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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Deathsnake on September 30, 2011, 01:56:07 pm

Title: Enigma 2666 *work in progress*
Post by: Deathsnake on September 30, 2011, 01:56:07 pm
Hi everyone. After a breake because of work and family, my friends push me now to continued on my Enigma 2666 Mod. In the last time before I chancel everything some models are released by Kevin what I can use in the Campaign. Afterall I get some help with the Stealth of the Strakha MK1 and now it works.
A new page is done at http://enigma.de.to/

You found here not much more because I redone the most of the demo again and change a lot of the old missions. Still we need some help with different models, what need to convert from the Standoff Mod (we still have permission to use their models but need to change their textures and uses own)

On the page you found what we need and whats need a update (turrets)

(http://img97.imageshack.us/img97/8430/screen0059.jpg)
Still the station is a placeholder and some ships are not in this scene (Ralari, Dorkir) but you can see now there is a kilrathi fleet stationed in the system ;) In the Tiger's Claw scene the Strakha now cloaking
(http://img16.imageshack.us/img16/8876/screen0058.jpg)
The Confed Sol Sector Base is still not done so the Ella Base is a Placeholder. Here the Venture with Guns, Exeter, Bengal and a Waterloo are in this scene. In the background a Gettysburg and a Concordia Class Carrier.
(http://img42.imageshack.us/img42/6849/screen0062z.jpg)
In all scenes are now cameramovements

So thats for the moment ;)

Enigma 2666 is a campaign for the Wing Commander Saga Prologue. It's not! a remake of Wing Commander 2. We use some voices, musics and the storyline but missions, gameplay and cutscenes are all by myself and not a 1:1 copy of the Wing Commander 2
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: GT-Keravnos on September 30, 2011, 04:04:10 pm
Hi there. It's good that you kept up with this.
I looked at your progress thread and I  noticed that there were a few that are not there.

After doing some search, I found that a user has created a Krant many years ago and he is willing to share it,
http://www.wcnews.com/chatzone/threads/revamped-krant.8205/page-2

Dralthi by Howard day,
http://www.wcnews.com/news/showupdate.php?id=5710

Drayman,
http://www.wcnews.com/cgi-bin/searchnews.cgi?action=dosearch&body=howie

Jalthi here, by Howard
http://www.wcnews.com/news/2753

Gratha, by Micelle D,
http://www.wcnews.com/news/2942

Best Ralari I have seen is this, however, I am not sure if Howard Day has posted this somewhere for download.
http://www.wcnews.com/news/3113

You might want to download this, a  WC1 and WC2 cockpit reference pack by Howard Day,
http://www.wcnews.com/news/2466

Some great reference shots, from the original Origin ships'
http://www.wcnews.com/news/3646
http://www.wcnews.com/news/update/8249

Zohrath has created some models that are a sight for sore eyes,
http://www.wcnews.com/cgi-bin/searchnews.cgi?action=dosearch&body=zohrath_models
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on September 30, 2011, 04:15:48 pm
I think its more easy to convert the Standoff models. Bloodfang MK1, Targu II, Krant, Salthi, Dralthi, Gratha, Jalthi, Artemis, Tarsus are all there. I need someone who can transfer it to the Saga Engine. Textures can be shared from the one we already have. FekLeyrTarg has already done the Supply Depot but need Textures and Kilrathi Turrets on it. K'titrak Mang and Sol Sector Base and we have the most of the Ships. Only the Dorkir, Ralari and Drayman need complete new models. The Drayman is already done for Freespace 2 by CMDBob but he answerd me not yet for his model. http://i.imgur.com/keU12.png It would be only need for another turrets and textures... I ask him again.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: GT-Keravnos on September 30, 2011, 04:40:14 pm
That Drayman, good as it might be, is no match for the Drayman of Howard Day. I hope someone from the community takes it upon him and transfer this to a freespace open model you can use for your mod. Hopefully someone can be found that can make Standoff models transfer as well.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: FekLeyrTarg on October 01, 2011, 05:49:24 am
I thought that Howard Day's Models have too many polygons for the Freespace 2 Engine.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on October 01, 2011, 09:18:43 am
YAY! it lives again!

also, deathsnake, did you get your models from jasonrockz's collateral damage project?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 01, 2011, 09:38:28 am
No he did not response :(

But a little update here:
I work over some missions and cutscenes again. So Shadows dead is now in the mission, not in a extra cutscene. A lot of scenes will be now tell in the missions itself ;) And in Niven you fight against cloaking Strakha. I make here it without a done script. They decloaking after you reach the jumppoint. Now the cloaking after 20 % DMG (80, 60, 40, 20) for 5 seconds. Then they attack again until they destroyed. I know that Saga has a script but I now make it one by myself ;) The next is for example Mission 1: You now need to flight throught the asteroid field to reach a NAV Bouy. Then you can activate the autopilot:
(http://img841.imageshack.us/img841/8927/screen0066.jpg)

The models we need are:

Drayman, Sol Sector Base, Ralari, K'titrakh Mang, Bloodfang MK1, Supply Depot Confed, Targu II, Kilrathi WC1 Fighters, Sivar and Hakaga (SO3) Dorkir and new turrets (from the prologue) on the Confederation, Waterloo, Gilgamesh, Jutland, Hhifra and 6 fighterbays (3 each side) on the Bengal. If somebody can transfer Standoff Models (we have permission) or can replace the old turrets pm me or FekLeyrTarg on CIC or Hard Light Forum.

The Kilrathi Supply Depot is done by FekLeyrTarg. Its just need to convert into Saga and textured and gunned with 6-8 Kilrathi Laser Turret.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 02, 2011, 09:16:41 am
A fleet is nothing without support!

Thx to CMDBob we now have a Drayman Transporter with Cargo Container. Textures by me ;)
(http://img819.imageshack.us/img819/5617/screen0072.jpg)
Its unarmed, we need a few turrets on it..
But a problem is there:
The docking points don't work :/
(http://img842.imageshack.us/img842/6876/screen0073.jpg)
Perhaps someone know what is wrong. Docking points on the drayman or the Container? If we manage to find the prob out we can make another docking point under the ship so we have also the Dilligent ;)

After turret the Drayman, only the 6 fighterbays on the Bengal is missing, to complete the Terran Wing Commander 1 ships ;)
(http://img694.imageshack.us/img694/5214/screen0075.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 02, 2011, 12:57:34 pm
One thing was still on my harddrive from the old files from the Saga Team :)

Here now it joins the fleet : The Cutlass
(http://img148.imageshack.us/img148/2806/screen0077.jpg)
Now the fifth fighter of Wing Commander 1. 30m long, 30m width and 12m height. Armamend are 2 Laser and 2 Mass Driver Cannon and 3 IR, 3 HS and 2 Torpedos. The Raptor 3 IR, 3 HS and 4 Torpedos. The Scimitar, 3 IR and 2 Torpedos. The Cutlass fits between the Scimitar and the Raptor. More weapons, armor  then the Scimitar but less weapons and armor as the Raptor.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 02, 2011, 03:36:32 pm
Update on the Drayman. Still the Container goes in the wrong direction :( Changing the dockingpoints does not work.
Engines now working perfect:
(http://img831.imageshack.us/img831/7277/screen0092.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 03, 2011, 12:57:50 am
ISS Ghorah Khar:
(http://img64.imageshack.us/img64/2357/screen0056.jpg)
Scimitar fires a torpedo at a Ralatha

(http://img6.imageshack.us/img6/3547/screen0079.jpg)
(http://img42.imageshack.us/img42/3542/screen0080.jpg)
Cutlass fires
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 03, 2011, 11:55:58 am
I solved the dockpoint error: Now it worked ;)

(http://img834.imageshack.us/img834/4678/screen0093.jpg)

Edit: Now we need a fuelcontainer to complete the Dilligent:
http://www.wcnews.com/ships/wc1diligent.shtml

Perhabs someone has one done with a simple textur?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 04, 2011, 09:50:22 am
FekLeyrTarg done hier first complete model, the Dilligenttank. I build the Pof with the size, cords and path and now its done: The Dilligent!

(http://img27.imageshack.us/img27/1954/screen0098f.jpg)

(http://img101.imageshack.us/img101/8657/screen0099.jpg)
Now only the six fighterbays on the Bengal and the Terran Wing Commander 1 Fleet is done :) Thx to all help and now the Kilrathi Fleet needs some help ;)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: FekLeyrTarg on October 04, 2011, 11:52:57 am
I'm glad I was able to help at this point. :)
The Tank wasn't hard to build and to UVMap. It took me maybe half an hour and maybe another one for the Textures thanks to Talon_1024.
If you plan do build your own models, and I encourage you to do it, I recommend those excellent Tutorials:
Modelling:
http://www.hard-light.net/forums/index.php?topic=74591.0
Texturing:
http://www.ciinet.org/kevin/wchf/texturetut.html
Converting to POF:
http://www.hard-light.net/forums/index.php?topic=75005.0
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 04, 2011, 01:48:19 pm
Page gets a update

http://enigma.de.to/
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 05, 2011, 11:01:04 am
Its done ^^
After a lot (and lots, and lots..and..lots) trys...it work!

(http://img821.imageshack.us/img821/6184/screen0102.jpg)
Arrive at Nav 2... no there
(http://img812.imageshack.us/img812/5173/screen0103.jpg)
ups ^^ there is something...
(http://img685.imageshack.us/img685/4538/screen0104.jpg)
there is a cloaking Strakha there (see the smoke) but not on the Radar.
(http://img805.imageshack.us/img805/7229/screen0106.jpg)
the one before me stealth, another one in target

I need in the pics another VDU Ani File... so here the Grikakh are placeholder. Can someone do one for the Enigma2666 Mod?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Talon 1024 on October 08, 2011, 07:36:42 pm
I wonder how the new Enigma 2666 campaign will be different from the previous WC2 Remake campaign...
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 09, 2011, 03:44:39 am
It's the WC2 Remake. But another name because the Saga Team did not like Campaigns with a Remake title in it (read here: http://www.hard-light.net/forums/index.php?topic=77055.0) I changed now every mission from the original Wing Commander 2 with more ships or more Wingmans or another Capship, its own interpretation. But from the storyline its the same.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Dragon on October 09, 2011, 03:27:49 pm
So, it's essentially "what WC2 would be if it had modern-day tech" campaign?
The original was very limited, mostly by hardware of the time, so I'd like to see a more modern interpretation.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 09, 2011, 03:40:27 pm
So, it's essentially "what WC2 would be if it had modern-day tech" campaign?
The original was very limited, mostly by hardware of the time, so I'd like to see a more modern interpretation.

