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- Видео 6
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GooInABox
Добавлен 14 фев 2022
Hobbyist animator.
Honshu
Sorry for disappearing for over a year, I got employed. There's still a little bit of effort left to be done to prepare the rest of the ships for the updated ship size video, but consider this a small preview of some of the work I've done to pull and prep the models for animation work.
Просмотров: 712
Видео
X4 Foundations Station Announcement
Просмотров 5 тыс.2 года назад
Someone on Reddit requested a spliced audio sample for the station announcements. The needless animation, however, you can blame me for.
Printing an Asgard | X4 Foundations
Просмотров 1,5 тыс.2 года назад
I posted this short animation on the X4 subreddit awhile ago, and I'm archiving it here so that I can share it more easily. All the assets and sounds came from X4 Foundations.
Why the next X4 Foundations video is taking so long.
Просмотров 6972 года назад
So yeah, I'm starting from scratch with cleaning up the ship models. The first time I did it, I performed an absolute butcher's job, causing the models to look low quality. Adding the textures and properly removing all the collision and lod meshes takes a bit of time, but the ships look much better afterwards. Just don't stare at where the multimaterial textures are supposed to be, and it actua...
Just a perfectly normal Terran Asgard ship | X4 Foundations
Просмотров 4,7 тыс.2 года назад
With apologies to everyone at Egosoft. Bonus: Dubstep Main Battery (Loud Sound Warning) ruclips.net/video/-oOjA2Cabmo/видео.html
X4 Foundations 4.20 + DLC Ship Models Size Showcase
Просмотров 54 тыс.2 года назад
This should be a comprehensive video of all* the ships that the player can fly (plus a few that can’t be flown) as of the 4.20 update and all currently available DLCs. If this video is over three months old, then this is no longer the case with the expected 5.00 release and the third DLC. *I have been notified that I missed the Paranid Theseus heavy fighter in the lineup. I will rectify that mi...
Looks like your hunch about the CPU ship was right on the mark while th 7.0 update and Timelines dlc it is very much present in-game along with quite a few new ships.
This station definitely belongs to the Split
nice my comment got deleted. nice kukolds.
gavno vidos. ti newb.
some ship designs are so messed up omfg
Due Props, I've done 3D Art for years, I'm pretty good I think at composing images, but I am awful at creating new assets, really like what you've done so far, and just loved your character in the security announcement video. That long slow turn, the stunned look on her face. Doing work my friend. Keep at it.
How about make a new version after launch 7.x?
That's my current plan after seeing the announcement. Hard to believe there'll be 3 1/2 DLC releases between this video and the next (Pirates, Boron, multiverse with its one exclusive ship, and Timelines).
Just too perfect, and your animation is 110% better than the games. TY for sharing this.
"Sail!"
The station can vapourise kids but destroyer captains can't keep a safe distance when attacking a Xenon station.
They gotta get in close for those selfies
Set all M Turrets to destrory fighters and dont use 0 star pilots
Either the jumpgates got smaller or the #deca did, because I remember from X3tc that it cleared the inner diameter of gates only just barely- taking up 90% of the space, but in this video it looks only 50% of the space.
You wann to say us, that the Raptor has only 500.000 Tonns? a USS Carier has 100.000 Tonns.
hm. dont understand where is a crane or phoenix cockpit?
The capital ships don't actually have their bridge/cockpit built into the model, instead the room is a separate model that is loaded when it is in use (such as the player being in the cockpit or the player video-calling the captain of the capital ship). You won't see the cockpit when you're outside the ship, unlike small and medium ships. As for where these semi-invisible rooms are placed on the Teladi capitals, I think they're placed in the round holes at the front.
Finally! Also, that's the first in a very very long time I see canon-friendly gate sequence entry (the way the ship emerges from it).
Damn, the Split really have an amazing design My favourite
scary
how i hand brake my ship in space
I wish all airports had this policy
Wait? They don't?
If a video showcasing ships in a space game by rolling by is 17 min long you know the game is epic
I didn't realize Kha'ak fighters are that large.
