Command Module - 3D fan concept

NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
edited May 2017 in Ideas and Suggestions
Hi guys.

I thought Ill share my concept for the "Command module" that was suggested not only on this forum, but on reddit as well. (You can click for Hi-Res image)

commandroomopen_by_nepstercz_db8lwsr_by_nepstercz-db8lxmq.png

Maybe you are asking, what would a function of this module be? Well, aside from a badass resting place when you wanna feel like a base commander, I imagine it could include radio (so we don't have to build one on the wall for the rare messages we receive). It could reduce light to red (similar to Cyclops "silent running) or turning light completely off. And displaying damaged parts of your base (or connected vehicles) on the holographic table.

Functions
  • Damage control hologram table, displaying damaged sections/vehicles
  • Radio
  • Light control
  • 4x Expansion slots for Windows or Rienforcements

Cost
  • 2x Titanium Ingot
  • 2x Computer Chip
  • 3x Enamled Glass

New voice lines
  • "Captain on the deck" - When entering the Command module (On X minute cooldown, so you don't get spammed if you enter/exit in short time)
  • "Emergency lights" - When switching lights from full power to "emergency red".
  • "Lights ON" - When returning from emergency lights.

I originally invisioned this module only placabe on top of another, with glass dome like in this concept art:

cgbbqgcuqaatfq2_by_nepstercz-db8lo3c.jpg

But I made few renders with/without and in stack of baserooms. Im not sure why but I just can't get behind the glass dome, presumably because my awful modeling skills (my apologies to the concept artist who's awesome concept I butchered).
So here are few "concept" render I made. Just so you can form your own opinions:

commandroomopenroof_by_nepstercz-db8lo1l.png
commandroomopenconsole_by_nepstercz_db8lwt8_by_nepstercz-db8lxql.png
commandroomclosed_by_nepstercz_db8lo34_by_nepstercz-db8lxr6.png
commandroomsandwich_by_nepstercz-db8lo3u.png


Objective criticism is always welcome, Thank you for Your time.

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Comments

  • ThePassionateGamerThePassionateGamer Germany Join Date: 2016-06-07 Member: 218219Members
    Man you make me green...jealously green of your skills. :wink: Wish I would have a talent to visualise my ideas like you can. I made a lengthy thread about specialised rooms. One of them was a bit like your Command-Module but with some more features. But my idea was based on Moonpool shaped and sized rooms.

    Nice idea, great renders. Has a Startrek-ish touch design wise. Hope this get's more attenion. Would really love to get another base building update sometime in the future (after release of course).
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    @ThePassionateGamer Thank you very much. :) I read your suggestion, before I posted mine. I like the functions you add, but I wanted to make mine more "down to the ground" and in spirit of the game. For example you mention the ability to build fabricator, and modstation, which are both great ideas, but I think Subnauticas strength is in the ability to build almost anything, everywhere. So you could totally add fabricator/modification station in this module, if you wanted. But it also gives players the ability to maybe have full window-experience.

    You are totally right about the Star Trek feel! I never realized it until you mentioned it, now I can't get it out of my head :D

    I love the "Creature base attack" update idea. That would be really amazing. I toyed with and idea of making "Shield generator" type thing for the multipurpose room (similar how aquarium, or reactor works). I envisioned it boosting the structural integrity field (if powered) but having it be also Cyclops-like shield would be also nice!

    I also very much like the storage room idea (something Im really missing in Subnautiaca), but I think I would make it two-part upgrade. One as a replacement for the multipurpose room panel (similar to windows/reinforcements) and other center-based upgrade (similar to reactor/aquarium), both focused on storage. This would give players amazing ability to have for example 5 storage upgrades + Middle storage upgrade, and leaving one alone for fabricators/chargers/whatever. Or maybe you will stack two room on top etc..

    Its funny you mention moonpool. I spend literally hours, trying to find the moonpool in the game files, but I just can't find it. "Moonpool" search only gives me the Precursor Moonpool. "Dock" gives me placeholder for Cyclops dock (which I also wanna do), and all the good stuff, but literally no name I could think of returns the base moonpool.