Right. And like in Standoff you will see ships from the Wing Commander 1 Timeline. So the Ghorah Khar rebels have WC1 Confed / Kilrathi Fighters. The Confeds on Olympus the newer one from WC2 :) Or not always kill a Fralthra or Ralatha... you can destroy : Ralari, Fralthi, Kamekh, Ralatha, Fralthra, Snakeir, Dorkathi, Dorkir, Supply Depot, Starbase (WC1) and of course, K'titrakh Mang. In the different Systems are now more life. You see Exeter, Drayman, Venture, Bengal, Gettysburg, other Confederation Class, Waterloo, Gilgamesh, Clydesdale, Free Trader, Talons (Pirates) and some other ships and stations. Prob are that a lot of WC1 stuff is still missing :( The Drayman was the last Confed capital ship on the "to do list". Kilrathis are missing and space stations. We have the Supply Depot from FekLeyrTarg but it still need textures and turrets. I ask a few people from the CIC (CMDBob, Czacen, Jason and Starman) if they can help us make some ships for Enigma, LLoD or O.S.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 11, 2011, 02:06:10 pm
A new build :)

SCP Member Valathil has working on a new build :) In this you can see shadows on the ships from the tower, wings, barrels or see it on moving subsystems. I use this build now and see on the Kamekh:

(http://img811.imageshack.us/img811/2248/screen0124.jpg)
see the Turrets-barrel and on the right side the lower wing has the shadow from the upper one

(http://img412.imageshack.us/img412/5472/screen0123.jpg)
the new thruster effect and the shadows on the wing :)

(http://img41.imageshack.us/img41/8914/screen0125.jpg)
here the one Barrel from the Venture

(http://img802.imageshack.us/img802/6100/screen0126.jpg)
here the moving shadow from the radar
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 11, 2011, 03:03:47 pm
And here the demo from the Mission against the Strakha:

http://www.youtube.com/watch?v=6rMXwlTNqzA

Thx to FekLeyrTarg for upload of the Video. A few things are missing: Music, FX for Cloaking/Decloaking and some other things i need to chance on that mission. I think the time for stealth need to be increased from 5 to 10 sec. And the Strakha go two times into stealth (70 and 35 % - before only at 50 % hits left)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 13, 2011, 12:17:29 am
Great News:

CIC Member Cybot078 send me in the next time he have, all off his models he created for Wing Commander. They have the WC3 Style. If you don't know what models, here:

http://www.wcnews.com/chatzone/threads/k-rathi-fictions.23927/

and

http://www.wcnews.com/chatzone/threads/outpost-stations-bases.23999/

all ships and bases needs textures and turrets. He made it in Lightwave 5.5. I hope we found help to convert it for Saga :)

I use them in all three Campaigns I work atm. He made a lot of Kilrathi Ships (WC1+2 Variants in WC3 Design) and enough Stations (Perry, Sol, New Constantinople, Mining, Shipyard, Border Worlds Station, Axius Station, K'titrakh Mang, Ella (WC4 and Prophecy Variant) etc pp) :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 14, 2011, 01:23:43 pm
After the first look these models are now here, but we need someone who help with the textures:

(http://img404.imageshack.us/img404/4598/enigmamissing.jpg)

K'titrakh Mang, Supply Depot Kilrathi and Terran, Star Post and the Bloodfang MK1. We want to use the same textures from your Ralatha and Fralthra Models. Pls help to complete Enigma 2666 :)

MSG to FekLeyrTarg or me

PS : Sol Sector Base is also on disc. Even here we need help to texture it :(
(http://www.wcnews.com/chatzone/attachments/hq-station-jupiter-jpg.3748/)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 15, 2011, 03:26:20 am
We have another Model running :) From Klavs CIC release we now have the Drakhri MK2:

(http://img193.imageshack.us/img193/8941/screen0128.jpg)

The Drakhri MK2 is using by Prince Thrakhath Elite Guard. 5 Laser and 3 Fang Missile are the Armament. The design is different from the Dralthi VII model from Privateer, so this is the prototype of the later, lower Dralthi VII (3 Laser)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 15, 2011, 03:06:32 pm
Another great Update:

Talon send me the WC1 Kilrathi Fighters and the Dorkir. Now only the Ralari is missing and the Starpost needs textures. Then also your WC1 Kilrathi Fleet is done.

PICS:
(http://img855.imageshack.us/img855/3883/screen0131.jpg)
(http://img534.imageshack.us/img534/315/screen0132g.jpg)

Credits to Talon and the Standoff Team for the permission to use their models.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: FekLeyrTarg on October 15, 2011, 04:17:22 pm
This is awesome!
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Talon 1024 on October 15, 2011, 06:57:06 pm
The Gratha is actually Michelle D's model. 
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 16, 2011, 01:48:50 am
I found another interessting model in the files from Cybot:

(http://img12.imageshack.us/img12/6650/kjump.jpg)

A Kilrathi Jumppoint bay in the style of the Starpost. Looks like it can be used also as a laser turret. We can use them to defend the Bases and save the time to build turrets on the Stations. I have another one for Confed already done.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 24, 2011, 03:34:43 am
Not really a new ship...modifiert Salthi called Hrakthi. Its served as a Scout ship or little shuttle. Unarmed but with many sensors, some of these class has a cloaking device. The missing technics and a little bit longer design make it possible to carry the pilot and two VIP.

(http://img827.imageshack.us/img827/5155/hrakthi2.jpg)

Found it in Kevins files but the textures are missing. I changed them with the ones from the Salthi.

Infos from the CIC: http://www.wcnews.com/encyclopedia/showrecord.php?id=1378
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on October 24, 2011, 03:47:37 am
oh that's nice! Might you also have a lumbari or a sivar?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Tolwyn on October 24, 2011, 03:56:37 am
This (http://www.wcsaga.net/database/tolwyn/FLIGHTMODELS.rar) might come in handy: a model dump from the now defunct X-Wing Alliance mod. I managed to extract all models back in 2003/2004. Archive contains 3ds file as well as original OPT source files (in case anybody wants to get these ships into X-Wing Alliance, Steele's site is long gone, this might be the only copy available on the net right now).
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 24, 2011, 05:03:41 am
Thx :) I found a few models that we can perhaps use:

(http://img818.imageshack.us/img818/1536/shipsz.jpg)
Korlah, Ralari, Drayman MK2, Phantom
Tomcat (Confed), Gorthrakh (Kilrathi), Shoklar, Centurion and a Shiraak (not in the pic)

The good news is they are already have textures. We just need to replace the older ones with newer from the prologue to match with the other ships :) The Bad the Ralari and the Shiraak needs better turrets (prologue)

From Standoff we can convert the Wraith, Gladius, Stiletto, Tarsus, Artemis (important for the Courier - in WC2 it was a Free Trader), Bloodfang MK2 and the Targu II Frigate. Bases are rdy but needs textures. We are very close to get all ships running in Enigma 2666 :)

@Starlord: No the Sivar and Lumbari is missing, but I don't use them in Enigma 2666. We see the Sivar just one time - so I don't think the Kilrathi has another one and the Lumbari is also only seen in WC1-SM1. I use in Enigma the Dorkir and the Dorkathi. For Confed the Drayman and the Clydesdale. Privateers have the Free Trader and the Drayman MK2. 6 Transports are enough in my opinion. Ralari will be seen in the Intro, several missions and cutscenes. I think the Ralari is the underestimated warship in WC. I make it harder (is then like a Ralarad destroyer) You need one Torpedo or a lot of fighterattacks to destroy it, not a full salvo.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 24, 2011, 01:01:13 pm
FekLeyrTarg has done the Shoklar but gets a problem:

(http://img193.imageshack.us/img193/1737/fehlermc.jpg)

The textures are all done but the Engine and right Wing has no texture. He don't know why...

Can someone help why the texture has that error?

PS: I already changed the textures from it and the Sartha:
(http://img856.imageshack.us/img856/254/salthi.jpg)

Edit: Change the textures from the WC2 ships to match with the WC1 ones:

(http://img62.imageshack.us/img62/5977/kships.jpg )
It's just copy and paste from the other ones. The Drakhri will be redone again (more red)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 28, 2011, 12:46:47 am
Model question:

I would like to use in the Wing Commander : Enigma 2666 a ship that we see only a few secounds in the Academy Serie: The Manasssas light Cruiser. We've got only one short pic here:
http://www.wcnews.com/chatzone/attachments/wcatv-clightcruiser-jpg.5023/

I would use a fanbased story for it:
 
Construction on the Manassas class light cruiser was begun near the start of the Kilrathi War. These ships were designed to be mass produced to make for loses occurred during the McAuliffe Ambush in 2634. During their heyday, these ships were considered the Confederation Fleets primary cruiser. They were better armed and more than a match for the closest Kirathi equivalent, the Fralthi class cruiser in a one to one combat. Unfortunately, the Kilrathi light cruiser probably outnumbered the Confederation cruisers at least two to one.
The Manassas class light cruisers were retired in the late 2650s and was replaced by the heavier Waterloo class heavy cruiser. By that time, even though the Manassas class were fine ships when they were first built, they could not effectively compete with the new Kilrathi vessels which they encountered. Losses were extremely high over the years although there was still a surprising number of surviving hulls. Most of these were put into inactive reserve for possible reactivation at a later date.
Throughout their service, the Manassas class light cruisers had a reputation as a grizzled warship that could absorb and dish out serious damage. They had powerful force fields for the time which they were built along with being well armored. For the main battery, these ships were equipped with a pair of triple neutron cannons. Finally, these ships are defended by a battery of eight light lasers.
The design of these ships were drawn up before the perceived need for fighters and there is no able to embark any small craft beyond a pair of general purpose shuttles. The later Waterloo class could at first embark sixteen fighters and was later modified to be able to carry a full forty fighters, making them effectively light carriers as well as being cruisers. The Manassas class are outfitted with only a single bridge and only have the most sketchy facilities to act as flagships.
These ships have all been decommissioned but every few years, a plan is devised for reactivating these light cruisers. Budget constraints, along with the need to keep as many carriers in operation as possible, always has ultimately prevented these plans from reacting fruition. There also has been a lack of escorts and the reactivation of these light cruisers would reduce the pressures on existing escorts. Some plans have included the simple upgrade of these ships including more powerful shields and the replacement of both neutron cannon mounts with anti-matter cannons. A more radical upgrade would be to modify these ships into escort carriers similar to what was done with several Kilrathi Fralthi class light cruisers. In this configuration, they would probably be limited to under a couple of dozen fighters but would likely be better armed than Wake Island class escort carriers.
 
The size (from the same source) would be:
Length: 1,574.80 feet (480 meters)
Height: 336.29 feet (102.5 meters) for hull
Width: 1,117.13 feet (340.5 meters)
Weight: 14,881.2 Tons (13,500 metric tons) fully loaded
So my question is : How can it be look? Any Ideas? Perhaps someone have a model we could use for the Manassas-class

Armament are :
2x Tripple Neutron Gun Battery (same we have on the Exeter and Gettysburg Class)
8x Laser Turrets
 
A short Hangar in the back for Shuttle? Or the update for a escort Carrier? Or was it the Durango? Any Ideas are welcome for that. Perhaps like that:
http://www.wcnews.com/chatzone/attachments/manassas-jpg.5024/
From the size it match and the 8 Lasers are on the Durango. Perhaps use the front of a Exeter and build top/bottom a tripple laser turret. Or close the space in front and build the two turrets in?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on October 28, 2011, 11:26:30 am
nicely done! Could be indeed a link to the durango design! I like it!

If you plan to extend designs into WCA territory, might you also include a pre Wc1/wc1 corvette design? It seems that a design called the spikerii was considered, but canned in WC1... that academy corvette could suit well!
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 28, 2011, 12:14:42 pm
Its not really done. I just place a Exeter inside of the Durango. But if all says yes that could be the Manassas I ask some friends if the front of the Exeter can transfer into the Durango Model.