Can't wait for the 6.00 Kingdom End version ;)
Coming from X3:TC, while some ship designs seem better, a lot of them seem to be straight downgrades. Argon fighters, very weird, Nova's design is plain ugly now. Ides, Mercury and Minotaur look fine, but the rest of lineup up to the destroyer look like Teladi design rejects. Just bad. The destroyer itself seems very far from the previous design philosophy as well, but they at least look quite cool. I miss the long, rectangular (coffin-like) design of the old Argons. Paranid ships are nice, seemingly not much has changed. The same goes for Split ships, they still retain their sharp look from the previous game, although the Wyverns look like something that should belong to previous Argons. Teladi ships look okay until the capital ships come up, look big and bulky, ideal for their slow speed and big cargo bay they used to have. Not a fan of the design of their big ships, but at least they no longer look like Xenon ships. What the hell happened to Terran fighters? Their signature looks are completely gone, and especially the lighter ones are totally out of whack. (Rapier, Nimcha) Butchering continues with the bigger ships, only Katana still looks faithful to its old design, the rest is like from different franchise. Most ships until this point look like they will snap in the wind, gone are the efficient, fast and sturdy wedges with big thrusters at the back. They don't even fit with the stations now! Terran buildings looks very similar to X3, but the ships have completely changed. The rest of Terran capital ships are nice, although I miss heavily the X3's Osaka design. Where are the ATF battleships? Syn and Asgard seem like what ATF would have in the new game, but the rest of lineup is missing. Is ATF even still a thing in X4? Xenon, thank god they kept their fighter designs. The rest of it though, I am not much a fan of their arthropodan looks. Feels kinda out of place. Except the I, Xenon I looks cool. But I feel like they should have kept the looks from X3 and just polish it a little. Kha'ak - where are the bigger ships? Corvette? The destroyer and carrier? I miss the organizations, OTAS, Yaki, the Goner? Where are pirates with their ships cobbled together from multiple ships? Also, why are all frigates these unsightly, fat frogs? They all looks the same, even the Paranid frigate looks like lithium-ion battery has expanded inside it, it's too thick! And Split Cobra, what did you eat?! Argon frigate ship should have taken clues from the Minotaur, just bigger.
Интересно конечно. Но впечатления не вызвал. Размышляя почему? Ведь задумка впечатлить масштабами, пришел к выводу. Вместе с увеличением размера кораблей, увеличивается и детализация. Поэтому все модели выглядят +/- одинаково. Ну типа одни делают на маленьких заводах, другие на больших. А так технология штамповки одинаковая. Это как обувь 32 и 45 размера. А под конец еще и такой ляп с антенами на звездных вратах. Будто провода висят как будто оставили прозапас. Так что 3Д дизайнерам скорее - чем +.
there have not metric system, how many metrs, how there are different between there. how height is there? what are the girls there were, why? it is only became strange from that.
The human models were there for a bit of humorous size comparison: if they were holding the fighters like toys, then the freighters must be huge to be towering over the actors. But the next video will have proper measurements, I manually measured all of the ships in Blender (all the exported ship models are proportional to each other and the Blender measuring tool is in the same factor system as the in-game distance calculations so everything should be accurate) and I documented the measurements here: docs.google.com/spreadsheets/d/1487ACI3f-Y5iHBG9dSBfNHA3sbS_zjm0ahgdnEPpQ0A/edit#gid=0 I'll have to take more measurements for the Boron ships once the DLC releases, plus any potential redesigned vanilla ships similar to the Paranid E line of ships back at the 5.00 update.
@@gooinabox3147 nice, For greater immersion, only 3 ships should be shown on the screen at the same time: 2 previous and 1 current, and the next one should not be visible. Then the camera would quickly move to the next one and again there would be a delay in the display. Be sure to have some kind of landmark next to each ship, something that people are familiar with in size (for example, the Eiffel Tower). To feel the dimensions of the ships. You can start for example showing with the size of a banana. Then a man with a jetpack. etc. The length of ships can be compared next to football fields. And the height - with a 9-storey building. Most importantly, the next size of the ship should be intrigue, it should not be visible. You can put a man with a satchel next to each ship.