    Im gonna have to dive deeper into the files when I have time, because I wanna make a concept for "dual-moonpool", which would stack two moonpools next to each other, similarly how we stuck mutlipurpose rooms.
  • v497_vesperv497_vesper Join Date: 2016-08-21 Member: 221558Members
    I think this module would be a good idea but we have to take into account the time it takes the devs to design something like this and its fragments then think about where to place them while trying to keep to a deadline in an effort to release this game on their aggreed deadline, coupled with the fact that they'd need to record more voices for the greetings and alerts while trying to keep the interest of their customer base it just means more work for the devs and should they choose to implement this good idea it could delay the release of subnautica longer
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    @NepsterCZ Awesome work! @nesrak1 Any way you can hack this into the game with a mod?
  • nesrak1nesrak1 Places Join Date: 2016-12-04 Member: 224536Members
    @0x6A7232 I don't have the 3D model.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    nesrak1 wrote: »
    @0x6A7232 I don't have the 3D model.

    @NepsterCZ Can has?
  • MinderMinder France Join Date: 2016-08-13 Member: 221263Members
    @NepsterCZ How did you do it? Did you model it all by yourself or did you get the real assets from the game? If so, how did you manage to do that? I have searched into the game's files but i only found encrypted files, i would loved to have the cyclops for making my own submarine. By the way i like your idea, especially that final sexy picture :p
  • nesrak1nesrak1 Places Join Date: 2016-12-04 Member: 224536Members
    edited May 2017
    @Minder You can find the assets with UABE or DKB
  • MinderMinder France Join Date: 2016-08-13 Member: 221263Members
    nesrak1 wrote: »
    @Minder You can find the assets with UABE or DKB

    I didn't know! thanks!
  • CAPSHAWCAPSHAW Nevada Join Date: 2016-09-29 Member: 222692Members
    This is such a well put together model. I totally agree with just about everything you put forward on here. I hope the Devs take note of this.
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    @v497_vesper Thanks. I certainly don't wanna presume what developers should/shouldn't do. I understand that deadline is deadline and that should be the main goal. On the other hand, everything except the base damage display is already in the game (radio, light control), and it took me about 15 hours to model this. Experienced 3D artist would have this in one shift, so realistically, with my absolutely uneducated guess, we are looking at 3 days of work, tops.

    @nesrak1 Sure thing!

    @nesrak1 Hit me up on steam (NepsterCZ) so I can verify you own Subnautica, and Ill share the model with you

    @Minder I personally used UnityStudio. You can simply download it, select the .asset files and search in them for Cyclops you should search "*Cyclops*" and then hit CTRL+ENTER for selecting all. Then hit "Export". The only issue is that since last year? Texture files are encrypted. You will have to download older version of the game, presumably something earlier than ManifestID "4664821317529819372". There can be a better way tho, this is just how I roll.

    @CAPSHAW Thank you! Im glad you like it
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Hang on a moment while I scrape my jaw off the floor.

    This is incredible! @NepsterCZ, you really have talent! It's perfectly in line with the existing game aesthetic, functional, stylish, elegant, and has a unique visual appeal suitable for a unique room. If I had a hat, I'd take it off to you - too bad the thing floated away and got eaten by a Stalker. (Loved that hat.)

    Star Trekish though it may be, I really do like the glass ceiling idea. We generally don't get to look upward except in a few special circumstances, and I think it'd be a really nice addition and set the room apart from a typical MPR. I also personally love the sunken fore-room area and wraparound workstation layout. The engineer in me would like to see something down in the lower floor area to justify its existence, but the aesthetic side of me likes it the way it is. :)

    Honestly, this thing belongs in the game. Serves a function, solves several problems, looks great. Three wins! (The only thing I'd change would be your proposed ingredients to build; there should be a couple wiring kits involved. But that's all I'd change.)

    I'd like to be jealous of your artistic ability, but for now I'm too overawed. Jealousy will come later. ;)
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    *0x6A7232 happily munches a cookie in the corner while watching people making awesome things for Subnautica*
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    NepsterCZ wrote: »
    @scifiwriterguy Thank you so much!