And to your another question: No I don't use another pre WC1 design. I've got a few models already from Cybot078 that can be maybe a older Ship. I also have the concept Midway. Perhaps I look at that model again when the other three campaign from me are finish. The models we need are already done. But I need some help in texturing or convertet from Standoff.

This are the List:
Textures need on:
Starpost (WC1)
Ralari (I have a Max file but cannot work with it, and its unarmed too)
New Constantinople Base
Perry Naval Base
Mining Base
Refinery
Supply Depot (Terran)
Supply Depot (Kilrathi)
K'titrakh Mang (I used a Turretmine, textured by FekLeyrTarg as a defence Plattform. So we can save time to armed the Stations)
Sol Sector Base

Convertet from Standoff/Secret Ops
Bloodfang MK1
Artemis
Tarsus
Targu II
Hagaka (SM3)
Pirat Asteroid Base (SM2)
Naktarg Shuttle (with Turrets/without Turrets - Shuttle or Marine Shuttle use)

And we need Turrets or better Turrets on these ships:
Gilgamesh (Prologue Turrets replace old)
Confederation (Prologue Turrets replace old)
Jutland (Prologue Turrets replace old)
Rigakh (Kilrathi Prologue Turrets no armament atm)

Thats the things what is getting slow because we need help here. The Missions are to 1/2 done, Ingame Cutscenes to 1/4. Speech and Music are at 100%. When I remember that we start with just a few fighters and ships we done a lot in just one year what I really work at Wing Commander: Enigma 2666. Help comes from Starman01, Talon1024, FekLeyrTarg, Saga Team, Standoff Team, Cybot078, CMDBob and Michelle D.

Here the last thing I was working on with the textures:
(http://img189.imageshack.us/img189/8449/mineao.jpg)
Mines - But I don't know how I write the table that the mine explodes at contakt and make huge dmg on fighters and less dmg on Capitalships. Any Ideas?

Update: Starman01 send me another Mine-Model. It's look like the WC1+2 Style Mine:
(http://img546.imageshack.us/img546/2905/mine2.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: The_Force on October 31, 2011, 04:01:43 am
Quote
Mines - But I don't know how I write the table that the mine explodes at contakt and make huge dmg on fighters and less dmg on Capitalships. Any Ideas?

You ever have to script them in fred using armor types or use some thing like this LUA script http://www.hard-light.net/wiki/index.php/Script_-_Proximity_Trigger
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on October 31, 2011, 05:20:30 am
Thx :) I would try it - otherwise I use a everytime - distance script.

For the Fighters: I cut down the Armada and Privateer ones. I don't use it in Enigma anymore. Perhaps in Last Line.

I just need the Artemis, Hakaga and the Bloodfang MK1 from Standoff. But still some need for Textures for a few Bases and the Ralari. I have one unarmed but as a max file. Can perhaps someone transfer it into a cob or scn file?

Here are the updates Statuslist:
http://enigma.de.to/
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 02, 2011, 03:56:08 am
I've updates the Waterloo. Kevin copy a few Laser Turrets on the ship already. Now I delete the ugly big turrets and replaced it. Too Bad: Because Kevin make this model with less textures I cannot use my glowmaps on the side :/

(http://img11.imageshack.us/img11/9472/screen0153.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 04, 2011, 01:10:45 am
Cybot078 does my another favor:

He build in 6 Fighterbays into the old model of the Bengal. Take a look at this:

(http://img208.imageshack.us/img208/6376/tclaw1.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on November 04, 2011, 04:05:36 am
Does that even work in the game engine? Six fighter bays?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 04, 2011, 04:20:26 am
Yes it works :) The same way as the Gettysburg-Class what can launch 4 fighters at once. From the size of the bays it can launch also Broadswords (like the TCS Wolfshound). We plan another ships that fits in the WC1+2 Timeline, but have no screens yet. He done already a lot of ships, fighters and bases and now we look for help to texture all of this models. If they all be done and counting together what is already done we have over 350 models...only bases, fighters and captialships - not counting missiles, mines or other things. Another object is done by FekLeyrTarg but not textured

(http://img88.imageshack.us/img88/6957/coffin.jpg)
Will be used in all Campaigns I worked atm :D

But the Bays are not really like in Wing Commander 1. Only a few meters inside of the ship. The tubes are in the game very long. I don't know where exactly the fighters launch. This idea was original from Lars: http://www.wcnews.com/newestshots/full/larsbengal03.jpg . First I wanted the style of Howards Model : http://www.wcnews.com/newestshots/full/howiebengal23.jpg but for that idea we would need a complete new model :(
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on November 04, 2011, 04:29:59 am
Just a question, but doesn't the claw have 7 engines?

Also, you mentionned the hakaga? Will you be paring it with the vatari?
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 04, 2011, 04:35:13 am
It was planed, but perhaps later I would use the Hakaga with the Vatari. I cut down a lot of models I was first planing, but it was too much. We have already a shipsize file with 500MB. Music around 300 MB and near 300 MB Core with special effects or Nebula (using the ones from Kevins HF file) We have over 90 Planets and over 40 Nebulas :) More then I ever need :D

But we not manage it to release Enigma 2666 this year. Missions itself does not take long. But the cutscenes and sripts takes time and we still need a lot of models textured and regunned (delete old turrets)
Thats the Supply Depots (Terran/Kilrathi) K'titrakh Mang, Sol Sector Base, Refinery Base, New Constantinople, Perry, Asteriod Base and Starpost (textures) Bloodfang and Artemis I want to use from Standoff. Ralari I hope Kevin send us his model. And FekLeyrTarg and I returret in the next few days the Kilrathi and Confed ships with the new one from Cybot078. Thats the Confederation, Gilgamesh, Fralthra, Rigakh, Durango and Jutland. At least two ships will be coming soon from Cybot (and these needs textures too) and thats too much to get all done in the next 6 weeks. My job is also there and in the next 6 weeks I have limited time (Christmas inc. - working in a PC Store *gg*)

I can only say "When it's done" *but not another Duke Nukem* :D But I planed a special gift at christmas ;)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on November 07, 2011, 04:38:43 am
Just a question, but doesn't the claw have 7 engines?

I don't know what is actually canon, but that is inconsistent even within WC1.
Ingame it has six engines. But in the outro sequence we see seven engines.
EDIT: In the manual "Claw Marks" it has five, btw  :D
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: CaptJosh on November 07, 2011, 07:40:06 am
So split the difference and leave it with six. Seems the most logical choice to me.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 07, 2011, 12:10:11 pm
I use the Clawmarks for the Claw :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 13, 2011, 01:59:25 am
Did you know that model? ^^

(http://img502.imageshack.us/img502/9470/toontransportandpod.jpg)
On the underside of the ship the cargo pod can dock :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on November 13, 2011, 03:20:16 am
I think it's a byrd transport from academy (or an achilles destroyer)...

no, definately byrd!
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on November 13, 2011, 06:32:17 am
No :) The Byrd is here in the Left upper corner. In Academy there is a Achilles destroyer and in another Part you see it together with a cargo Pod. Also used as a Fightertransporter in another Part of Academy.

(http://www.wcnews.com/chatzone/attachments/wcatv-t-ship-jpg.5142/)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: starlord on November 13, 2011, 08:23:59 am
Hmm, I could have sworn! Well done!
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on December 22, 2011, 01:13:58 pm
After a long time another update:

We get no help with textures for the models....except one! Kevin send me two missing ships:

1. The Bloodfang MK1
(http://img713.imageshack.us/img713/679/screen0157.jpg)
Prince Thrakhhath challanges you!!!

2. The Artemis
(http://img545.imageshack.us/img545/8553/screen0156.jpg)
Will be the Courier

Both ships are converted from Standoff, Kevin does the textures. Thx and credits to him!

So we need still:

The Ralari (model, textures, turrets)
Textures on the Starpost, Supply Depots (Terran/Kilrathi) K'titrakh Mang, Bengal (after the build in fightertubes the textures and turrets did not work anymore :/) and Sol Sektor Base (Models are done)
and a turret update on the Confederation and Rigagh

Then we can finish this project. The models are already to download from the CIC. If you want to help get them from www.wcnews.com or PM me and I send you the models.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: KeldorKatarn on December 22, 2011, 10:27:11 pm
Guys, friendly advice: Make the game before you worry about textures.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Tolwyn on December 23, 2011, 01:15:01 pm
Guys, friendly advice: Make the game before you worry about textures.

What he said. Go for a smaller scale, do not follow into our footsteps.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Talon 1024 on January 02, 2012, 08:42:14 pm
Congratulations for getting nominated for the CIC's 2011 Fan Projects of the Year!
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on January 03, 2012, 03:30:57 am
Thanks ;)

I was surprised after reading the news Oo ^^

Perhaps then we get help for the last models. Without I can only work with placeholders and then I need to work again because the ships have the fighterbays more up or down. More work to do without the models :/
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: fierceeffect on January 03, 2012, 10:50:03 am
Comparing the wc2 ships to wc3, the wc2 confed cap ships look a lot more intimidating/deadly then the boxy wc3 ships ;)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Dragon on January 03, 2012, 11:34:33 am
The sprite art allowed for much more creativity than 3D models, because it was not limited by anything but it's resolution.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on January 03, 2012, 03:41:48 pm
Intro of Enigma is not done yet. Just 1 pic and a hint how it can look ;)

(http://img1.imagehousing.com/47/17f02cf0a32dca79940474bc1703aede.jpg) (http://www.imagehousing.com/image/936609)

and this

http://www.youtube.com/watch?v=Q7oqZ-_-O6Y

Should be enough...

Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on January 25, 2012, 01:54:59 am
Here is the final Confed Model I wanted for Enigma 2666. Visitors of the CIC know the Model. Its the Tolmacy Class Cruiser from NinjaLA. Howard Day build already a model for his Pioneer Project. Credits for this goes to Cybot078.

