SoaSE Goes Steampunk -Requesting an Audience

Hey everyone, a few local friends and myself have been jotting down ideas for a mod we'd like to create. It's fairly rough at this time and for the most part sits as an idea within our heads. What we lack and request help with is modeling. We have every other form of the mod covered -we just really arent that talented at the actual "creating the ship" part so to speak.

I have thrown up a free forum site with more information regarding the mod and have a section for anyone to chat with us if interested. You can find me here


I'm fairly certain this direction is yet to be taken with Sins and I think that, with the right help, this could be a very fun project.

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Reply #1 Top


-we just really arent that talented at the actual "creating the ship" part so to speak.

Well, you're pretty naive if you think you can convince people on the internet to join you if you have no work done and no way of getting any progress started.

Reply #2 Top

I think doing the mod sections you are able to do and showing progress there will go a long way.  Steampunk as an art genre is very popular and I wouldn't be surprised at all if some modelers show up to contribute.  Getting Sins modelers might be a bit tougher--to do the conversions and hardpoints and sizing--but the actual models are quite possible.

I don't do the XSI, particles, and texturing  (the hard stuff)  but I might be willing to do a model or two for this--looks fun.

Here's a steampunkish airship I did for a different very low poly game:

 

 

Reply #3 Top

I'm afraid the people that are talented at "actually creating the ship part" typically have their own ideas of what to spend their free time modeling, and unless you have a very well developed idea with most things but the art assets in place, I doubt you'll convince any to join out of the blue.

However, as Sinperium sort of mentions, Steampunk is fairly popular and you can certainly find models for it. If you are willing to learn enough modeling and texturing to get an existing model into Sins you maybe able to find enough of them on the internet to use in the mod. Do get their permission if you ever plan to release it though.

 

Reply #4 Top

Yeah--be careful there.  A lot of Steampunk is on Deviant Art (I think one or two of your pics even) and them folks don't take kindly to thievery.

Most modders here are like me--limited skills and not so helpful in the ubertechnical department --or are part of their own epic creative vision and not so inclined to contribute to someone else's.

If I could do the advancedmodeling, I'd actually help quite often in that area. Just don't have the patience to assemble skills with multiple semi-working programs that require warez, ridiculous amounts of cash or constant renewing and uninstalling of trial versions.

I'd offer to help on the abilities, etc. but it's just tedious to debug all the possible errors--especially with particles and botched meshes, etc.

Good luck attracting maybe one good modder--that would be all you need to start.

Reply #5 Top

I would consider the making the ship's model part to be far, far harder than hardpointing, particles and such, which are trivial in comparison and just tedious. Pretty much anyone can jump into particles and do a decent job with a bit of practice. Actually being able to make a decent model with good edgeflow, that will be very difficult. Good luck!

Reply #6 Top

Depending on the program modeling isn't all that hard. You just need to have enough experience to know when to drop a line of thinking and start up with another approach to making a model. Anyone can make a model, but only a few can make a model better, and that's by dedication and learning the program you want to work with.

 

Reply #7 Top

On the forum, I clearly state that I do not take any credit for the concept art and don't plan to directly mimic any of the ships posted. I simply have them there for other users as a reference. That aside, people are obviously missing it so I'll up the font to make it more noticeable, so thank you.

@Sinperium, Would love the help! I currently have one ship posted on the forum that I modeled out last night but it still needs work. I'm going to try and model out most of them myself but by all means feel free to help out

Reply #8 Top

It's a good start--working on what you can.  Some suggestions would be to decide some standards so you don't end up with a Frankenstein's lab of bizzare things.  Also take into account that poly counts of models will shoot up pretty fast if you actually build all the frills and edges a lot of steampunk art wants.

I'd suggest come up with some rationales for what's there.  Give each faction some sort of "propulsive theory" to design engines around as an example.  This let's you make consistent ships:

Perhaps Tech relies on explosive propulsion as in Jules Verne's, "From Earth to the Moon"--giant canons and explosive blasts to get into orbit and maneuver.  Bright pulsing flares and smoke coulds could be the exhaust.  Tech would use good old chemical explosive canons for weapons.