    I completely agree, I love the glass ceiling design the most, my biggest complain was at the really bad work I did modeling and texturing it. That said! I don't know why I didn't realize this sooner, but there was actually glass ceiling in the game, I just didn't think of the observatory. Few hours ago I actually extracted it and now Im "hacking" it on top of the base room (they surprisingly have different shapes, even tho they are both circular, the more you know huh?). Here, have a sneak peek:

    You are also totally right about the lower floor. In my head, I wanted to have "two lever bridge" with maybe command stations on top, and the service/engineering on the lower level. Sadly, the "dept?" I wanted, so instead of full on two-level design, its just slightly lower :/ That said, there's actually nothing stopping me to lower the floor even more, there is plenty of "empty" space under it. I actually think I can make it more than triple the depth it is now, without damaging the outer layer of the mesh. Picture of the cross section:

    Im honored you think this is something game-worthy. I would certainly like to have something like it in it too. Maybe with better floor textures :D (I really have to work on those, they are a disgrace to the rest of the model :D)

    Nice rework on the ceiling design! Love the architecture of the struts; very smooth and with a good flow. (The rounded window corners are an especially nice touch.) Personally, I wish I could replace the tops of normal MPRs with that ceiling. :) I don't care how many reinforcements and foundations I'd have to build; it'd be totally worth it. You really captured the game aesthetic.

    I'm not sure how feasible it is, but what if the lower-level floor was a series of glass access panels with equipment behind them? Piping, cabling, junction boxes, that sort of thing. It'd give the impression of an extremely complex infrastructure under the deck and give a plausible reason for that floor. :) Mesh decking with cable trunks under it would also look pretty good. (Kinda like cableways under a datacenter's floor.) I just get the feeling that both of those would be a tremendous pain from an art production point of view. :\

    As for the main deck, I don't think the deck texture needs too much fiddling. Maybe just add a nonskid pattern texture to it (please not diamond plate, though; that stuff is so terribly overused) or maybe just 1-meter seams to suggest individual deckplates. If you really want to do something detailed, you could add stencils and markings indicating certain plates are accesses for cable trunks or conduits. I'd be hesitant to add too much floor detail, personally; with everything else in the room, it may end up looking a little too "busy." But with what you've already done with this piece, hey, I'd trust your judgment. :)
  • zimmymzimmym Australia Join Date: 2016-12-18 Member: 225102Members
    Fancy!
    Sounds like a great addition. Would be great if you could control bulkheads and power flow as well.
    Just a thought but you have my backing :)
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    @scifiwriterguy

    Thanks! The glass dome is directly taken from the Observatory, the only modification I did (except making it fit to the baseroom, because no two rounded roofs are alike, apparently) is to change the scale of it. X:2.119, Y:1.500 and Z: 2.019. Meaning its actually not a perfect "half-sphere" but more of a, ehm, oblate hal-spheroid :D.

    About the lower level. I did something in the morning, so take it as heavy WIP, but you mean something like this?

    cables_by_nepstercz_db8vxau_by_nepstercz-db8vxga.png


    About the textures. Yeah, plates sounds nice, Ill look into adding them in the future. Im not satisfied with any of the custom textures I did, so that's something Ill certainly gonna re-visit in the future.

    @zimmym Sounds good! I wanted to make this very "friendly", in a "not adding anything that the game already doesn't do" way. But controlling bulkheads sounds like a great idea! That gives me another idea, what about automatic-futuristic bulkhead? Something like this:

    st_manet_053111_1200x1200.jpg_image_slider_product_image_slider_zoom.jpg

    Compared to the normal bulkhead, these would be automatic, but would require power. Without power they would be locked open in "emergency" mode, so they would loose all watertight functions. I think that could be a nice addition consistent with the "futuristic" style the game has.
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    Sorry for the spam, but I can't edit my posts, and wont be able to do it for a while, so I have to post it as a message.

    I updated the model a bit, I found out that the "glass" dome can actually be used from the Observatory, so I made couple render centered around that, hope you like them!

    commandcenter_2_0_by_nepstercz_db8vxcf_by_nepstercz-db8vxg5.png

    glasshigh_by_nepstercz_db8vxc2_by_nepstercz-db8vxfm.png

    glasslow_by_nepstercz_db8vxba_by_nepstercz-db8vxft.png

    The difference between the last two domes is that the lower dome has removed a small portion of the backrooms mesh. Which honestly, I kinda prefer, and I would maybe go even lower.
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    HOLY
    MOTHER
    OF
    GOD

    Seeing op's post gave me the biggest subnautican boner since the first time i got my very first finished PRAWN .... lol


    I WANT ONE OF THOSE MOMMY!