(http://img88.imageshack.us/img88/8517/tolmacs00.jpg)

Ralari is the last missing model. The Bases (Sol Sector Base, K'titrakh Mang, Supply Depot (Terran/Kilrathi) Starbase (WC1), mod. Bengal are all done but need textures. The rest is now done. Missions are still in progress. There is no reply for help. Only from Kevin and Cybot.  Perhaps we wait until Saga is released and then somebody transfer the models into Saga and make the campaigns (Enigma, Last Line, Operation Serpent) for the Final. Until now I cannot release anything. Ships are done but I need help to finish it. I already get the WC4 Fighters and the Durango from Starman01. The models are done for Saga (Turrets are Saga Final ones) but also untextured :(

PS: He send me a new model of the Claw: In the Cutscenes of WC1 he see the pilots heading to the launch tubes 6-9. He now make 5 tubes on each side:
(http://img10.imageshack.us/img10/2241/clawy.jpg)
So we have overall now 10 tubes :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: FekLeyrTarg on January 25, 2012, 12:56:39 pm
Excellent. :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Commander Zane on January 25, 2012, 02:24:41 pm
Ooh I like the Tolmacy. :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on February 11, 2012, 01:40:44 pm
Zohrath send me for a test his Dralthi he showed in the CIC. Now here is the Ingame model in the Prologue:

(http://img826.imageshack.us/img826/9865/screen0158.jpg)

:)

:/ I forget to add the sunwhite

(http://img138.imageshack.us/img138/2505/screen0159.jpg)
Now better ^^
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on February 20, 2012, 04:34:36 pm
a little Update: I've got from Cybot another Ship and Stationsupdate with some overworking models. Two of them are new ships :

First : He called it the Halari - a Version of the Hakaga Supercarrier:
(http://img842.imageshack.us/img842/756/kshalari0.jpg)
Not used in Enigma - not yet :D

The other one is the final ship for Enigma 2666:
(http://img839.imageshack.us/img839/7749/ksralari0.jpg)

We now have all models :) Now we need help to texture them all :(
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on February 29, 2012, 02:26:10 pm
The first of the last missing models is texture. Thanks to Zohrath and FekLeyrTarg:

(http://img33.imageshack.us/img33/1415/screen0164.jpg)

Still I need to texture the Hangar and perhaps some lights on the upper Tower sides, then the Starpost is done ;) Update
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on March 03, 2012, 03:00:41 pm
And the next one:

Kilrathi Supply Depot (WC2)

(http://img607.imageshack.us/img607/7082/screen0166.jpg)
(http://img96.imageshack.us/img96/7995/screen0167.jpg)
Credits goes to Zohrath (model and textures), convert FekLeyrTarg, Lights me :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on March 14, 2012, 10:24:31 am
Zohrath send me another Update to the Starpost :
(http://img546.imageshack.us/img546/7203/screen0168.jpg)
(http://img805.imageshack.us/img805/2564/screen0169.jpg)

Now 2 of 3 Wing Commander 1/2 Starbases are done. Next is K'titrakh Mang

I would say with the Update the Stations even fit into Saga Final ;)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Talon 1024 on March 14, 2012, 10:41:30 am
Gah, I can't see a thing.  I had to turn up the brightness on those screenshots just to see what the darn thing looks like.
(http://www.ciinet.org/kevin/myimages/others/KStarPost1bright.png)
(http://www.ciinet.org/kevin/myimages/others/Kstarpost2bright.png)
BTW Here's the lighting settings I use when I'm taking screenshots in WCHF...  Can you just try them out, please?
Code: [Select]
-fov 0.65 -ogl_spec 80 -spec_tube 8.0 -spec_point 9.0 -spec_static 1.4 -ambient_factor 130
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on March 14, 2012, 10:58:25 am
Yes, with your code:

(http://img338.imageshack.us/img338/3959/screen0170.jpg)

hmm ... still to dark
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Talon 1024 on March 15, 2012, 12:21:47 pm
Did you copy and paste the lighting settings into the "Custom Flags" under the "Features" tab in the launcher?

Also, can you show us some screenshots of those ships from the Laboratory*?

*To go to the Laboratory, press F3 when you're in the mainhall/main menu
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 10, 2012, 01:55:56 am
Update:

Done:
Confederation Class
Venture
Rapier
Sabre
Ferret
Gothri
Sol Sector Base
Artemis
Clydesdale


Needs another texture:
Epee (Scooby Model)
Crossbow (Scooby Model)
Sartha
Salthi/Hhrakthi
Dralthi MK 1/2 (Zorath Model)
Drakhri
Drakhri MK2
Gratha
Grikath
Jalthi
Jalkehi
Krant
Hhriss
Strakha MK1
Bloodfang MK1
Gilgamesh (Scooby Model)
Supply Depot Kilrathi (Zorath Model)
Starpost (Zorath Model)
Coffin

Needs a workover (Turrets, Hangarbay, Trusters, Radar):
Waterloo
Bengal
Tolmacs
Exeter
Gettysburg
Kamekh
Ralatha
Ralari
Fralthi
Fralthra
Dorkathi
Dorkir
Drayman
Hha'ifra
Free Trader
Olympus Station

Still work in progress:
K'titrakh Mang (Zorath)
Supply Depot Terran (Zorath)

Need a complete new model:

Broadsword
Morningstar
Hornet
Raptor
Scimitar
Cutlass
Rapier B

@Kevin:
(http://img705.imageshack.us/img705/7792/starpost.jpg)
Even in the Laboratory the textur is too dark. Here is the POF Pic

Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Tolwyn on April 10, 2012, 03:33:33 am
It is not the SDK. I thought I'd release the mission editor (and the spelling errors ridden documentation) before I bugger off on my vacation.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 10, 2012, 08:45:47 am
So basically those of you who don't know how to create more complex missions (like me, I'm going to learn it myself when I finally have some time since I'm planning to do a small Kilrathi campaign) can now start to play with the mission editor and the autopilot template in order to learn that for your mod. You will spend quite some time in the editor so now you can do something until the SDK is released.

Perhaps this also at least partly answers the question why Saga was in development so long. Good FREDers are rare, back in the days I tried to help with missions and quickly gave up because I hadn't the spare time to learn it. So the main mission design work was done by Tolwyn and Keldor, and it is a lot of work.

Yesterday I played around with FRED a bit and I wasn't able to come up with a working mission. I guess I have to start with the original FRED tutorial again. I hope I have enough time for that, I have to be able to FRED if I want to create my campaign...
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 10, 2012, 10:20:20 am
(http://img15.imageshack.us/img15/7016/screen0003cc.jpg)
The Epee and Crossbow needs a texturupgrade to match with the other ones. And a little bit shorter. Epee the size of the Ferret and the Crossbow like the Sabre. Broadsword and Morningstar not done yet. :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: karajorma on April 11, 2012, 12:19:16 am
Yesterday I played around with FRED a bit and I wasn't able to come up with a working mission. I guess I have to start with the original FRED tutorial again. I hope I have enough time for that, I have to be able to FRED if I want to create my campaign...

You probably will find this (http://www.fs2downloads.com/diaspora_freddocs/index.html) more useful than the original FRED documentation when it comes to everything except for the walkthrough as it has a lot of information on the new SCP additions that the old docs obviously don't cover. Of course it also covers SCP additions that WCS's version of FRED won't have.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 11, 2012, 04:41:19 am
Thanks a lot, Karajorma!
Yesterday I played around with FRED once more. I even remembered how some things work from the time when I was trying to FRED some years ago.

My main problem is maybe that I have too much fun seeing cruisers blow stuff up, for example a group of transports or a starbase. I can watch that for hours. (which I did yesterday). Also my time is a bit limited which is also the reason why I didn't learn to FRED earlier.

But at least I figured out how to do asteroid fields, some backgrounds with huge planets and suns and so on, patrol routes, mission objectives based on destroying things, setting cargo and how to enable scanning, how to end the mission when landing on a ship and some other basics of the editor.

I even did a small mission where you start from a star base, scan some freighters finding the one with the drugs and then it becomes hostile and you have to disarm it so it will give up. Then you land. End of mission. Simple but I could practice a bit with triggers, objectives and stuff.

I just had some weird effect that the ship I was supposed to land on became some sort of ghost I could fly through. No idea what I did wrong. I think it is somehow linked with one of the triggers I used.

By the way: Can anybody point me to a tutorial or something to make ships flyable? As I mentioned before I'm planning to do some Kilrathi missions and for that I'll need at least a flyable Dralthi.

EDIT: Sorry for derailing this a bit. The picture looks good btw.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 15, 2012, 01:19:59 am
Scooby send me the new retextured Version of his Clydesdale. Also the size is much shorter then the 500m original Version. The Stormfire Turret is removed too. Here 2 Rapier on Escort Formation ;)

(http://img515.imageshack.us/img515/5329/screen0004nf.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 28, 2012, 12:20:02 pm
Bacause no responce on the request of converting models I make (I was sad) the Sector Base from Scooby with prologue textures. Now here the Sector Base 2657 (after the destruction of the Claw)
(http://img685.imageshack.us/img685/7466/screen0179.jpg)
Look not too bad afterall.

PS: The Member Sleeper from the CIC send me overworking textures for Kevins/Standoff WC1 fighters. Now they match with the Hornettextur.

Here the Pic:
(http://img849.imageshack.us/img849/8528/screen0183.jpg)

And another update:
(http://img268.imageshack.us/img268/9027/screen0185.jpg)
Starpost (WC1) in a new design by Zohrath. But his texture was a way to dark. Sleeper made new ones with the prologue textures.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: X3N0-Life-Form on April 29, 2012, 05:07:15 am
Sector Base looks particularly awesome.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 29, 2012, 11:04:15 am
2 Updates:

First the Supply Depot gets an textur upgrade and match now with the Starpost
(http://img684.imageshack.us/img684/1510/screen0188.jpg)

Second: The Scimitar gets again an update to Kevins Bumpmap:
(http://img23.imageshack.us/img23/6365/screen0187.jpg)
Perhaps you love the pig afterall flying it in Enigma 2666 :) Take out an Ralari with Torpedos. More interessting than simply fire a few times on it in the original Game :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 29, 2012, 02:34:07 pm
What? The Scimitar (which looks good btw, you should just add a simple spec map for the cockpit, that would look awesome) is carrying torpedoes?? Is that canonical? I think that's a bit weird since torpedoes are quite big...

The depot also looks much better, well done!

And one question to you:
Are you planning to release either your ships or your whole mod soon?
If not I think we should exchange some PMs about a cooperation since I could use one or two of your models for my Kilrathi mod. I could offer you some HUD elements or a bit of 2D work instead maybe. Just send me a PM.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 29, 2012, 03:03:35 pm
I think I need quite some time longer. And of course, send you already a pm.

For the release for the prologue just a few ships and K'titrakh Mang are missing. But for Saga Darkest Dawn I need some modders who help me to convert a lot of ships to the new style. I was thinking there much more wc1+2 ships perhaps are in Saga but only around 6-7 are there :(

PS: Yes its not canonical. But I make the mod like the way I think its better. So, all capitalships what are bigger then a Corvette needs torpedos to destroy. You can destroy them without torpedos too, but it takes a fighterwing of more then 4 ships to destroy it. A single fighter cannot take out a capitalship without torpedos.

So I give the Scimitar in some classic missions and for the Ghorah Khar defence force 1 torpedo. The Raptor has its part as a bomber. It can carry 3 Torpedos (before 4 but i changed that) The heavy fighter in the WC1 timeline is now the Cutlass. For example the Rapier destroy the Starpost in Venice without torpedos because theyr shields are down. Or another wing already damaged it.

PPS: As you may know.. in Wing Commander 2 the Epee can carry in a few missions even one torpedo ;)
And from the size:
(http://img209.imageshack.us/img209/3585/scimepee.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 30, 2012, 04:48:16 am
Ok, the size is an argument, the Epee IS small after all.
Maybe those torpedos are upgraded Dart dumbfire missiles, so those are actually not the heavy torpedoes carried by bombers but smaller ones. Although it is not canonical I could live with that explanation.

