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 Temporary CNL Shipyard

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craftqq
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PostSubject: Temporary CNL Shipyard   Mon Aug 05, 2013 3:17 pm

Where my ships go to for the moment.
Currently (new) just some drones without names (yet).
Drone #1:
Spoiler:
 
Drone #2:
Spoiler:
 
Drone #3:
Spoiler:
 


Last edited by craftqq on Tue Aug 06, 2013 3:03 am; edited 1 time in total
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Joel
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PostSubject: Re: Temporary CNL Shipyard   Mon Aug 05, 2013 5:45 pm

How about imgur for image hosting?
I use it, and it works well.
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Tue Aug 06, 2013 3:02 am

Vinyl wrote:
How about imgur for image hosting?
I use it, and it works well.
I'll go with Postimage for now, but I might use imgur later on.

Drone #1:
Spoiler:
 
Drone #2:
Spoiler:
 
Drone #3:
Spoiler:
 
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Joel
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PostSubject: Re: Temporary CNL Shipyard   Tue Aug 06, 2013 3:12 am

Maybe use a larger palette of less sharply contrasting colors?
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Mon Aug 19, 2013 10:46 am

I'm back. I was "gone" (not posting, but still reading) because I managed to "poke" a large hole into my Fulgur-class (read: be dumb and copy + paste Tile Entities {without the Entities part} around and inside my Fulgur-class -> Minecraft crashes -> me not using Back-ups/MCEdit to solve the problem -> me loading the world -> Chunk regenerating inside my Fulgur-class) and I didn't feel like building ships /posting here for a while because of that.

Vinyl wrote:
Maybe use a larger palette of less sharply contrasting colors?
I'll use colored clay (or something like that) next time; should result in less contrast.

No new ships (for now {and probably quite some time}) since I'm currently working on a (CTM) Map.
Some Pictures of it:
Spoiler:
 
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Fri Aug 23, 2013 5:20 am

I finished the first Intersection and am currently building the second area:
Spoiler:
 

I also started to built a new ship:
Spoiler:
 
It's currently missing the details (and possible the back {and maybe the middle} section {depending on how large I plan to make it}).


Last edited by craftqq on Fri Aug 23, 2013 5:25 am; edited 1 time in total (Reason for editing : Forgot something)
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Laserbilly
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PostSubject: Re: Temporary CNL Shipyard   Fri Aug 23, 2013 2:34 pm

The wing looks pretty good, but I think you should smooth out the top and bottom edge of the main body.
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Iv121
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PostSubject: Re: Temporary CNL Shipyard   Fri Aug 23, 2013 2:42 pm

Well the shape of the ship is pretty cool !
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Fri Aug 23, 2013 3:08 pm

Laserbilly wrote:
The wing looks pretty good, but I think you should smooth out the top and bottom edge of the main body.
Like this? (also added a cannon on top and some detail on the back):
Spoiler:
 

Iv121 wrote:
Well the shape of the ship is pretty cool !
Thanks you Smile 
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Laserbilly
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PostSubject: Re: Temporary CNL Shipyard   Sat Aug 24, 2013 2:54 pm

Exactly! Much better!
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Wed Aug 28, 2013 1:23 pm

I really need to come here more often.

Laserbilly wrote:
Exactly! Much better!
Thank you Smile 

More Progress on my yet-to-be-named ship:
Spoiler:
 

I also built another area for my map (I might update the image since it is a bit old, but I didn't change much):
Spoiler:
 
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The Schmetterling
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PostSubject: Re: Temporary CNL Shipyard   Wed Sep 18, 2013 8:09 am

With your new ship, don't forget to incorporate the features into the hull. Currently, they're just stuck of top. Detail them into the shi[, as you would while painting.
But one the positive side, it has an awesome and unique shape.

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Noli timere tenebras quam lucem, id est tortor.


Spoiler:
 



Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Thu Sep 19, 2013 12:00 pm

TL:DR Microblock mods don't like me:
 
The Schmetterling wrote:
With your new ship, don't forget to incorporate the features into the hull. Currently, they're just stuck of top. Detail them into the ship, as you would while painting.
But one the positive side, it has an awesome and unique shape.
Thanks, I'm working on incorporating stuff:
Spoiler:
 
I also started working on the interior:
Spoiler:
 
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Tiel+
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PostSubject: Re: Temporary CNL Shipyard   Thu Sep 19, 2013 4:26 pm

Tall rooms are always good.
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Groot
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PostSubject: Re: Temporary CNL Shipyard   Thu Sep 19, 2013 5:05 pm

Unless you're a dwarf
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craftqq
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PostSubject: Re: Temporary CNL Shipyard   Fri Sep 20, 2013 2:46 pm

This:
 
was a pain-in-the-arse to do - I had to replace ALL the stupid microblocks MANUALLY because they use nbtdata and there's literally NO FREAKING TOOL FOR DOING IT EASIER - only for making things EVEN MORE complicated. The closest is NBTExplorer which has a EXTREMELY USEFUL "search" function (read: wait an eternity until it opens the FOLDER/TAG where whatever you searched for is contained) which can be easily replaced by going through everything ON YOUR OWN. Ingame NBTEdit/ Single Player Commands/ Worldedit/VoxelSniper are useless. MCEdit has lots of Filters, but not the one you look for. in the end, doing it by hand (destroy + place) is MUCH FASTER than everything else. /ranting
On the bright side, my ship looks much better now.
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