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 Gaming / BrikWars / *326 (-20)
Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Sun, 1 Jul 2007 09:50:21 GMT
Viewed: 
13107 times
  
In lugnet.gaming.brikwars, Shaun Sullivan wrote:
   Loosely inspired by some gorgeous SW Sail Barge MOCs on Brickshelf, NELUG’s latest [1] Brikwars game featured a steampunk skiff battle set above the desolate Kar’Zuba desert. Every skiff represented a Trading Guild, and upon arrival at the outskirts of a potential market town each captain decided to try and “thin the competition” a bit.

My contribution to the fight was the Egregious, a Dragonfly-Class Torpedo Gunboat. Its steam powerplant (located in a protective cast-iron bathtub within the hull) powers three heavy-lift main rotors, as well as a pair of outboard steam-turbine-driven manuevering props.

The game, by the way, was great. We played for about 10 hours (!) and had a pretty clear victor (Wayne) by the end. 6 skiffs entered the fray, and there was every form of battle imaginable: gunfire, ramming, boarding actions, hand-to-hand. Even the dreaded Sandworms of Kar’Zuba got into the action, gorging on troopers abaonding their skiffs as they went down. Photos of the game itself can be seen here.


-Shaun

Is there a article available describing the battle in detail? I am also interested in this type of gaming, being a fan of Space:1889. I even did some British troops and a mini-Aphid:

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=43369

Now I want to expan my Aphid, any suggestions?

-- Don GtwLUG Lugnet#1239 St. Louis


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Sat, 30 Jun 2007 21:29:10 GMT
Viewed: 
12718 times
  
I really, really like this! It is so complete looking and has a beautiful presence and balance all of its own. Absolutely amazing work! A beautiful MOC!

Thanks for sharing and God Bless,

Nathan




Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Thu, 28 Jun 2007 05:08:36 GMT
Viewed: 
12693 times
  
Very nice, I like how the bottom of the hull is not flat, gives is a believable purpose. Very spelljammers feel to it.

Now you need a steam punk foating dock to more it to.

Aaron


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Tue, 26 Jun 2007 14:02:21 GMT
Viewed: 
12695 times
  
In lugnet.gaming.brikwars, Shaun Sullivan wrote:
   Loosely inspired by some gorgeous SW Sail Barge MOCs on Brickshelf, NELUG’s latest [1] Brikwars game featured a steampunk skiff battle set above the desolate Kar’Zuba desert. Every skiff represented a Trading Guild, and upon arrival at the outskirts of a potential market town each captain decided to try and “thin the competition” a bit.

My contribution to the fight was the Egregious, a Dragonfly-Class Torpedo Gunboat. Its steam powerplant (located in a protective cast-iron bathtub within the hull) powers three heavy-lift main rotors, as well as a pair of outboard steam-turbine-driven manuevering props.

Shaun,

I really like this, you put a lot of detail into making this, and it’s very believable in a steampunk sort of way!

Thanks,

George


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 17:36:24 GMT
Viewed: 
13288 times
  
In lugnet.gaming.brikwars, Jonathan Lopes wrote:
   This is also a great example in my book of how to use the two different browns together. The two different tones add so much to this.

I like the effect also. It became apparent very early on that I would send myself to the madhouse if I insisted on using a single color only - and that assumes that I even had the pieces I needed in the right color. When building the deck and hull I instead employed a philosophy of “grab the nearest piece needed as long as it’s brown, reddish-brown, or black”. IMHO the result looks a little ragtag or patchwork, but not enough to detract from the military bearing of the skiff. Maybe I should dub the effect “lovingly worn”?

Thanks for the comments!

Shaun


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 17:34:49 GMT
Viewed: 
13418 times
  
In lugnet.gaming.brikwars, Jonathan Lopes wrote:
   This is also a great example in my book of how to use the two different browns together. The two different tones add so much to this.