Is the weight off?
The weight values come from the game database values, and I believe the reason why they don't make sense in some (or most) cases is that the weight is used in game calculations for ship acceleration, drift, strafing, braking, pitch/roll/yaw, etc. rather than being immersive. It would be a good value to slide up and down if the developers wanted to make a ship more or less maneuverable. The next video will probably ignore the weight values and instead go for length. Fun fact: when I export the ship models from the game and into Blender, the Measure tool returns a value EXACTLY 1/100 the value of the in-game distance calculations. So for a Manticore I can measure a value of .57 meters from tip to tail, which aligns with its 57 meters in-game (which can be roughly measured with a spacesuit and a navigational beacon).
Awesome
Soon it is time to redo this video with the ToA and Boron ships :D
Well predicted with that ending
why didn't you make the font even whiter so it would completely disappear? like.. really? it didn't even occur to you that it is unreadable? just wow
Dunno, it is easily readable for me, but people with poor eyesight might disagree.
@@repatomonor21 This video made me rethink my decision to put off an eye exam.
So I've mentioned several times that I intend to make an updated video for the new ships that came with 5.00 and the ToA DLC. Unfortunately, time hasn't been on my side to push through with making a video of that size as I've recently started a full-time job, and I've been working on other projects where there's people breathing down my neck until I complete those. -Additionally, seeing that Egosoft has dropped heavy hints that they're going to announce something big for X4 before the end of the year, I'll probably wait until after the surprise is released and any new ships are added before I work on the new video so that I don't release yet another soon-to-be-obsolete video.- Edit: Well then, looks like we're getting stunning new Boron ships! All the more reason to wait before the next video, and I do find it funny that my throw-away gag at the end of the video ended up being on the nose. Thank you all for your feedback on this first video of mine, I hope to eventually deliver something grand in the not-so-distant future.
Entering system: Kingdom End PROPHET!!
POG
And now the Xenon Terraformers are showing up again in beta. Should I expect to see your character models show up in version 8.0??
I love this game so much, but it could be at least a little bit more intuitive and easy to learn... Because the learning curve and gameplay hours needed to learn this game, is just too much insane =(
People play it because it is hard and has a million controls and not other way around. There are two game concepts. In the 1990s every game was hard and you had to put a lot of work in to learn how to play it. After endless hours your reward was to finally master it. Nowadays games as easy as possible and give you for every simple task a little reward all the time. First concept was just for having fun playing it and beeing proud of what you have accomplished, second one is to be addictive as possible.
@@TotalyRandomUsername I agree and is very rewarding to learn this type of games, but when you are adult and the hours of your day is valuable, you can't expend 1 hour re-learning the controls every time you stop playing this game because you was playing something else...
I was hoping the Torus Aeternal segment would be included. Maybe next time, if you do another one?
Other Ships: Unique designs. Xenon Fighters: Triangle
Что за странная музыка в Королевском тупике😄
Kingdom end😢
0:51 2x Argon Discovers.
What is the terra forming drop drone and how to find it?
It's unlocked after performing the high-mass teleportation experiments and Boso Ta talks to you about potentially terraforming several planets. You can't build them manually; they're built automatically to ferry resources from the HQ to the planets being terraformed.
Teladi Stork - design by Eve Online Avatar
Now I want a mod to make all the NPCs in X4 to look like this
Definitely.
Wow. Great job. Must have taken a long time. Congrats.