I also thought about making capships even harder to destroy for fighters (wc2 style, I would make the shield regeneration strong enough so fighter weapons can't punch through.) but I'll leave it Saga style for now. Otherwise I would have to rebalance a lot of things and I already got enough to do. :D
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Dragon on April 30, 2012, 07:03:15 am
TBH, I wouldn't mind seeing a "classic" WC1 approach to older capships (WC1 ones and older). Fly up to it and attack them with guns. As for torpedoes on older fighters, I think that they should be available as an option, replacing some missiles (IIRC, that's how it was on Epee. One torpedo at the cost of most of it's missiles).
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 30, 2012, 09:44:01 am
Yes, for example the Scimitar has 2 Dumbfire and 3 HS. When they carry a torpedo we cut the missile down to 2 HS.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 30, 2012, 01:42:27 pm
I would even cut it down to one HS missile I think.
So the Scimitar has a loadout similar to the Hornet but has torpedoes instead of the dumbire missiles.
That way the pilot who carries torpedos really notices what firepower against fighters is lost. That's because the HS are the most valuable weapons against fighters.
So everything is about the decsisions: taking torpedoes with you and playing "light bomber" or attacking fighters. I think I like tha multi-role approach to the Scimitar.

Btw: Are those two torpedoes sufficient to destroy a cruiser?
(I hope not, I would expect that you need approximately 4 torpedoes for a cruiser. And of course you would aim for the shield generators or something so after the torpedoes are through you could take down the rest of its hull with guns. Just an idea.)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 30, 2012, 01:51:13 pm
The Ralari, Ralatha, Supply Depot needs one torpedo, the Fralthi, Fralthra two and the Hhi'fra and K'titrakh Mang 3. Remember that you fly a lot of missions alone without a wingman. For the missions with a wingman to destroy a cruiser or destroyer I have a few suprises left ;) Let me say this: a Battlegroup are much more then just a single capship with fighter escort ^^ What I testet in two missions with a Sabre or Broadsword. You need to ajust between shield and laser energy. If you make this not, you may not survive long enough for just a single torpedo attack. In the Broadsword without afterburners more then with the Sabre :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 30, 2012, 02:40:05 pm
Ah, ok. Then I'm really curious how that all will work out in your campaign, it sure sounds unconventional. :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 30, 2012, 02:48:58 pm
When you play Wing Commander 2 what was the best as a pilot? Look torpedos on enemy capships :) And more fun if you have a Broadsword or an Crossbow ^^

*god damit! Another run and the flak hits your bomber and no afterburner* :D
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 30, 2012, 03:32:24 pm
I admit that I didn't like those missions all that much, I'm more the fighter vs. fighter type of pilot. Flying heavy fighters such as the Raptor or Thunderbolt is my favourite thing to do.
But I know there are quite some pilots who really loved what you just described :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 30, 2012, 04:10:41 pm
Yes, yes I'm insane :D
But I want that the Gettysburg is not just another heavy cruiser. Its an Battlecruiser! I put another tripple turret on the underside. Now its enough. In this scene the Getty breakfast two Fralthi-class cruiser
(http://img822.imageshack.us/img822/8749/screen0190.jpg)

(http://img233.imageshack.us/img233/5734/getty.jpg)

PS: Sleeper modified the Drakhri MK2 textures with the guide from Kevin.
(http://img534.imageshack.us/img534/8784/screen0192.jpg)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Aginor on April 30, 2012, 05:14:28 pm
So how many turrets of which types does this ship have now?
I mean, obviously its weak point is that bomber squadrons will kill it quite quickly, but its firepower against enemy capships is huge!
It fits nicely to the descriptions of "Action Stations" about those battleships that were built before the Kilrathi war.

Nice work, and the Drakhri looks good as well.
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Deathsnake on April 30, 2012, 11:38:00 pm
Is Jazz not saying in Secret Mission 2 Crusade that the Austin (Gettysburg-class) is a newer ship than the claw? I know that he say that its modern then the Claw. Anyway...its armament is to destroy enemy capships.

Here the Data:

5 x 3 Heavy Neutron Gun Turrets (later Heavy Anti Mater)
8 Laser Turrets
1 IR Missilelauncher
1 Capshiplauncher

36 fighter (12 Hornet, Scimitar, Rapier) later (Ferret, Epee, Rapier)
2 Marineshuttle Spartan Class
3 Shuttles

850m l , 450m w, 250m h
Tons: About 69000t

I first want a full fighterwing of about 100. But then I changed it. Its focus on a classic Battleship design with a short hangar. But more fighters then a Exeter (18) and size between the Bengal and the Confederation.

PS: Sleeper make some changes on the WC1 Kilrathi fighters. See the Dralthi MK1 and MK2 decals. I changed the size of the Jalthi, Krant and Gratha again:
(http://www.wcnews.com/chatzone/attachments/screen0193-jpg.5676/)
The Jalthi was then to wide on the Starpost. But I don't try the upper Launchtubes:
(http://www.wcnews.com/chatzone/attachments/start-jpg.5677/)
Now it worked :)
Title: Re: NEW: Enigma 2666 *work again in progress*
Post by: Dragon on May 01, 2012, 02:31:08 am
Looks good, though I think that Gettysburg could use better textures.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 01, 2012, 02:19:01 pm
Update:

Startet to take the project even with the old models into Saga Darkest Dawn. Using the Mod-Option you can see only the ships from this Project.

Intro - Cutscene 1 - and the first Mission are done.

Pics follow first after we get the last models for this project. This are the Tolmacs, Ralari, Supply Depot Terran and K'titrakh Mang. While using the old models until we have all! transfer into final I used for Enigma the old Dukara and Cybots Version of the Pelileu. Each of them replace in the storyline troop transport Clydesdales and Dorkathis. These two models are using as tankers. Dorkir as Recon-ships (Kilrathi Versions of the Prowler) Even using the Prologue Versions of the Prowler and the Spartan-class.

Kevin help us with the Tolmacs, Ralari, Supply Depot Terran and the Pelileu. I still hope Adam Wood helps us with the K'titrakh Mang (near a month with no responce :/ ) What is still to do? We have a few problems texturing the Drakhri. Jalkehi are in works by Sleeper. Need some turrets still on the Hhi'fra-class dreadnaught and prologue turrets on the Confederation and Gilgamesh Class. Perhaps someone can build a prologue-Kilrathi-Version of the Turretmine.

Tryd in the last time some missions with mines. But not really happy how it looks :/ We need in such a mission more then 100 objects. Otherwise you even can fly a Behemoth save in a field...

And here are the Prologue-Version of the Dukara:
(http://img839.imageshack.us/img839/7268/screen0198.jpg)
Prince Thrakhaths Bloodfang:
(http://img217.imageshack.us/img217/8120/screen0196.jpg)
Here in formating with two Dralthi MK2
(http://img338.imageshack.us/img338/4708/screen0197.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 02, 2012, 07:18:02 am
I don't understand why the Gettysburg should have that much fighters. That's almost a small carrier.
I would limit its fighter complement to 16 (+some unassembled replacements ):

8 Hornets   (later Ferret)
4 Scimitars  (later Epee)
4 Rapiers (later Rapier)

no marine drop ships, that doesn't make any sense for a battleship. It has its fleet for that. But there should be at least 2 shuttles ready and another two spare ones.

I like it that it isn't a jack-of-all-trades but specialised against capships. Fighter cover by at least a small escort carrier is needed of course.

Btw: Being newer than the Claw means not much, the Bengal is also a pre-war design IIRC the first ship was built 2619. And while the Austin is indeed newer than the Claw (the whole Gettysburg class is rather new) it fits the same role as the battleships of the pre-war era. That's what I meant to say. Also it looks similar to the Bengal carrier in many ways, which is the reason I assume that the class was actually planned for a longer time. It fits nicely.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 02, 2012, 07:57:15 am
Btw: Being newer than the Claw means not much, the Bengal is also a pre-war design IIRC the first ship was built 2619. And while the Austin is indeed newer than the Claw (the whole Gettysburg class is rather new) it fits the same role as the battleships of the pre-war era. That's what I meant to say. Also it looks similar to the Bengal carrier in many ways, which is the reason I assume that the class was actually planned for a longer time. It fits nicely.

You mean adding the Storyline to the movie. Nope! I take the Claw Marks as a Source and not the ***** Movie!
From the Claw Marks:

Pride of the Fleet

The TCS Tiger's Claw

2642: The Confederation military command, determining that a need exists for a heavy space carrier,
authorizes design of the Bengal-class carrier line. Trojan Four Spaceyards wins the assignment to build the
new line of carriers.

2644: The newly-launched TCS Tiger's Claw, on its shakedown cruise, carrying a minimal spacecrew and
an under-experienced command, finds itself in the path of a surprise Kilrathi invasion force. The ship's
unexpected presence along the Kilrathi flight plan, clever tactics on the part of the command crew, and
performance above and beyond the call of duty by the spacecrews rout the superior Kilrathi force. Shortly
thereafter, Tiger's Claw is given permanent assignment in Vega Sector.

2645: The second Bengal-class space carrier, the Kipling, is launched. Owing to design modifications, the
Kipling and all subsequent Bengals are 10 meters shorter and several tonnes less massive than the Tiger's
Claw, making the Tiger's Claw the biggest space carrier in its class.

2649: Tiger's Claw performs a delaying action to allow Confederation transports carrying ground troops to
retreat out of Kilrathi-occupied space. The engagement, known as Custer's Carnival, concludes with Tiger's
Claw seriously damaged but able to return to port. The carrier is in spacedock undergoing repairs and
refitting until early '50.

Thats the story of the Claw. And Bossmann died in the Firrekan System by 2556. The movie damaged the storyline with the Claw, the fighters, "Pilger Blair", Bossmanns dead and the Novel Freedom Flight. For me Wing Commander are Wing 1-4, Prophecy, Secret Ops, Privateer, Armada and Academy. Adding the Novels from Forstchen. Thats it.

And in Secret Missions - Crusade Jazz talking about that the Austin is bigger, modern and better then the Claw. So thats the reason why I changed the Gettysburg to 850 m from 550m. 16 fighter on a ship that is nealy the tripple time of an Exeter, that have 18 fighters?

Size from the three ships:
(http://img21.imageshack.us/img21/927/screen0199.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 02, 2012, 09:29:44 am
I accept your way of thinking and your sources, I also prefer not to include the movie into my considerations when possible, in order to stay sane. Although I don't dislike the movie as much as others.

