Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: The Admiral on November 06, 2003, 01:45:29 pm

Title: Star Trek ships or mod yet?
Post by: The Admiral on November 06, 2003, 01:45:29 pm
I had searched and seen a couple of threads where people had discussed either the ships or a mod but cannot locate anything except a galaxy mod from Grey wolf. Are there any other ships available?
Title: Star Trek ships or mod yet?
Post by: Carl on November 06, 2003, 01:53:28 pm
I made a borg cube. I'm pretty sure it's hosted here. Also Captain Nick Brown was making a ST mod, but he hasn't been around for ages.
Title: Star Trek ships or mod yet?
Post by: Ashrak on November 06, 2003, 02:07:35 pm
Your welcome ;) (http://swooh.com/peon/Bubsy87/STTC/STTCNews.htm)
Title: Star Trek ships or mod yet?
Post by: Carl on November 06, 2003, 03:07:37 pm
is this going to be SCP based? if so, up the polygonage on that jem' hadar ship. make it rounder ect.
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 06, 2003, 04:42:28 pm
Ashrak, Where are you now with the project? This will be great to have in the files. Carl, I have located the borg ship it looks good. I played alot of Bridge commander which had good graphics but little control over scenarios like you can with FRED and the SCP that is in development. I wish I had a bird of prey............
Title: Star Trek ships or mod yet?
Post by: Black Wolf on November 06, 2003, 08:20:13 pm
You can download an absolute buttload of ST ships from F2S (http://www.sectorgame.com/f2s), probably including a BoP. Keep in mind, however, that most of them have no lods, or pof data. If you can do something about that, that's awesome. If not, this'd be a good time to learn :D
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 06, 2003, 10:24:21 pm
Thanks alot, we will see what we can do.
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 07, 2003, 04:10:08 am
I have a Galaxy-X 3DMax models...with textures!
I used it for my Armada 2 Galaxy-X mod, but it's actually pretty good.
Title: Star Trek ships or mod yet?
Post by: Sheepy on November 07, 2003, 07:57:14 am
Doesnt Star Dragon have a crap load kicking about on his comp somewhere?
Title: Star Trek ships or mod yet?
Post by: Krackers87 on November 07, 2003, 05:33:51 pm
Quote
Originally posted by The Admiral
Ashrak, Where are you now with the project? This will be great to have in the files. Carl, I have located the borg ship it looks good. I played alot of Bridge commander which had good graphics but little control over scenarios like you can with FRED and the SCP that is in development. I wish I had a bird of prey............


Actually im the leader of this project, it WILL be scp based and some work has been done on ships and a storyline has been set out. Further work has been suspended to late december - Early Janurary
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 07, 2003, 11:07:55 pm
When do you foresee a demo?........
Title: Don't expect a ST mod from me but...
Post by: Star Dragon on November 08, 2003, 12:56:49 am
Due to the fact that although I started Last Year, I never got any support for my mod. Also from the poll I posted back then it seemed that only 10% of the community said they would be able to help, around 30% said there shouldn't be a Star Trek mod at all, and the rest basicly said sure let us know when it is done and we'll play it.

   Taking into consideration I have been a mod team of 1 (except for Little_Ludi who I contacted long ago and secured his permission from the very first ST pack he posted to use his models (now he is up to pack Number 14 for Fed last time I checked) it was I alone who developed a primitive fighter phaser and converted MOST of the torpedoes to FS2 (I have Photons,  Quantoms, Tri-Colbats, and Transphasics). I still need to make Gorn, Romulan, Cardassian, and Domion ones... The Borg was done by NIck Brown and his Original cube I use. My torpedo efforts were based on his Borg Torpedo so once again without his remarkable skill I would be nowhere. I replaced Greywolf's  galaxy with Ludi's and have thrown in otehr ships I managed to convert from other star trek games (like Klingon Academy) including some backgrounds. some come from various homewrold mods...

   Regardless in order to bring about MY vision of a Star Trek mod all of Ludi's ships had to be re-sized to larger porportions in relation to shuttle craft (the defualt player ship)...

also Ludi's ships have no turrents so to test out weapons I had to give them fighter firing points.

this is as far as I got... as such you will NOT sea total mod from me till I get a proper team to volunter to help, BUT inteh All MOD you may see some ST ships I feel are finished enough to be in the storyline of the SDF-3 doing a "sliders" through the otehr sci-fi and anime universes... Which is how I got into making a ST mod in the first place...

As such I will go back to concentrating on robotech II as I see no point in there being 3 Star Trek mods at the same time... I had offered to join forces and turn over my files to Krackers, but it seems like most of my messages to him are ignored so I am a little put off by that, but wish him the best of luck nonetheless... I am just happy that the FS2 community as a whole can benefit from someone who can actually model, and I can go back to my dream of getting more robots into fs2 while knowing that my Star Trek vision may still come to pass, but by someone else's efforts...
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 08, 2003, 08:19:25 am
Man, that stinks! Your that far along and nobody wants to help? Could you post a download of what you have somewhere?
Title: Star Trek ships or mod yet?
Post by: Ashrak on November 08, 2003, 09:00:06 am
i can do anims :)
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 08, 2003, 11:38:00 am
The thing is - you have Bridge Commander out there with excellent models/mods & stuff to download.(I modded for it too, there are some files of mine there!)
Title: if you want them...
Post by: Star Dragon on November 08, 2003, 02:34:50 pm
I am willing to spend some weekend sending you my files if you have a email that can take them... ops! , screw that!