Bext time use use darker color of font. I can barely see anything what is written there
Yep. Sound like what my station workers would do
The weight of ships are way off. Destroyers the size of multi-storied houses can't weight 500-600 tonnes. Ships the size of aircraft carrier can't weight 900-1000 tonnes. If you pull this info from ingame description that fine
Yeah, I pulled most of the mass information from the in-game encyclopedia as well as the game files, and I think the mass is less for immersion and more for calculating ship velocity and turn speeds. The next ship comparison video will have the ship lengths instead.
man if you could have boosted the engines as it swings the engine exhaust in range and see it flare....
lol
Random Argon: "Oh, It'll Be Fine, My Son Should Be Back Any Time Now." Station: _Plays This._ Argon: _Sweats Nervously._
Cheers mate!
wow, very nice to see all those ships
To all my bruhs if you watched this video already, watch it again, with the base to all this time
How is this made? Excuse the noob question. Is this a video-based effect?
I basically discovered this effect on a fluke. The way it works is that there's two Asgards (the white one and the painted one), and there's two invisible box rectangles that completely encompass the Asgards. The two invisible boxes are literal cube objects with transparent glass shaders, but I found out that I could adjust their transparency to 100% to make the boxes invisible, AND if I adjusted the render queue (the order in which things are rendered, I guess) for these boxes and the Asgards, the boxes would hide anything with an adjusted render queue inside or behind them (but things like the shipyard scaffolding and the space background will still show up as their render queue is uneffected). I then just move one of the boxes back to unveil the first Asgard (while the second Asgard was still hidden due to its spot in the render queue by the second box), and then moved the second box forward to reveal the second Asgard (which was fractionally bigger than the first so it hid the first Asgard on its own like a nesting doll). In a nutshell: 0:05 First cube of invisibility is moved backwards to reveal the first Asgard. 0:23 Second cube of invisibility is moved forward to reveal the second Asgard, and the second Asgard hides the first. 0:44 Somewhere around this point, the first Asgard is un-rendered completely so that the second Asgard can fly off. The blue wall and the trailing yellow hot metal gradient effect are just additional effects for show (created using a water shader and a texture projector, respectively); they don't actually have anything to do with the ship appearing. I sort of did a proto version of this video here: ruclips.net/video/MXV_-QrRpYE/видео.html which basically has the Asgard moving out of another invisible cube right behind the gate. The only issue with this method of invisibility is that the invisible cube also hides anything behind it with an adjusted render queue, not just things inside of it, hence why in this video you will only see the ship being 'built' away from the camera, and not towards it. It's a weird effect that honestly is probably just a glitch in how the glass shaders of the cubes work, but I won't argue with results; it's better than anything else I tried to research in Unity to achieve the same effect. Edit: I realized that I probably didn't explain the render queue stuff that well. I forget what the numbers were exactly, and I no longer have the project files for this video as I removed these old ship model files to make room for better quality ones, but it sort of works like this: The render queue is usually a number from 0 to 5000, but let's imagine we're just working between 1 and 4. The first cube of invisibility would have a value 4, the white plain Asgard ship would be 3, the second cube of invisibility would have 2, and the second red-and-black Asgard ship would be 1. The cubes of invisibility hide anything with a lower render value than themselves, so if we move the first invisibility cube with a value of 4 away, it would reveal the Asgard with a value of 3, but the second cube of invisibility (2) would still hide the second Asgard (1) until it too is pulled away.
@@gooinabox3147 I am a 3d modeller so what you are saying is probably more useful for my coder since he is all about shaders and stuff in Unity. But anyway I think I understand what's going on here and I gotta say it is pretty cool! Are you a wizard or developer?
@@oguzcanoguz6583 I think being a wizard is a better description for me, as I'm still pretty rough at creating stuff from scratch (hence why I'm "borrowing" ships from the X4 Foundations game files). Most of my animation time is spent looking at what I have, and figuring out if there's anything neat I can do with it. My current challenge is figuring out how to implement weapon effects such as lasers and rapid-fire guns, not only to make them look good but to also figure out how to lazily make sure that it reliably starts at Point A and stops at Point B, with Point A being a rotating turret on a moving ship, and Point B being another ship that is also moving. I though I was onto something for a laser beam by bouncing an object with a trail effect back-and-forth between the two points several dozen times a second, but the effect was immediately ruined when either point started moving or rotating. It makes a good slow heavy plasma shot effect at least, but certainly not a solid laser beam.