I always thought that the Exeter has too many fighters. It is a destroyer, why should it have four wings of fighters aboard?
Also the Gettysburg obviously needs HUGE reactors, which explains why it doesn't carry many fighters. It is not a carrier so having three full squadrons aboard sounds strange for me. Most of the big space will be used by reactors for the very large turrets.
I agree that it is backed up by the Exeter though, so you might be safe. Maybe I just like the thought that a battleship is a battleship and a carrier is a carrier. They should need each other or one of them would be pointless.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 02, 2012, 09:48:17 am
Well, the Gettysburg is in that way the predecessor for the Confederation Class. A huge Battleship. In that case the Confederation is only 100m bigger than the Gettysburg and carry 120 fighter. And then the Vesuvius with 14 AMG and 400 fighters with only 500m larger (and twice the width) I think I go even with 36 fighterwings less then it could be carry. An escort carrier of the Wake-class carry 45 fighters and its way shorter (around 550m)

But your right. The huge Heavy Neutron Gun Turrets or later Heavy Anti Mater turrets needs a lot of energy. Why I placed some Marines in? Like the Midway class some bigger ships has a short military force on board. Like todays navy some frigates even carry around 100 soldiers with it. Here the ships carry 200 soliders.
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 02, 2012, 12:51:24 pm
Hmm.. ok, but how do you fit the Spartan into its hangar? (Does the Spartan even fit into the standard hangar of the carriers?)
And could you show me the Gettysburg a bit closer so I could see the hangar and such things?
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 02, 2012, 02:15:20 pm
Sure ^^

Here is one side with the two Launchtubes. So the ship can launch four fighters at the same time. And its clear that a Raptor, Broadsword, Crossbow or Sabre cannot start from the tubes. They are to small for such a class. Kevin is texturing Cybots Bengal with the five tubes on each side. Here a Raptor or Broadsword can start.
(http://img851.imageshack.us/img851/6829/screen0200.jpg)

Shuttles or Bombers need to launch from the back hangar. Here two Spartans from the Cat Killers are ready to start :)
(http://img688.imageshack.us/img688/492/screen0202.jpg)
All ships are a little bit above the bay so they don't hit the ship and come out of the bays.
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 02, 2012, 03:57:07 pm
Ah! Looks good indeed.
Title: Re: Enigma 2666 *work in progress*
Post by: Al-Rik on May 02, 2012, 04:11:55 pm
Great Job, and great Idea. After seeing the screenshoots I suddenly feel 20 years younger... I'm again waiting for this game called Wing Commander :D
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 02, 2012, 11:31:06 pm
Sleeper make all fighters from the Kilrathi and he done a great job with the overworking. The Drakhri was finish too but looks terrible because the model make some problems :( I think the Gothri (Scoobys texture) and the Drakhri MK2 (from Klavs) needs an overworking again too. The other ones have now some decals or a complete redone to match with the other ones.

(http://img51.imageshack.us/img51/5750/screen0205.jpg)


Well done :)

Title: Re: Enigma 2666 *work in progress*
Post by: Dragon on May 03, 2012, 03:37:22 am
What's the first ship in the bottom row? It doesn't look like Jrathek. Also, I don't see a cockpit on Jalkehi.
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 03, 2012, 04:30:09 am
Did you change the sizes again? They look really weird.

I think the fighter textures are ok now. Try not to fixate too much on those, other parts of your mod need some love, too!
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on May 03, 2012, 08:44:27 am
What's the first ship in the bottom row? It doesn't look like Jrathek. Also, I don't see a cockpit on Jalkehi.
It's a Drakhri MK2.
Title: Re: Enigma 2666 *work in progress*
Post by: Dragon on May 03, 2012, 10:06:45 am
Where does it come from? I don't remember it being in WC2.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 03, 2012, 10:21:18 am
Nope its not in WC2. Its a fanbased design from Klavs81. Near to the Dralthi VI in Privateer but some details goes more to the Drakhri.

Perhaps we can use a Jrathek. I give some modders the Wing Commander Universe Files (used in Privateer Gold too) and there a all Armada fighters. They need some barrels for the guns, overworking of the model ifself and of course, new textures. Aginor wants for his mod some Privateer models too :)


And here is the Jalkehi closer look with Cockpit :)
(http://img705.imageshack.us/img705/7158/jalkehi.jpg)

Title: Re: Enigma 2666 *work in progress*
Post by: Light on May 03, 2012, 03:58:37 pm
Deathsnake, I thought you might find these pictures interesting. The turrets are off of Scoobydoo's TCC Essex and the missile launchers are from the WC:SAGA Savannah and Caravan all moved via PCS2.1.

(http://img214.imageshack.us/img214/5416/gettysburg1.jpg)

(http://img221.imageshack.us/img221/250/gettysburg2bow.jpg)

(http://img209.imageshack.us/img209/3503/gettysburg3.jpg)

(http://img94.imageshack.us/img94/5049/gettysburg4.jpg)

(http://img502.imageshack.us/img502/6591/gettysburg5.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 03, 2012, 04:14:18 pm
Interessting. That mean we can copy items like turrets, hangarbays and other things from Scoobys models on the old ones. Now tell me, how ^^
Title: Re: Enigma 2666 *work in progress*
Post by: MatthTheGeek on May 03, 2012, 05:28:25 pm
Now tell me, how ^^
Ahem.

all moved via PCS2.1.
He already told you how.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 04, 2012, 12:08:44 am
Yes but exactly. He send me a pm.

I first try it out with the prologue turrets on the Confederation:

(http://img851.imageshack.us/img851/891/turrets.jpg)
I replace the first two AMG and Laserbattery. Now I first make all my prologue ships and then outfittet them with the Darkest Dawn Turrets for the later convertation :) Big Big Thanks.
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 04, 2012, 03:28:48 am
Although I'm a big fan of Scooby's designs I don't like the yellow parts that much. But they are good for contrast I guess, and those models look much better than the prologue turrets.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 04, 2012, 07:43:08 am
But the prologue turrets still looks better than the older ones ^^

(http://img829.imageshack.us/img829/4452/screen0206.jpg)
pre prologue
(http://img403.imageshack.us/img403/4126/screen0207.jpg)
Kevins Prologuestyle round turrets
(http://img135.imageshack.us/img135/7743/screen0208.jpg)
Capship-missilelauncher on those sidetubes.

Gilgamesh - done :)

Next one - Hhi'fra - the bad on this model - it even have no turretbase. So I need to put that direktly on the ship :/ There was no turrets before on that model.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 04, 2012, 01:31:32 pm
After gettting some problems on the Hhi'fra I changed the turret and trusters on the civilian version of the Free Trader for the SE :D

(http://img684.imageshack.us/img684/3016/screen0006w.jpg)
Textures by Sleeper.

And another Update to the Prologue Style:

(http://img209.imageshack.us/img209/2253/screen0210.jpg)
Confederation Class with the roundstyle WC2 Turrets and some details on the ships like the absorbers left and right from the hangarentry.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 05, 2012, 02:12:26 pm
Not yet done but a little update on the Hhi'fra

(http://img577.imageshack.us/img577/7646/frac.jpg)

Afterall it have 6 AMG, 10 Laserturrets and 2 Capshipmissilelauncher. A Counterpart to the Confederation-class.

Close to this or? ^^

(http://www.wcnews.com/newestshots/full/RIGAKH.PNG)
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on May 05, 2012, 03:04:29 pm
Yes, I does seem to be very close to this sketch.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 06, 2012, 02:08:56 am
The beast from the Cats:

(http://img94.imageshack.us/img94/1662/screen0212.jpg)

The ship every Broadswordpilot wished to destroy... wished...but reality is another one...

6 AMG, 10 Laserturrets, 2 Capshipmissilelauncher, 150 fighters .. want more? Always in Battelgroups with destroyers, corvettes, carriers and cruisers!

PS: And the fist capship is done with new textures:
(http://img402.imageshack.us/img402/1121/screen0223a.jpg)
Next Kilrathiships follow soon :)

PPS: Here is the Snakeir II-class. Now with Kilrathi Turrets ( remove the Confed-tripple turret)

Data:
800m long, 2 AMG (insteat of the tripple Neutron turret), 10 Laser Turrets, 2 Capshipmissilelauncher, Fighterwing about 100
(http://img442.imageshack.us/img442/7708/screen0224.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 06, 2012, 02:20:30 pm
Now both WC1 Capships are done (Sivar is not in the game and Ralari still WIP)

(http://img198.imageshack.us/img198/1655/screen0230.jpg)

Edit: Pic Update: Dorkir added
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 07, 2012, 01:45:08 pm
Final Hha'ifra

(http://img405.imageshack.us/img405/9289/screen0234.jpg)

PS:
Dukara Troop Transport
(http://img689.imageshack.us/img689/382/screen0236.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Al-Rik on May 09, 2012, 02:38:13 pm
I have a request regarding the playable fighters:

Could you try to set the viewpoint in the .pof and the transparency of the canopy textures in a way that makes it possible to use the "showship" command to have a cockpit view ?

In combination with target padlock view the cockpitview adds a lot of immersion, even when the cockpit is lowres an lowpoly.
Title: Re: Enigma 2666 *work in progress*
Post by: Commander Zane on May 09, 2012, 02:45:46 pm
I don't think most of these fighter models have any sort of cockpit model to warrant canopy transparency.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 09, 2012, 02:49:22 pm
Right. There is no cockpit for anyone of the fighters.
Title: Re: Enigma 2666 *work in progress*
Post by: Al-Rik on May 11, 2012, 04:02:44 pm
Right. There is no cockpit for anyone of the fighters.
:(
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 12, 2012, 03:30:54 pm
Update: Only the Dorkathi and Kamekh needs an texture update and the Ralari is still missing. Rest of the Kilrathi Fleet is done.

(http://img41.imageshack.us/img41/6612/screen0242.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Dragon on May 13, 2012, 07:16:14 am
What about the Sivar?
http://www.wcnews.com/ships/wc1sivar.shtml
According to CIC, the version without a PAG was a common cat dreadnought.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 13, 2012, 10:46:25 am
Hmm I have no model for it :( I would even use it as a counterpart for the Gettysburg.

Title: Re: Enigma 2666 *work in progress*
Post by: Light on May 13, 2012, 03:54:30 pm
I downloaded that Sivar class for you. I had to break it down into two smaller files in order to attach it.

[attachment deleted by ninja]
Title: Re: Enigma 2666 *work in progress*
Post by: starlord on May 14, 2012, 03:52:08 am
dragon? wouldn't that be the "movie" sivar?
Title: Re: Enigma 2666 *work in progress*
Post by: Dragon on May 14, 2012, 05:02:30 am
The one Deathsnake posted is clearly from WC1, though with a weird hull texture. I don't think Sivar-class even appeared in the movie.
Title: Re: Enigma 2666 *work in progress*
Post by: starlord on May 14, 2012, 08:44:42 am
actually, yes it does, and I think it is the common sivar battleship you are referring to! the WC1 sivar is the oddity, and I believe is a unique ship!
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 15, 2012, 11:02:23 am
The movie Sivar is a no go. I don't like the complete design from the movie.
But...did you play the Super Wing Commander from the 3DO System? There are a few missions, the CIC guys call is "Secret Missions 1.5" where you search and destroy the shipyards from the Sivar class. So there is more than one of this class. But without the PAG.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 15, 2012, 05:03:08 pm
I've got no model for the Lumbari so I change the Dorkir with Cargo Pods:

(http://img209.imageshack.us/img209/5904/transportf.jpg)

Dilligent, Dorkir, Lumbari and Drayman. The WC1 Supportshipline is done :)

PS: I see that the Fuel Tank of the Dilligent is too short. I change it tomorrow.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on May 22, 2012, 12:57:37 am
Thx to Kevin, he help us to texture and overwork Cybots Supply Depot for the Terrans. There some dockingpoints for capships and hangarbays for transports and fighters.
(http://img88.imageshack.us/img88/8938/screen0246.jpg)
One model less to go. K'titrakh Mang is still in works by Zohrath. The Bengal with Launchtubes, the Tolmacs and the Pelileu what all done by Cybot are left. Ralari still missing.

