At last, I`m starting WIP tread on my long-delayed "Skies of Septerra" project. The goal is almost the same as in Vir Inter Astrum - to make sort of "technical readouts" for the universe of tabletop RPG.
At first, a few words about the universe of Septerra. Septerra is a planet, somewhere in the abyss of space and time. Wery strange planet, also. First thing first - the planet itself is clearly artificial, and that is known to the most of its population. The tales of the Creator, who built the planet are still fresh in the memory, and abundance of artifacts from the time of creation ensures that the tails will live on. The planet itself is a giant artifact, breaking several laws of physics with ease. Planet consists of seven layers of flying continents, called "World shells", connected wia tytanic "spine generator" to the "core" - enormous bio-computer in the center of the planet. The core regulates the rotation of the shells, that provide power, via rotating the spine generator. However, the system works as "perpetuum mobile", creating more energy, than it uses, without any known external energy sourse. Some "waste" energy is radiated from the core, and can be used by inhabitants of Septerra, both to cast "magic" and to convert into electricity via so called "core generators".
"Magic" is, roughly speaking, an ability to "tap" into the processes of the core and request desired action or effect on exact location. So the "spells" are more like computer program, written in computer language.
"Core generators" are possible, due to an ability of specific diamond-like material, found on the 7th shell (that lies directly on the Core) to produce heat from core radiation, when two pieces of this crystal are properly cut and positioned. Then, the heat is converted into electricity via the steam generator or the termocouple.
Septerra is very poor on natural fuels. There are forests and turf, plus some swamp gas. However, there are no black coal or oil. This stops many technologies from development. Internal combustion engines are known, but electric motors are more effective and are widely used. Same goes for jet and rocket propulsion. Instead of powder-based weaponry, electromagnetic one was developed.
Another interesting moment - core radiation inhibits both radio communications and radars (the closer to the core, the more useless thees devices are) and wrecks all precise electronics. Shielded and robust electric devices works ok. So, the calculation machinery developed in different ways, using optical processors and biological neuro-nets as a base.
And the last huge difference from Earth, there is a wide spread animal on Septerra, called "helgak", that flies, via producing some gas, that is lighter then air. Interesting feature, that this gas provide more lifting force, then the same volume of vacuum, acting like some sort of natural anti-gravity device. The gas itself still is a mystery, and can`t be synthesized artificially. More then that - it is extremely volatile, and can be held either by welded shut metallic tanks or by the organs of helgak itself. The animal was long since domesticated, it`s genetic code decrypted and it`s organs are grown artificially to required specs, to be used in the ships.
I will add the information about the Septerra as (if) there will be interest to this project and the questions arise.
The universe of Septerra is loosely based on old Monolyth`s game "Septerra Core, The legacy of the Creator".
Current early WIP is the light cruiser of the Kingdom of Seven Winds, from the third world shell.
Posts
Here`s the screen of in-game map, despite being quite "toonish" it gives the rough idea what the world looks like. That`s Shell-2 - second from the outer layer. You can notice the spine generator in the nothern area and Shell-3 below the clouds.
I`ll keep this in mind in my upcoming campaigns BTW, deep-mining isn`t developed in the same extent as in our world, partialy due to abundance of easy to reach ore deposits, and partialy due to the troubles with process automatisation. It`s possoble for this world to make completely autonomous minimg machine (or biomachine, for some nations) but hard to make remote-operated one. Also, continental plates are about 15-20 km thick in the thinnest parts, so it`s hard (but not impossible) to "dig through".
Yes, "natural" hot springs could be only on Shell-7, and there... well, not too healthy climate Absence of sunlight, enormous humidity and poisonous fumes from "mold forests" alone, make the stay there memorable, but hardly pleasent for normal human.
Thank you. Hope you meant the ship, and not the map ^_^ Since the map is the screenshot from an old game and not my work.
Menwhile, some update on the cruiser. Added secondary artillery and drilled the holes to release water from the decks. Now thinking about making caliber lower a bit - currently main canons are 443mm in diameter and secondaries about 100mm. Guess, that`s an overkill for a "light cruiser".
Frontal view
Rear view
http://en.wikipedia.org/wiki/Spartakus_and_the_Sun_Beneath_the_Sea
http://en.wikipedia.org/wiki/Blackstar_(TV_series) A multi-universe capable ship was in this series.
Yeah, SU sucks for texturing. But the comment I have is about the propellers you made. I think that they might look a bit better if they were more like the big curved paddle style blades on the new Herc J model aircraft. Right now they look too skinny for their length. But still a cool idea
http://en.wikipedia.org/wiki/Tupolev_Tu-95
The curved rotor design (BTW AN-70 use them too) looks too futuristic for over all retro - style ship. Well, I`ll try if I manage to do the correct curve
Rivets are about 30cm in diameter, maybe even less. The ship isn`t THAT large (there`s a default SU dude on the deck for comparison purpose) Still huge rivets, I know :devil:
As for post processing, - I suck hard in photoshop, that`s why I`ve asked Bbzwbbzw for a help in postwork.
I've been having much more luck with textures in SU. Do you know the texture alignment trick? It can be a little time consuming over UV mapping but it does work.
Thanx a lot .
Last Exile (or, more specific Antoran battleship) was one of the designs, that inspired me for the cruiser design. The universe itself was created by Valkyrie Studios long before Last Exile. Well, since I`ve made a lot of changes to universe concept, to make it a better place for long-term RPG campaigns, it includes bits and pieces from many sourses. One of them is the Last Exile. Kingdom of Seven Winds (wich have no fleet in the original game) uses the ship designs close to that of Antoran in TLE.
Yes, this trick was the only way to texture those cyllinders under the AA turrets. Everything else ruined texture completely. Also, given the number of polys, hand-mapping the hull, would be VERY time consuming
And now, I`ve got some technical issues. "Cutters" are a close analogue of WWII fighter planes, but built around the lifting gas core. So, wings are more for stability, then for a lift. Originaly, I wanted to go with "electric turbine" design. Roughly, the tube, that houses numerous propellers, driven by electric motor, inside. The idea was to make sort of "electric jet". However, propellers on the cruiser looks so natural, that I`m thinking about using them on cutters as well. BTW, small red ship on the image is a rough concept of the cutter (with electric turbine design).
Wow! that is even nicer than what I was thinking about. Love the bow and stern thrusters too. Just like a modern large commercial ship.:thumb:
You understand quite well :cool: I'm looking forward to seeing what other craft you populate your game world with!
But thats just my personal taste so feel free to disregard.