I agree. It became apparent very early on that I would send myself to the madhouse if I insisted on using a single color only - and that assumes that I even had the pieces I needed in the right color. When building the deck and hull I instead employed a philosophy of “grab the nearest piece needed as long as it’s brown, reddish-brown, or black”. I like the result - it looks a little ragtag or patchwork, but not enough to detract from the military bearing of the skiff (IMHO). Maybe I should dub the effect “lovingly worn”?

Thanks for the comments!

Shaun


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 17:25:35 GMT
Viewed: 
13387 times
  
Thanks for the comments and feedback Ted.

In lugnet.gaming.brikwars, Ted Godwin wrote:
   [snip]

A very minor quibble: Lots of dials are great but where are all the control levers and wheels and such? Two seems like too few. (Nice use of the door for decking/engine hatch though.)

[snip]

I think that’s a fair criticism. If I lived in a steampunk economy I’d definitely invest in dials, gauges and levers. Unfortunately I had a tough time figuring out how to cram in more controls abovedeck. Maybe I should try mounting a few levers on the hatch itself? I’ll have to think on that one.

My concession was to cram a few more controls around the steam boiler. It’s hard to see but there’s another manual wheel just forward of the boiler door, and the lever/handle on the door itself.

Even so, I’d love to jam some more controls around the pilothouse.

Thanks again,

Shaun


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 15:27:00 GMT
Viewed: 
13479 times
  
That is great. As soon as I saw the pic I thought the bow looked familiar. You have really captured the PT boat look with that bow construction.

Some cool details as well such as the Little Armoury (I think) halberds as boarding pikes. I also liked the arched windows with grilles in in the hull. Your hull construction method really allowed for neat details.

A very minor quibble: Lots of dials are great but where are all the control levers and wheels and such? Two seems like too few. (Nice use of the door for decking/engine hatch though.)

What a huge crew! Yet they all fit really nicely.

Fantastic pics BTW. Really nice detail shots


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 15:06:18 GMT
Viewed: 
13289 times
  
In lugnet.gaming.brikwars, Timothy Gould wrote:
  
That’s rather incredibly cool. I particularly like how it’s quite ‘realistic’ within its own logic:

Thanks! That was one of the aspects that I enjoyed the most - trying to rationalize “how it worked” as it was being built.


   the grilles over the fans,

The trick is not to crew your Dragonfly-class Torpedo Gunboats with women wearing Victorian hoop skirts.


   The split hull construction is particularly effective. It’s probably a good way of doing boat hulls too.

That’s actually where I started with this technqiue. I’ve been plugging away on a WWII ship for a couple years now, and have half the hull of Blackbeard’s Queen Anne’s Revenge done in this same style. Who knows if they’ll ever get finished, but I’m pleased with how the method works.

Thanks again.


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 14:28:58 GMT
Viewed: 
13461 times
  
In lugnet.gaming.brikwars, Shaun Sullivan wrote:
   Loosely inspired by some gorgeous SW Sail Barge MOCs on Brickshelf, NELUG’s latest [1] Brikwars game featured a steampunk skiff battle set above the desolate Kar’Zuba desert.

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=261935 -Shaun

Wow! Very inpressive. Excellent details, weaponry and such.

This is also a great example in my book of how to use the two different browns together. The two different tones add so much to this.

Simply fabulous.



Best,

Jonathan


Subject: 
Re: The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 13:52:37 GMT
Viewed: 
13440 times
  
In lugnet.gaming.brikwars, Shaun Sullivan wrote:
   Loosely inspired by some gorgeous SW Sail Barge MOCs on Brickshelf, NELUG’s latest [1] Brikwars game featured a steampunk skiff battle set above the desolate Kar’Zuba desert. Every skiff represented a Trading Guild, and upon arrival at the outskirts of a potential market town each captain decided to try and “thin the competition” a bit.

My contribution to the fight was the Egregious, a Dragonfly-Class Torpedo Gunboat. Its steam powerplant (located in a protective cast-iron bathtub within the hull) powers three heavy-lift main rotors, as well as a pair of outboard steam-turbine-driven manuevering props.