The Advent could rely on another sort of propulsive technology...sailing ship canvas or insect like and fairy wing like solar sails.  Glittering, gold dust-like particle trails could be their exhaust. The Advent could use steam powered weapons and gem powered lasers.

The Vasari could rely on a Tesla reminiscent  aether drive generating power from strange chemical-electric forces using giant batteries.  Electric arcs and sparks could be their exhaust.  Weapons could be shot by giant magnets.

These are just off the top of my head ideas but if you can flesh out concepts like this you give ship designers common standards to incorporate into their designs and make them flow a little better in design and be more consistent.

On your website you need a general discussion thread so people can introduce themselves and talk out concepts. I didn't think you intended to pirate anything just wanted to give you a heads up that a lot of Deviant Artists are really on the warpath nowadays about their work being lifted all the time and steampunk is a big theme there.  great for inspiration though.  I have models of the entire Irken Armada from Invader Zim that were gifted to me by a Deviant Artist but I spent time getting to know him and asking permission for them first.

Modeling is hard--I do it when I feel inspired and "in the mood" and it's hard when I am not.  I am not much of an "epic" modeler but I can whip out a decent one now and then. Particles and all are hard because the software doesn't all work for me on my machine.

I'll try to make a few things if I can get the feel for it.  Sounds fun.

Reply #9 Top

Hey those are some great suggestions -I really like giant battery engine concept. I've done some brainstorming myself and engines have been a pain for me. I do need to organize the site a bit more and will this evening. As for laying down some guidelines and basic concepts for races, I agree completely. I have actually stormed up quite a lot over night. I'll write what I have here for time's sake. I will also then re-organize the site.

 

Here's the biggest "game-changing" idea that I have had so far. If accomplished, the look and feel of the game wont be sins at all

- I'm going to remodel the planets and transform them into floating islands.

- I'm going to redraw the skyboxes to have terrain on the bottom and sky above.

I'd like this done for one, main reason. I want to eliminate outer space in the game. That way, I can use zeppelins, biplanes, other things that require an atmosphere. The idea is to make it look like numerous floating islands are found on the mythical world that the entire game is played on. I've written some lore to go along with this that, in my opinion, ties the three races together nicely. I'll add it soon after this is posted. SO there's that. I might have some trouble editing the skyboxes and making them look halfway decent but I'm sure its feasible.

Here are the three races that I have planned out so far. I'm yet to name them
 

Race_A:  Human -Race_A, though physically weaker than Race_C and less intelligent than Race_B, finds comfort in their inventions. However, their inventions have lead to disaster and enemies now come at their gates. Their ship design is zeppelin based. They rely heavily on their trade lines for wealth. Their power as far as attack goes is less than any other race but has special abilities that can exploit the other race's weaknesses ie: beam of light at Class_C which temporarily blinds them, EMP's at Class_B, etc. These abilities must be researched.

 

Race_B: Robotic Humanoids -Originally created by a Race_A mad scientist, these make-shift, clunky bots are made of both wood and brass and operate on steam.  Through the use of primitive circuitry created by electromagnetism, they are fully aware and fully capable of destruction. They are hellbent on removing their creator's species and are seemingly unstoppable. Race_A's intuitiveness however has found weaknesses in their design and have mastered the act of exploiting them. When raw power isn't enough, EMP's, (plus others that I have not thought of) prove fatal.

 

Race_C: Human-esque -Originally Race_A slaves, Race_C spent their entire lives beneath Mythic_World's surface mining out raw materials used then to construct Race_A cities and flying machines. Centuries of enslavement underground however lead to slight mutation over time, resulting in Race_C's slightly altered appearance and ability to see fully in the absence of light. As cruelty increased and after several revolts/out-lashes by Race_C, Race_C finally revolts and are now in the midst of grouping together to defend themselves. Lacking an organized army, Race_C has to rely on whatever/whoever they can find, no matter how shady the organization (pirates)

I'm also considering making the pirates a playable faction but not sure as of yet, might prove interesting.