The Paradigm has now done with the turrets. But I want overworking on the textures and add some windows and other stuff

(http://img441.imageshack.us/img441/7569/screen0016.jpg)
Still there a some errors in the engines. The Turrets are now 3 Tachyon, 5 Mass Driver and 8 Laser. I still think its to much but the shields and armor are very weak.
In groups the ship are deadly to complete fighterwings of an Kilrathi Carrier. I already make the armor and the shield down (now it has the same stats as the Kamekh, like in Privateer), but here the five ships destroy over 60 of the 90 attacking Darkets Oo

(http://img18.imageshack.us/img18/669/screen0018q.jpg)
(http://img38.imageshack.us/img38/8106/screen0019v.jpg)

Title: Re: Enigma 2666 *work in progress*
Post by: Vidmaster on May 28, 2012, 04:09:56 pm
I joined Saga back then because its battles finally made Wing Commander 3 (and 4) look like it was supposed to look from the start. This mod kinda expands this wonderful feeling to the ancient WC titles as well.
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on May 29, 2012, 02:58:40 am
I agree. But I hope the balancing between the ships works out well, that's a lot of work.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on June 23, 2012, 04:26:52 am
Now thanks to Kevin, RedBaron and FekLeyrTarg the Kilrathi Fleet is done (One ship is missing but not really needed)

(http://img829.imageshack.us/img829/4640/screen0036.jpg)

From the Kilrathi side only K'titrakh Mang is missing (WIP by Zohrath) Terrans ship are also WIP by Kevin (Bengal, Tolmacy and Pelileu all done by Cybot78)

Missions still WIP because I startet a few several times again and... delete it because I was not really happy about it. But we are not dead ;)
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on June 25, 2012, 04:06:37 am
Glad to hear that you guys are still working on it!

About the missions: How many will it be, and do you plan to have voice acting in them?
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on June 29, 2012, 03:56:06 pm
There is a lot of missions still to go. And I need some models still I send to Kevin and Zohrath did not responce about the K'titrakh Mang.
Speech is from WC2 ingame. Cutscenes only text.

Here is a Version of the Wake...wait? There is something missing? Where is the hangarbay? Yes this is the Arora Class Transport before its turned into a escort Carrier ;)

(http://img825.imageshack.us/img825/4854/arora.jpg)
(http://img535.imageshack.us/img535/164/screen0037z.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Scooby_Doo on July 03, 2012, 02:17:19 am
(http://img535.imageshack.us/img535/164/screen0037z.jpg)
Does the professor Fransworth have the high beams on again?  :lol:
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on July 29, 2012, 11:43:43 am
Thx to Kevin, he finish the Model from Standoff and Cybots Bays:

(http://img694.imageshack.us/img694/9176/screen0038.jpg)

But you can't launch with the Raptor, Crossbow and Broadsword. Maybe Kevin can make the bays a bit bigger. The other fighters can launch from the bays. On the other side are the same ;)
Downside-view:
(http://img228.imageshack.us/img228/4350/screen0039.jpg)
I make some windows again on the side. Then its done.


PS: Add some windows.
(http://img801.imageshack.us/img801/7825/screen0043k.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Aginor on July 31, 2012, 03:26:39 am
Windows add a great sense of scale to it. Good work!
Title: Re: Enigma 2666 *work in progress*
Post by: gevatter Lars on July 31, 2012, 04:09:26 am
Windows do indeed add a sense of scale. In this case the ship is realy small or the windows are huge. I mean compared to the figher launchbays I would guess some are about 5-8 meters long?
I think maybe half the size would be better for the windows.
I think Scooby got a good scale for the windows if you want some idea for their size.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on July 31, 2012, 03:32:12 pm
This should be now the better pic.

(http://img407.imageshack.us/img407/4686/screen0044.jpg)
The windows on the forward-side of the ship are from the hangarbay. The little windows on the underside behind the tower are the rooms of the crew ;)
Title: Re: Enigma 2666 *work in progress*
Post by: Arrow on July 31, 2012, 06:28:07 pm
They´re still too large if you ask me.  Based on those windows i´d rather expect  a ship 400-500m  long.  Crew´s quarters shouldn´t have such big windows either. Got smaller ones?   :)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 01, 2012, 12:59:42 am
Hmm...the windows on the Bengal are just 1/3 of the windows on the Yorktown:

(http://img684.imageshack.us/img684/8641/bengalu.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Scooby_Doo on August 01, 2012, 04:36:12 am
That's the old yorktown, compare it with the release version.  The windows should be smaller,  I used a 6' biped model for a basis for the windows. Which, btw, would be about the size of a large living room window.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 01, 2012, 11:43:32 am
I already told you before about the Sivar. Now we need help with it.

We clear all the turrets and other things from the model because the modder don't want that we use it. Also it needs new textures (we already have some but here some details:
(http://img15.imageshack.us/img15/337/19053110.jpg)
Here are the Sivar. I can use the turrets from the other Kilrathi ships, but we need it with new textures. In the back was a generator and we clear it. Now it could be used as a small fighterbay like on the Ralatha
(http://img818.imageshack.us/img818/1979/48545533.jpg)

Another Kilrathi and the last one of the missing ships are in the final stages by FekLeyrTarg. From Confeds still WIP are the Tolmacs and the Pelileu by Kevin. The last one, what is missing is K'titrakh Mang. I hope Zohrath responce to my mail. Thats then the last models for Enigma 2666.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 03, 2012, 09:50:51 am
Turrets add and now done:

The Durango before he was converted to a light carrier:

(http://img3.imageshack.us/img3/6351/durangof.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on August 12, 2012, 11:04:23 am
You've probably wondered which ship is missing: Here it is:

(http://img850.imageshack.us/img850/1292/wc2dbloodfang9.th.png) (http://imageshack.us/photo/my-images/850/wc2dbloodfang9.png/)

(http://img688.imageshack.us/img688/3487/wc2dbloodfang10.th.png) (http://imageshack.us/photo/my-images/688/wc2dbloodfang10.png/)

(http://img228.imageshack.us/img228/9836/wc2dbloodfang11.th.png) (http://imageshack.us/photo/my-images/228/wc2dbloodfang11.png/)

(http://img641.imageshack.us/img641/7829/wc2dbloodfang15.th.png) (http://imageshack.us/photo/my-images/641/wc2dbloodfang15.png/)

(http://img217.imageshack.us/img217/7421/wc2dbloodfang14.th.png) (http://imageshack.us/photo/my-images/217/wc2dbloodfang14.png/)

Do you recognise it?
Title: Re: Enigma 2666 *work in progress*
Post by: Talon 1024 on August 12, 2012, 12:36:05 pm
Ah, the WC1 Bloodfang?

I think it was used in the WC2 Demo/trailer, but I can't remember.  I don't think it was used in WC1.
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on August 12, 2012, 07:22:33 pm
Yes, that's right. This is the Bloodfang variant from WCII's non-playable demo.
http://youtu.be/08Y0qwFLt54
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 15, 2012, 02:37:37 pm
Zohrath is very busy in job, but he send me the WIP from K'titrakh Mang.

(http://img27.imageshack.us/img27/3593/ktithrakmang.jpg)

I tell him to make at least one hangarbay. What did you think? Anymore extras? I put the Turrets, Radar and some other details later on it. I think its look good ;)

Sorry now here is the pic
Title: Re: Enigma 2666 *work in progress*
Post by: Talon 1024 on August 15, 2012, 03:58:01 pm
I can't see that picture because it seems to be in your online e-mail account.  Can you please upload it somewhere else?

BTW did you get the version of the Bengal with the enlarged hangarbays that I sent you?
Title: Re: Enigma 2666 *work in progress*
Post by: starlord on August 15, 2012, 05:05:32 pm
here's something that was uncovered should you be interested:

http://www.wcnews.com/news/update/11767
Title: Re: Enigma 2666 *work in progress*
Post by: Scooby_Doo on August 15, 2012, 10:37:00 pm
If you have that large model release CiC did a year or so ago it's included.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 16, 2012, 04:03:02 am
Yes I have it. I upload some pics later from the Claw @ Talon. Now it way better, thank you :)

I also have already the model for the Lumbakh. If Kevin want to finish it I can send it. But I think we already have enough Transports : Dorkir, Dorkathi, Lumbari...3 Transports are not enough?
http://www.wcnews.com/newestshots/full/cybot_ships13.jpg
Title: Re: Enigma 2666 *work in progress*
Post by: Scooby_Doo on August 16, 2012, 04:45:09 am
Oh I like the starbase!

Btw how big and how many polys?  If it's massive you might want a few hints from me about making it efficient, after I've dealth with my monster wc2 starbase.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 16, 2012, 05:28:37 am
Don't know Scooby. Zohrath send me only the pic. He still working on it :)
Title: Re: Enigma 2666 *work in progress*
Post by: Scooby_Doo on August 16, 2012, 03:09:02 pm
Alright I'll give a few pointers, so he doesn't make the same mistakes. 

First off this is depending on the size of the station the wc2 starbase which is about 3km  wide and about 1.5km tall with hi-rez texturing (2048*2048).  If he uses lower res texturing then most of these issues aren't pertinent to him.

Make sure that anything that can be mirrored/symmertic uses symmetry.  For example the 4 fangs on the  underside, the 2 things that look like great big doors and the 4 hatches on those doors.  Less obvious is the raised area that those two doors cover.  Here's a pic:
(http://img.photobucket.com/albums/v356/Shodan_AI/simple1.jpg)

Now for the more difficult ones, these will require a bit more work to setup correctly:
(http://img.photobucket.com/albums/v356/Shodan_AI/harder1.jpg)
The easieset way I've found to do these is using the line tool.  Start by drawing the line outlining the design.  Then using Lathe to create the full shape, make sure to put the lathe's center at (0,0,0).  The lathe tool also gives you several options, mainly how many divisions there should be and how many angle degrees you want to it to turn.  Set the degrees to a nice useable number that's divisible by 180.  Once you've got that all setup, then make instance copies of that lathed line at the appropriate degree angle (i.e. if you set lathe to 30deg, then rotate each of the clones 30deg).  When your done you should have the needed shape with no overlap.  If there is some overlap, then a.) one or more of the clones wasn't rotated enough, b.) angle wasn't div by 180.  Now all you have to do is uvmap and texture just ONE of the pieces instead of all of them.  There's is one big catch to this trick, none of those piece can ever be connected on the vertex level, otherwise it'll mess up normal maps, and this will kinda mess up smoothing, but there's a little trick to get around that.  Simply put in borders where the pieces meet.
(http://img.photobucket.com/albums/v356/Shodan_AI/starbase7.jpg)
Notice the blue raised trim on the top and the silver trim on the bottom.  They hide the seam.  In fact the yellowish area, there is a total of 16 rectangles (each segment has 16 rectangles) used for the ENTIRE thing, they just repeat over and over as it goes around the model.


Sorry about the long and possibly confusing message.
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on August 22, 2012, 07:42:32 pm
I've done some more work on the Bloodfang's Bumps:
(http://img191.imageshack.us/img191/1281/wc2dbloodfang16.th.png) (http://imageshack.us/photo/my-images/191/wc2dbloodfang16.png/)

(http://img52.imageshack.us/img52/276/wc2dbloodfang17.th.png) (http://imageshack.us/photo/my-images/52/wc2dbloodfang17.png/)
Title: Re: Enigma 2666 *work in progress*
Post by: Talon 1024 on August 22, 2012, 08:25:35 pm
Here's a tip: KISS (Keep it simple, stupid.)