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=261935 http://www.brickshelf.com/gallery/sullis3/BRIKWARSGAMES/SkiffFight/Egregious/egregious04.jpg


--snip--

  
-Shaun



[1] For the record books, this was NELUG’s 34th Brikwars game - and that doesn’t include some games we’ve put on for public events such as Ourcon 17 (Amherst, MA) and Brick Blast (Middlebury, VT).

That’s rather incredibly cool. I particularly like how it’s quite ‘realistic’ within its own logic: the grilles over the fans, the cannnon balls, the equipment. Most excellent steampunk.

The split hull construction is particularly effective. It’s probably a good way of doing boat hulls too.

Tim


Subject: 
The steampunk skiff 'Egregious'
Newsgroups: 
lugnet.gaming.brikwars, lugnet.announce.moc, lugnet.pirates, lugnet.build.schleim, lugnet.adventurers
Followup-To: 
lugnet.gaming.brikwars
Date: 
Mon, 25 Jun 2007 13:37:42 GMT
Highlighted: 
!! (details)
Viewed: 
58468 times
  
Loosely inspired by some gorgeous SW Sail Barge MOCs on Brickshelf, NELUG’s latest [1] Brikwars game featured a steampunk skiff battle set above the desolate Kar’Zuba desert. Every skiff represented a Trading Guild, and upon arrival at the outskirts of a potential market town each captain decided to try and “thin the competition” a bit.

My contribution to the fight was the Egregious, a Dragonfly-Class Torpedo Gunboat. Its steam powerplant (located in a protective cast-iron bathtub within the hull) powers three heavy-lift main rotors, as well as a pair of outboard steam-turbine-driven manuevering props.



(Apologies for any photographic color issues. I’m still experimenting with some lighting techniques, and I’m not pleased several of these images.)

The design of the Egregious was heavily influenced by American PT boats of WWII. I tried to emulate the deck shape closely, and then modified the hull to accommodate the large rotor fans. I used a studs-out technique I’ve been developing for a couple of other projects. The deck and hull are built in two halves, with the studs facing out to either side. The two halves are then connected to each other using technic beams (buried under the deck). There are a number of advantages to this methods: for one thing, the deck comes out smooth without a single tile being employed, and bricks on their side make for great planking. Secondly, it is easy to build this style with a hollo interior - though I didn’t worry about this so much in this case (except for the cargo/steamplant bay under the pilothouse). Lastly, this method provides 1-plate fidelity for detouring the complicated contours of a hull. The result is also incredibly sturdy and robust; I’ve swooshed this skiff around the house for weeks, and it’s easily survived short falls (being knocked off its clear legstands multiple times, for example). The communications mast used to fall off incessantly, but that problem disappeared once I attached the guy wires.

The black flag-panels on the railings were intended to simply act as armor plates to provide the crew with cover; in retrospect, I like how they lend a Victorian wrought-iron feel to the railings.

Also like the PT boats, I tried to pack this ship full of weapons. The standard armament includes: - 2 heavy cannons (40-pounders) - 4 swivel guns (8 pounders) - 2 grappling guns - 2 MkIII steam torpedos - Assorted small arms and boarding weapons, including musket, flintlock pistols, sabers, boarding axes, etc.

The skiff is also shown carrying a pair of “Bouncing Beatrix” Frog Mines, and a pair of standard constant-altitude aerial mines. These would typically only be carried on border patrol missions.

The standard crew complement is 16: The captain, first mate, a pair of mechanics/technicians to effect the inevitable in-flight repairs, 4 gunners specifically trained with the heavy guns, and 8 troopers to man the swivel guns and engage in boarding attempts.

The game, by the way, was great. We played for about 10 hours (!) and had a pretty clear victor (Wayne) by the end. 6 skiffs entered the fray, and there was every form of battle imaginable: gunfire, ramming, boarding actions, hand-to-hand. Even the dreaded Sandworms of Kar’Zuba got into the action, gorging on troopers abaonding their skiffs as they went down. Photos of the game itself can be seen here.