Again, I'd like:

Race_A to be Zeppelin based. Simple standard, lighter than air craft. Giant propellers and wings help power and maneuver the craft

Race_B to be Iron based and heavy in appearance. With superior armor, basically iron battle ships that float if that makes any sense. Ships use magnetic Propulsion (thanks for the suggestion ^-^)

 

Race_C not to sure as of yet. they're technically the same species as Race_A so I'd think them to be similar. They also have pirate ships available for construction so I guess the art style of the pirates is a major factor as well. Would love some suggestions for Race_C

I like where this is going, thanks for pitching in!

Reply #10 Top

Quoting n1k10s, reply 9
When raw power isn't enough, EMP's, (plus others that I have not thought of) prove fatal.

Power surge to make them explode or disable systems, power drain to slow them down to become easy targets, heat transfer to shut off their steam and make them shut down and die...  That should probably be a cap ship's ultimate ability if it's a one shot kill type deal.

Quoting n1k10s, reply 9
As far as ship design, I'm going to go with a German, WWI look with a slight robotic feel to it. They will use magnetic propulsion (thanks for the suggestion)

Could have a reverse polarity special attack on certain ships that sends out shrapnel in all directions upon death that damages all things nearby, and by extension an increase in power to suck other ships closer to them like magnetism for the strike craft, or even as in debris vortex to help collect parts for repairs.

Quoting n1k10s, reply 9
no matter how shady the organization (pirates)

I assume this means they are going to have mangled (well more so then the usual steampunk designs) human ships or will they have their own unique identity?  Also what about the militia if any are planned?

Reply #11 Top

Those are all fantastic. Thank you very much. I might just use each and everyone hahaha

Quoting Stant123, reply 10
I assume this means they are going to have mangled (well more so then the usual steampunk designs) human ships or will they have their own unique identity? Also what about the militia if any are planned?

 

This is what I'm thinking (brainstorming on the spot at this point) Pirates rely on the black market. They will use whatever they can get meaning, their ships will look like heaps of junk riveted together. Basically what you might get if you tried making a ship out of material found only in a junkyard. Yeah. I think I'll use that for he Pirates.

Because Race_C is a mix of pirates and Race_A, I could always mix the two art styles. That might look odd though hahaha. I guess I'll have to find out. Again suggestions welcome :)

Reply #12 Top

Let's see, if I were going for design themes, based on your descriptions, I'd go with things like this:

Humans: Bright colored ships (meaning you see lots of chrome and bronze and polished surfaces), sleeker designs, multiple modes of propulsion across the fleet (fans on some, flapping wings on others), if particles aren't a concern, lots of moving parts and ostentatious, superfluous piping and design.  Real clean and fast, fresh out of the car wash and flying down the highway.  Weapons don't pack a punch, they can't take as many hits (weak hulls), but their little devices (abilities) as you put it, can be used to exploit the others weaknesses to give them the edge they need to win.  Maybe have them use magnetic field generators to shield them from enemy fire. (Lots of shielding.)

SubHumans: Design could be similar to human, however with less flair, so to speak, since they probably built and tested the prototypes for the humans just in case the design was bad, no humans would have been killed in any accidents.  They would naturally have less to work with and would go with function over form.  As their sight is different and they're workers at the core of their being, color is less important to them.  Their ships could have a darker, dirtier look to them like they were built in coal mines.  More mechanical than lighter then air, and thus able to take quite a few more hits.  (Probably also due to the fact they built up safety systems over the years to protect themselves from all of the 'testing accidents'.)  More dependent on stronger hulls then shielding if any shielding at all.  Maybe make a ship whose ability is to provide shields, or a planet defense structure that grants shielding to ships so those playing defense get it, but those on the attack in enemy territory don't.