    ''no, its too expensive son''

    PLEASE PLEASE PLEASE PLEASE PLEASE!

    ''i said no''

    *drops to the ground and does the bacon dance* -- *whines and cries till out of energy and/or mother dies of shame*
  • TacticalHogTacticalHog Join Date: 2017-05-04 Member: 230229Members
    This is amazing man, you should hit up the devs on twitter, this is really well thought of
  • zimmymzimmym Australia Join Date: 2016-12-18 Member: 225102Members
    @NepsterCZ Futuristic bulkheads sounds great. These ideas would make some great late game base advancements.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Ok. I've seen a lot of crappy or unworkable models around here. This is definitely not one of them. Niiiice.

    Still, it's an entire MFR level for a couple of functions. It blocks ALL the ladders. It's dev time for minimal return. And that's pretty much all the bad that I can think of.

    How about a multi-wall replacer? Replace 3 windows (continuous if at all possible) and use 3 floor spaces, blocking off one ladder and containment/reactor/bioreactor slot. So... move it closer to windows, mainly, and make it a MFR unit instead of an entire floor. Mostly the same loadout, but changes half a MFR level into a command room. And 3/4 ladders can still be used.

    That, and MFR window roof would be pretty cool, for almost ANY given MFR setup.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    I'm a little fuzzy on the engine limitations, for ladders and possible stairs. Player bases seem a bit odd about that, I'm not sure if it's some inherent limitation or not.

    Now that I think about it, probably not, since linked alien containments work fine for going up and down. Still, if the system is hinky, you don't want people it doing weird stuff, like opening bases to the outside (because of the whole swim-mode transitions that has to happen going in and out.)

    And yeah, MFR means multi function room. For this game and nothing else.

    I just think it would be way easier to add as a few window replacements, than an entire level that requires a MFR level with a side opening, and makes the rest of that MFR column unreachable by ladder from/to/through the command module. It's nice and all, but I'm fairly certain that anyone who actually USES it will immediately come in and complain if ladders can't be placed in it.
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    @EvilSmoo Uneven surface (ramp) or stairs works perfectly in the Cyclops and Precursor bases, so I don't think there is any engine limitation per say. If bases can't support them, its because of shady programming. I found out that most of the "weird-stuff" happens with normal use. With my save, its about 50/50 if I actually exit the base, or I remain in the base but the game pretends its full of water, and I can normally swim in it. So yeah...

    MFR is extremely confusing tho, because nowhere is it mentioned as "Multi-Function room". Its either "Multipurpose room" in the GUI names, or "Baseroom" in the internal naming scheme.

    Well, I maybe wasn't explaining it correctly, so Ill try again. There isn't anything that's stopping you from using the ladders, I just didn't include them, same way I didn't include them, because I didn't want to include them. Here is a screenshot with the "ladder" platforms intact, as you can clearly see, absolutely nothing is stopping you from using them, maybe except the fact that it would look bad.

    ladders2_by_nepstercz_db91rp7_by_nepstercz-db91rri.png

  • PowerPistonsPowerPistons Neverland Join Date: 2017-08-07 Member: 232266Members
    edited August 2017
    A cool project for you would be to model a mini base teleporter room. It's on the post 1.0 section of the roadmap Trello, so it's a possible feature eventually.

    P.S Your models are awesome! Keep up the great work!
  • NepsterCZNepsterCZ Czech Republic Join Date: 2017-05-07 Member: 230330Members
    Hm, teleporter room you say. Is there any concept art or something I could base it upon?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    NepsterCZ wrote: »
    Hm, teleporter room you say. Is there any concept art or something I could base it upon?

    If it's based on the Precusor tech we know what that looks like. Maybe a miniature version, skinned to look more like Alterra and less like a Precursor monolith?
  • PowerPistonsPowerPistons Neverland Join Date: 2017-08-07 Member: 232266Members
    NepsterCZ wrote: »
    Hm, teleporter room you say. Is there any concept art or something I could base it upon?

    The trello said it would be like an observatory with no windows, I don't think there is any concept for it.
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