-Shaun



[1] For the record books, this was NELUG’s 34th Brikwars game - and that doesn’t include some games we’ve put on for public events such as Ourcon 17 (Amherst, MA) and Brick Blast (Middlebury, VT).


Subject: 
Re: BrikWars - Battle Road
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Sat, 12 May 2007 01:30:02 GMT
Viewed: 
11356 times
  
In lugnet.gaming.brikwars, Mike Rayhawk wrote:
   In lugnet.gaming.brikwars, Elroy Davis wrote:
   This was our first attempt at using the 2005 squad rules, and was our first game that was based on an actual event.

Now hold on! The Treaty of Versailles wasn’t a real event?

Oops. I’d forgotten about that one.

   How did the squad rules work out for you guys? I notice you used the word “attempt.”

I thought they worked really well. I was actually hoping for some squad-on-squad combat, but it didn’t work out that way. I’d also love to play a larger scale game using squads at some point. Something where a few hundred minifigs line up on one side of a room, and a few hundred more line up on the other side. Of course, that may just be because I like seeing large ranks of minifigs formed up in anticipation of crushing their enemies.

I think the biggest thing that we noticed is that squads are a great way to move a large number of figs at one time. Combat really wasn’t that different, as each Trooper still got a die roll.

  
   The moral rules seemed to work well.

   They’re nice, although I wonder how you could scale them for larger squads. It doesn’t make as much sense to force a check when a squad of 20 guys loses three.

It might make more sense to force a check when a percentage of the squad is lost instead of a fixed number. My memory is slipping, but I think for the Colonials, since they didn’t form squads, we forced a moral roll on troops that were near troops that had been hit, and we had them roll as if they had lost 5 of their 6 men. This seemed to work pretty well too, as it did a good job simulating citizen soldiers going up against the British war machine. The moral recovery rules also worked well, as the Colonial leader was able to rally most of his men.

   I’d almost want to see something where you toss a big handful of dice, one for each guy in the squad, and let them rout individually and abandon the squad. The number to beat would be however many units had been involuntarily de-squadded on the previous round - whether from routing, getting knocked off the squad plate somehow, or the old-fashioned method of getting killed. That way you could get nice cascade effects of routs that accelerate or decelerate over a series of turns. Rallying difficulty would be handled by forcing any unit attempting to join to make a morale check as well.

I think for the first couple of turns we may have rolled a die for each member of the squad and then used the average or something, but ultimately we settled on using one die roll per squad.

-Elroy


Subject: 
Re: BrikWars - Battle Road
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Fri, 11 May 2007 21:23:03 GMT
Viewed: 
10967 times
  
In lugnet.gaming.brikwars, Elroy Davis wrote:
   This was our first attempt at using the 2005 squad rules, and was our first game that was based on an actual event.

Now hold on! The Treaty of Versailles wasn’t a real event?

How did the squad rules work out for you guys? I notice you used the word “attempt.”


   Overall, I thought the game was a success. The British acted like British, and the Colonials acted like Minutemen would have. The moral rules seemed to work well.

They’re nice, although I wonder how you could scale them for larger squads. It doesn’t make as much sense to force a check when a squad of 20 guys loses three.

I’d almost want to see something where you toss a big handful of dice, one for each guy in the squad, and let them rout individually and abandon the squad. The number to beat would be however many units had been involuntarily de-squadded on the previous round - whether from routing, getting knocked off the squad plate somehow, or the old-fashioned method of getting killed. That way you could get nice cascade effects of routs that accelerate or decelerate over a series of turns. Rallying difficulty would be handled by forcing any unit attempting to join to make a morale check as well.


   Shaun Sullivan has photos of the game here.

To me, this photo right here is the essence of everything BrikWars is about.


