texture on the most consoles.

#18 Lee

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Posted 14 May 2009 - 09:42 PM

http://omploader.org/iMW9ieQ

Here's a very very early version of my skills I just started. I haven't been told what color scheme should be used yet, so that would be nice, but I think this will come to be a good generic thing.
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14808651328230664709384460955058223172535940812848111745028410270193852110555964462294895493038196442881
09756659334461fnord28475648233786783165271201909145648566923460348610454326648213393607260249141273724587
006606315588174881520920962829254091715364367892590360011330530548820466521384146951941511609

#19 Chris Parker

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Posted 15 May 2009 - 01:55 PM

wow that looks impressive. ill send you a pm lee.

#20 Ryan

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Posted 15 May 2009 - 02:35 PM

That looks suspiciously familiar Lee...

Good work Chris though, it looks really good from your screenshots :)

- Ryan -




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