MadTechnoBots: Another function over form style, however with the Texan bigger is better mentality.  (Besides, it would have to be to house all of them large batteries for their propulsion systems and special abilities.)  A lot more weapon points, more powerful weapons, slower movement because of the bulkier designs.  The most mechanical looking of the bunch for the obvious reasons.  Middle of the road hull and shields.  They can often times be outrun, however if they catch you, they'll punish you in several painful ways.  If you let them build their fleet up, then you deserve the ass kicking coming your way.  Their drawback is that they have few special abilities, and since they are robots after all, personal safety isn't any concern, so ship repairs on the fly aren't available. (No hull regeneration.  Repairs can be made with a repair ship that has no offensive capability, or by island side repair stations.)

Pirates: Mix of designs, dirty with piping, spinning gears and steam jets spewing out all over the place due to poor construction and maintenance practices, but also loaded with weapons from all three other factions.  "A gun for every situation." style.  Smoky exhaust trails, and prone to breakdowns (via auto-used abilities) which can be lessened via research.  (Basically, a self affecting ability that shuts down weapons and engines, shields and regeneration if any, all at once, or individually with their own timed abilities, and research would increase the cooldown times of the abilities and lessen the duration giving off the appearance that they're getting their collective $#!t together as the game progresses.  This is of course, is only doable if they are non playable as a player could just turn the ability off.)

Militia: Depending on their need, you could probably get away with just reusing the pirate ships since independent colonies wouldn't have the resources of an ever expanding empire, thus they'd be forced to scavenge or buy from the black market.  Could also borrow one or two designs from the others as well just for variation.

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Reply #13 Top

Again, wow. Great stuff. I like it a lot actually. It's exactly the direction I was wanting to go in. It's going to take quite awhile to get a good portion of the races finished but totally worth it in my opinion.

What do you think about my idea of changing both the planet meshes and the skyboxes? How feasible would that be.

Reply #14 Top

I like the idea and it's very possible to do.  Finding people with the ability to do it masterfully is the only issue.  I can slap stuff together, but lack of skill and lack of effort to learn how to do it right would make it look crappy as hell.  ;P  I'm like you guys, I'm an expert in all things of the Galaxy, GameInfo, String, and Window folders, but not of the Texture, Mesh, and Particle folders.

Reply #15 Top

Quoting n1k10s, reply 13
What do you think about my idea of changing both the planet meshes and the skyboxes? How feasible would that be.

It's very feasible and would make sense for a mod like this. Basically you could do the fractured planet thing where you aren't really in space but on Earth.

The star background could be replaced with a sky scene. The planets can be floating islands with the Star replaced what remains of the Earths core. 

Sky boxes could be used to add clouds or some other variance that would make sense.

 

 

Reply #16 Top

Be sure to have a "Zombie Island City of the Dead". Gothic and Steampunk are mutually complimentary.

Reply #17 Top

Is this closer? Just a basic airship. I'm yet to add small details to it. I think a lot of the "steampunk feel" will come from the textures later.

Reply #18 Top

That's a lot closer.  Looks a bit like a WWI observation balloon.

Reply #19 Top

I'm trying lol. The biggest challenge I'm facing right now is not actually knowing how to manipulate objects as I intend to. Until I become more comfortable using the multiple tools of xsi, progress will be incredibly slow unfortunately. I'm sure I'll improve through time.

Reply #20 Top

Actually, "WWI barrage balloon" is a step in the right direction.

Reply #21 Top

Just to add the small details then.. One thing I'm struggling with is making a decent propeller. The blade shape's tricky and I don't know of an easy way to achieve it

Reply #22 Top

perhaps you could look to lenardo da-vinci for ideas regarding the propeller shaping.

harpo

 

Reply #23 Top

Da-Vinci would be an interesting inspiration, thanks for the idea! While I'm at it might as well as add Nikola Tesla for the other art style :D

Reply #24 Top

What model format are you using?

Reply #25 Top

Quoting n1k10s, reply 9
The idea is to make it look like numerous floating islands are found on the mythical world that the entire game is played on. I've written some lore to go along with this that, in my opinion, ties the three races together nicely.

 

This is an awesome idea. :-)