Subject: 
BrikWars - Battle Road
Newsgroups: 
lugnet.gaming.brikwars, lugnet.loc.us.ct, lugnet.loc.us.ma, lugnet.loc.us.me, lugnet.loc.us.nh, lugnet.loc.us.ri, lugnet.loc.us.vt, lugnet.org.us.nelug
Followup-To: 
lugnet.gaming.brikwars
Date: 
Mon, 16 Apr 2007 12:43:05 GMT
Highlighted: 
! (details)
Viewed: 
28185 times
  
Over the weekend, members of NELUG re-enacted the first battle of the American Revolution. This was the second game for our second Year of BrikWars. Our goal is to have at least six games by the end of the year.

The original scenario rules are here.

Basically, the goal of the British team was to march from one end of the board to the other. The goal of the Colonial team was to inflict as many British casualties as possible.

This was our first attempt at using the 2005 squad rules, and was our first game that was based on an actual event.

Dave brought along some raised baseplates, which made for an interesting board setup. Not only did the British have to make it to the end of the road, they had to weave through a narrow canyon to do it.

After the board was set up, troops were distributed in even numbers. 40 Brits against 40 Colonials. A quick dice-off put Joe and I in charge of the British, with Shaun, Dave, and Dan in control of the Colonials.

The game started quickly, with the proud ranks of British infantry marching past Buckman’s Tavern, only to have one of Dan’s Colonials leap out from behind a shed, taking a pot-shot at the British Officer. The Colonial then ran around the front of the shed, only to be confronted by the entire British army. Picture Han Solo running around the corner into a regiment of Storm Troopers.

The British squad, armed with muskets and bayonets, quickly stuck multiple pointy things into the Colonial. I think it was at this point that the Colonials realized how much damage a British squad could do. It was also at this point that the British realized that if the Colonials didn’t form squads, it was going to take a long time to pick them all off one by one.

Moving past the tavern and into the canyon, the British squads were forced to narrow their formation, going in one squad at a time. The Colonials, all named Tony, used this bottle-neck to rain fire down on the British. The British returned fire, causing a couple of the Colonials to turn and flee.

Sensing that his troops were beginning to panic, the Colonial Officer moved up to bolster his troops spirits. For the next few turns the pass filled with blood, gore, and carnage.

Seeing that they were blocked at the pass, two British squads at the back of the army formation left the road, flanking either side of the pass. Both squads moved relatively unopposed until about midway down the board, when they were attacked by rabid Colonials with pitchforks, sabers, and axes. One Colonial, hidden in ambush behind the tavern, took an unfortunate shot from behind, caused by a British squad in the middle of the board.

A few more turns of bloody combat ensued, until the Colonial blockade finally began to break down. As the last Colonial in the pass fell, it was up to Dan’s men to make their last stand. Armed with flintlock pistols, they charged the British troops in a valiant effort to make a dent. One man did manage to kill the British Officer, only to be kicked in the head by that Officer’s horse.

In the end, the British prevailed by killing all of the Colonials, though they lost almost half their men doing it.

Overall, I thought the game was a success. The British acted like British, and the Colonials acted like Minutemen would have. The moral rules seemed to work well.

I think the reinforcement rules would have given the Colonials a more even chance, but the game lasted about 20 turns, so they didn’t do too badly.

I think I left before the kill scores were added up, but due to the British only getting 1d8th of a point for each kill, I have a feeling the scores were pretty close.

Shaun Sullivan has photos of the game here.

-Elroy


Subject: 
ClueGo: Detective work was never so messy
Newsgroups: 
lugnet.announce.moc, lugnet.gaming.brikwars, lugnet.fun
Followup-To: 
lugnet.gaming.brikwars, lugnet.fun
Date: 
Tue, 2 Jan 2007 07:17:57 GMT
Highlighted: 
! (details)
Viewed: 
28063 times
  
Hi all!
ClueGo is an idea I’ve been toying with for some time now. It mixes the game of Cluedo (a relativly boring detective game) with Brickwars.

After a few plays to see if the game balance was playable and making a few props, Christmas provided the ideal time to trial ClueGo.