In other words, don't do too much work on the bumpmap, otherwise you'll end up with a horribly overdone piece of crap.  Take a look at what I did with the Scimitar, for example.  The old bumpmap looked terrible because there were way too many lines (http://www.ciinet.org/kevin/myimages/landreich/ScimitarcnfdDBPic.png).  Reducing the number of lines made the texture look much better, and it gave the texture some uniformity, since the top and bottom are no more or less detailed than the sides or the wings (http://www.ciinet.org/kevin/myimages/landreich/NewScimYo1.png).

Also, are you going to add dust/dirt like I did in my tutorial?
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 23, 2012, 08:29:51 am
I already tell him, that the ship needs some dirt or used-look.

Here the Bloodfangs:
(http://img684.imageshack.us/img684/9932/bloodfang.jpg)

Also I talk to him about NinjaLA Vision of the Texas Class Battleship. In the Fleet Actions Novel, Banbridge tell Tolwyn that Confed still have some Battleships in Backwater Systems. So they in Action in Enigma or even later after the Battle of Earth.

Sorry for that bad pic but it was make in just a few min in Draw:
http://img687.imageshack.us/img687/8949/85677434.jpg
The two turrets before /after the bride delete, adding some Laser Turrets on it and a few engines.
NinjaLA Vision:
(http://www.wcnews.com/newestshots/full/yorkshireinflameswallpaper.PNG)
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on August 23, 2012, 09:34:22 am
More like this?
(http://img145.imageshack.us/img145/8530/wc2dbloodfang18.th.png) (http://imageshack.us/photo/my-images/145/wc2dbloodfang18.png/)

And yes, dirt is going to come after the bumps.
Title: Re: Enigma 2666 *work in progress*
Post by: Talon 1024 on August 23, 2012, 02:16:08 pm
More like this?
Yep, you got it. :nod:

Sorry for that bad pic but it was make in just a few min in Draw:
http://img687.imageshack.us/img687/8949/85677434.jpg
The two turrets before /after the bride delete, adding some Laser Turrets on it and a few engines.
NinjaLA Vision:
(http://www.wcnews.com/newestshots/full/yorkshireinflameswallpaper.PNG)
Is anyone else thinking of esarai's Emperor (http://meta.filesmelt.com/downloader.php?file=screen0035.png) when they see this?
Title: Re: Enigma 2666 *work in progress*
Post by: starlord on August 23, 2012, 03:58:49 pm
speaking of which, talon, how's your project coming up?
Title: Re: Enigma 2666 *work in progress*
Post by: Talon 1024 on August 23, 2012, 04:16:48 pm
Delayed by modelling for other mods + learning/reviewing Java + a whole bunch of other things...  Nevertheless, I refuse to let WCHF die.
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on August 23, 2012, 06:20:45 pm
More like this?
Yep, you got it. :nod:

Looks like that the german saying that less is more is true afterall. :)

Also, good luck with your projects. :)
Title: Re: Enigma 2666 *work in progress*
Post by: Mr_Blastman on September 24, 2012, 12:27:17 am
Is anyone else thinking of esarai's Emperor (http://meta.filesmelt.com/downloader.php?file=screen0035.png) when they see this?

Nah, reminds me of the Yamato in Star Blazers/Space Battleship Yamato.
Title: Re: Enigma 2666 *work in progress*
Post by: WouterSmitssm on October 10, 2012, 02:49:16 pm
hows going
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on October 15, 2012, 03:07:13 am
Take some time ;) But Last Line of Defence comes now first and I hope we can still put Enigma into Darkest Dawn. Still working on some models with FekLeyrTarg and Talon1024 (K'titrakh Mang, Tolmacy and Pelileu)
Maybe the story will change. The problem was that Wing Commander 2 has only Speech in the missions not in the cutscenes and the story is all on the concordia. We only make Ingamecutscens. I think its boring looking 25 times around the Concordia. So I think we make a Wing Commadner 1/2 Timeline with another pilots and Battlegroups. Kilrathi has more then 1 K'titrakh Mang Style bases ;)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 04, 2013, 04:16:16 pm
Its not my model and I think we never see it in a game. But Klavs make in my opinion the best design of the Bengal:
(http://www.wcnews.com/chatzone/attachments/tigers-claw-1-1-13-jpg.6000)

First I saw it I was thinking its from Scooby for Saga ^^
Title: Re: Enigma 2666 *work in progress*
Post by: X3N0-Life-Form on January 05, 2013, 02:44:17 am
Wow, it looks gorgeous.
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on January 11, 2013, 05:14:20 pm
This is a testvideo of my Bloodfang:
http://youtu.be/PFvkbDkyURw
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 16, 2013, 08:02:02 am
And new pics from the Wake. Some textures still missing but I put 45 fighters to the deck. Now you see why Jason was not happy to put 9 Marineshuttles on the deck ;D

(http://imageshack.us/a/img20/9276/wake1g.jpg)
(http://imageshack.us/a/img26/9467/wake2.jpg)
(http://imageshack.us/a/img213/5972/wake3b.jpg)

On the last shot I put the view into the Operationsroom. Now you have Jasons view over the Tarawadeck ;) 8 dockingpoint are now up on the deck to put there later Spartan class Marineshuttles. Like in the novel. I used Scoobys walls to make the hangarentry shorter. Sabre is the biggest fighter to land. With a Rapier or Ferret no problem ;) Some fighters are in the bays, some are in front (special the Ferrets for quick launch)

(http://imageshack.us/a/img401/5632/waketower.jpg)
It has now the 4 barrel heavy neutron gun and the tower from the Harrier Class. FekLeyrTarg help me to make some textures "scoobystyles" The engines are done. Intake is a problem...I make some screens of it later...
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 17, 2013, 12:40:30 pm
Rapier, Sabre, Crossbow and Ferret from Scooby are now in WC2 Style:

(http://img51.imageshack.us/img51/1147/sagagreen.jpg)

Thanks to RedBaron
Title: Re: Enigma 2666 *work in progress*
Post by: Lorric on January 17, 2013, 01:01:33 pm
You said Sabre twice.

They are nice ships though.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 17, 2013, 01:16:28 pm
Ups. Ferret ;)
Title: Re: Enigma 2666 *work in progress*
Post by: Lorric on January 17, 2013, 01:52:15 pm
By process of elimination, the big ship must be the crossbow, right? The other three ships were in WCS. They now have a new paint job. At first I thought it a strange name for such a big ship, but then I guess we have the Longbow bomber, so not so surprising. And both weapons could pierce armour. So not a bad name for a bomber. I presume it is a bomber.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 17, 2013, 02:01:20 pm
Yes its a bomber. It was new in the first mission disc from WC2 - Special Operations. They was onboard the TCS Gettysburg.

Bombers: A-14 Raptor (Fanconcepts show the ship with torpedoes), A-15 Gladius, (Armadaversion has Torpedos), A-17 Broadsword, A-18/Y-18 Crossbow and A-20 Banshee. The Longbow has F/A-Longbow


http://www.wcnews.com/wcpedia/A-18_Crossbow
Title: Re: Enigma 2666 *work in progress*
Post by: Lorric on January 17, 2013, 02:04:25 pm
Thanks.
Title: Re: Enigma 2666 *work in progress*
Post by: starlord on January 17, 2013, 11:35:10 pm
Nice work deathsnake. Really impressive. I'm wondering though. Do you plan at some point to use triple turrets? If i recall wc1 blueprints a lot of ships have them...
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 18, 2013, 01:45:54 am
Maybe if we have a new Exeter ;)

And here is the old Lady:

(http://img542.imageshack.us/img542/4935/screen0016jx.jpg)

I used this style in LLoD too because you see there the Concordia for a short time.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 22, 2013, 02:00:20 am
I don't show this model yet, because the plan to make Enigma 2666 as a WC2 Remake is cancel. The new story of Enigma 2666 is different. But after playing WC2 again the Kilrathi has several bases like K'titrakh Mang and here is the final Version from Zohrath:

(http://img266.imageshack.us/img266/5688/kbase.jpg)
Its already with a UV Map - so I just need someone who can make textures to match it with Saga's Kilrathi Stations. Maybe those hangarbays should have the one from the Starbase from Saga. I think all 3 stations from him (Starpost, Supply Depot and K'titrakh Mang) fits from the details to Saga. So it need only a little outfit (textures, hangar - maybe turrets) Those big Parts are the Heavy AMG Turret. I don't know if that working to rotate the station. Subobjects work - but the complete model?
(http://img259.imageshack.us/img259/2165/kbase2.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on January 26, 2013, 01:02:55 pm
(http://img835.imageshack.us/img835/8914/screen0022.jpg)

WC2 Fleet ready :) Only the Waterloo is missing.
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on February 03, 2013, 10:09:37 am
RedBaron change the Epee again and now its in the original WC2 style:

(http://img705.imageshack.us/img705/9951/screen0028v.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on February 03, 2013, 10:52:26 am
Very nice. :)

Btw: If you add this code to the Epee's table above $shields, you can see the missiles on the Epee.
Code: [Select]
$Show Secondary Models: ( YES YES )
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on February 22, 2013, 11:17:01 am
(http://imageshack.us/a/img547/6561/screen0000.jpg)
(http://imageshack.us/a/img849/1062/screen0001.jpg)
Star Slayer Squad Raptor on patrol. Maybe the intakes and thrusters will be replace like the other Saga models. WC1 Style texture by RedBaron, Model by ScoobyDoo.

4 Laser, 2 Meson, Rear Neutron turret, 2 Lance Torpedos and 6 HS Missiles are dangerous to Kilrathi fighters and capital ships. The Stormfire gun on the underside is disable.
Title: Re: Enigma 2666 *work in progress*
Post by: WouterSmitssm on March 01, 2013, 04:50:50 pm
hows going
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on March 03, 2013, 12:50:50 pm
Enigma is still onhold. A lot of the models with the new textures are now in Last Line of Defence.

Another one:

Venture with Rapíer escort.
(http://img705.imageshack.us/img705/649/screen0002q.jpg)

Later I can then use the textures for Enigma 2666 too. So we already did some works for both campaigns in one. After finish LLoD we just need then the Kilrathi WC1+2 ships and the campaign. Confed ships should be done. Except the Drayman, Exeter and the Tolmacs.
Title: Re: Enigma 2666 *work in progress*
Post by: FekLeyrTarg on March 03, 2013, 01:13:49 pm
I really like where this is going. :)
Title: Re: Enigma 2666 *work in progress*
Post by: Deathsnake on August 04, 2013, 03:00:10 pm
From Last Line of Defence, the ships in Confed Green:

Gettysburg, the TCS Austin:
(http://imageshack.us/a/img703/9168/hd33.jpg)
Bengal, the TCS Tiger's Claw:
(http://imageshack.us/a/img560/265/ppof.jpg)
Antares Sector defending the Firekkans:
(http://imageshack.us/a/img841/1447/j0uk.jpg)


PS: also Scoobys Scimitar repaint:
(http://img189.imageshack.us/img189/8263/ov94.jpg)
Title: Re: Enigma 2666 *work in progress*
Post by: Mammothtank on December 31, 2014, 09:53:00 am
 :nod:

I like where this going.