(From a game played)
Col. Mustard heard the breaking glass and knew it was time. In the gloom he saw figures approaching, it had to be his robots, it just had to be. To his left he saw Scarletts road-crew appear. He turned to go down the secret tunnel he’d found in the kitchen. A double blade wielding batfink stepped out to cut off his retreat.
Damn, he thought, I’ll have to fight my way through.

To find out if Mustard can cut it, visit my ClueGo mansion at http://www.gjames.com.au/chris/lego/cluego/cluego.html

Cheers, Chris.


Subject: 
Re: BrikWars - Klassik Space
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Wed, 13 Dec 2006 20:42:27 GMT
Viewed: 
11238 times
  
In lugnet.gaming.brikwars, David Eaton wrote:
NELUG just recently had a Classic-Space themed game, which I must say was just
fun anticipating (And building all those old classic space sets again). See
pictures here:

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=220023
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=220207

DaveE
(FUT BrikWars)

Wow! That's a nice site to see. But that must have been a very high CP battle,
with all those large vehicles. ;)

If you have stats on them, they really should be added to the Brikwars Links
page, as others of us would love to use them.

Who won?

Aaron
Brikwarrior


Subject: 
BrikWars - Klassik Space
Newsgroups: 
lugnet.gaming.brikwars, lugnet.space, lugnet.org.us.nelug
Followup-To: 
lugnet.gaming.brikwars
Date: 
Tue, 12 Dec 2006 19:35:52 GMT
Viewed: 
19823 times
  
NELUG just recently had a Classic-Space themed game, which I must say was just
fun anticipating (And building all those old classic space sets again). See
pictures here:

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=220023
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=220207

DaveE
(FUT BrikWars)


Subject: 
Re: Virtual BrikWars?
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Mon, 31 Jul 2006 15:36:03 GMT
Viewed: 
14643 times
  
In lugnet.general, Tore Eriksson wrote:
Has anyone tried to make a PC version of BrikWars? I started on it at the
SweLUG 7 meet, but didn't continue when I got back home.

There've been a few.  I remember seeing one done in Python, and another in
ScreenMonkey (if I remember right).  There are a couple of different programs
now that let you do all kinds of miniature gaming over the web.


Finally, a question to BW players: In a turn, will a minifig soldier be
able to:
* first move, then fire/strike?
* first fire/strike, then move?
* either fire/strike or move?

On the soldier's turn, he can both move and take an attack action, in any order
or both at the same time.

"During a player’s turn, each of his units may engage in whatever Movement is
allowed by its Move statistic, and may each take one Action (preferably an
attack)." - http://www.brikwars.com/rules/2005/4.htm


Subject: 
Re: "seeking help for freeware PC game"
Newsgroups: 
lugnet.general, lugnet.cad, lugnet.gaming.brikwars
Date: 
Fri, 14 Jul 2006 10:23:55 GMT
Viewed: 
16956 times
  
Tore Eriksson wrote:

I assume that you are doing this for a 2d game, or else you'll need the poses
for almost an infinite numbers of angles.

Yes, if you are not familiar with the original "Operation Wolf",
it is a 2D game.  And so will be my remake.

OpWolf is a late-80's arcade classic..
www.klov.com/game_detail.php?game_id=8927


I do hope you get the help you ask for here at the world's friendliest
community. :) Unfortunately, I don't have what it takes.

A couple of people, (Danny Staple in particular) have been very helpful.

Now, Lugnetters...   I am happy to give you a first teaser shot.

My new sprite, over the original background.
(NB: The models, lighting and angle are only temporary.)

But I think it's not bad for an early test :-)

http://img.photobucket.com/albums/v369/David_Manning/tease.gif
(if prompted, the password is "lugnet")

I am using MLCad + Ldraw library + LGEO library + Lpub + Povray.



Good luck with your Brickwar project, Tore..  :-)


--

NB: swap "spam" for "lugnet" in my email address.  :-)



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