    See I did the same thing for ST like I did Robotech, I DL-ed a huge ass number of voices for the game from different ST sites..


     Plus I have lots of ST models that are really high poly but a modler can duplicate or reduce so I would rather just get your address and then simply burn yo a CD or DVD and mail it...

     That is only if you are SERIOUS about doing something with the files for Star Trek... Otherwise don't waste my time and energy..
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 08, 2003, 03:33:43 pm
You have mail
Title: cross your fingers...
Post by: Star Dragon on November 09, 2003, 01:03:17 pm
I'll burn you a DVD, but my writer is screwy? It is only allowing like 1.4 gig per disk but it shuld allow 4gig? I need to figure this out.. I got yor mail, so when I do get this working right I will mail you 1 disk.. L8tr
Title: Star Trek ships or mod yet?
Post by: Ashrak on November 09, 2003, 01:22:36 pm
id love to shoot out quantims at enemie ships off my lill defiant :p
Title: Star Trek ships or mod yet?
Post by: Krackers87 on November 09, 2003, 04:34:10 pm
Star Dragon, check ur pm box.
Title: Star Trek ships or mod yet?
Post by: Annorax on November 12, 2003, 12:43:23 am
Instead of spending time on developing a phaser beam solution for fighters, you could go for a bit of Trek accuracy. In "What You Leave Behind", when Sisko orders the one-man fighters into action, we can clearly see that their phaser cannons are not beams, but rather are pulse-based like the Defiant-class phasers. That type of cannon behaves more like a FS2 fighter's primary weapons (Prometheus anyone?) than a beam... could make things a LOT easier...
Title: Star Trek ships or mod yet?
Post by: Krackers87 on November 12, 2003, 02:36:00 pm
thats what i had in mind.
Title: lol yup but
Post by: Star Dragon on November 14, 2003, 04:55:06 pm
Thanks to greywolf we do have a pulse phasor fro teh defiant (looks cool in game also! Just need to set timing right) he mad eit for his USS raptor, but I simply armed Ludi's Defiant with it and bham! plus with my quantons and photons the defiant rocks!

   BTW the phaser I made looks silly when moving cause it makes multiples beams till teh ship stays still and fires, but this ws for testing only!! these starships have no turrents and are using fighter weapons fro now. I intend to arm them with Sreds adn simply rename then Phaser type X's (Phaser 10's were teh standard) now something special later for the soverigns and sations as they are armed with phasr XII's (12's) 60% more powerful beam output... anyway I am counting on Krackers to arm teh .pof with turrents after I finish resizing teh NEW ones Ludi cooked up!

 yes here is the link again for those who don't know about FS2Secotr! Ludi mailed me adn told me to check out his new SFC conversions!!! His texture maps are F-ing Beautiful! I bet teh SCP people could have a field day adding shine and glow points to these!! I bet they would look real!

http://www.sectorgame.com/f2s/files/models.php

I am still working on DVD burner, plus will keep you updated on my progresss. with these new ships to work on (including an awesome borg unimatrix and transwarp hub!!! I will be busy for rest of this month just for Star Trek (who knew?) LOL I look forward to geting this done ASAP and sending to you Krackers.. that is since you didn't mention anything abut how I resized all teh pof's I worked on and stuff.. (average ship in ST fromt eh models I have are now 1600 meters comparable to an orion)

BTW this is the phaster test when it works right and the ship are on target... BTW the ships are hard to see but are all attacking a borg cube, they are: Enterprise F, Enterprise A, Klingon Vorcha, Romulan Diderex Warbird, adn the Defiant... enjoy!

http://photo.starblvd.net/Star_Dragon/2-5-1-1071777161?m=0&pg=1&ro=4&co=0

Comments?
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 15, 2003, 06:10:43 am
StarDragon..you want the Galaxy-X or not?
Title: Star Trek ships or mod yet?
Post by: The Admiral on November 16, 2003, 08:47:15 am
Now we are cookin...........................
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on November 16, 2003, 01:29:31 pm
I have a Soyuz if anyone wants it. It's from a BC mod I never finished, currently it's in DXF form. I had a COB somewhere, but I'm not sure where it went....
Title: Star Trek ships or mod yet?
Post by: Star Dragon on November 18, 2003, 06:47:50 pm
Sorry for lag, lost my cookies! Didn't know there were new posts here..

Trash man look at this pic real close upper left... Ludi's Galaxy X next to galaxy..

http://photo.starblvd.net/Star_Dragon/5-2-2-1061829439?m=0&pg=4&ro=1&co=1

Consider joining Kracker's Team? we need the po'f edited to have turrents...

Once I crack my DVD burner problem I am sending him my resized pofs and torps...

   The reason I haven't mailed it out yet is I am including EVERYTHING I have including the high poly models I can't use, that can be used for renders (loading screens) and movies, and other junk... MOst is ST related, but I am not gonna sift through it to burn..

Will keep you ALL informed as I make more progress..
Title: Re: lol yup but
Post by: Krackers87 on November 18, 2003, 07:10:25 pm
Quote
Originally posted by Star Dragon

Comments?


Sounds great. Thank you again for all that you are doing. Ill also be sure to mention you when i get round to updating STTC
Title: Star Trek ships or mod yet?
Post by: TheCelestialOne on November 19, 2003, 02:00:28 am
I'll help anyone who is making an ST mod. :D I can table edit, write stories & FRED :p
Title: Star Trek ships or mod yet?
Post by: Charmande on November 19, 2003, 08:12:48 am
I downloaded a bunch of those ST ships from F2S recently and have been playing with them ever since.  If you need any of those little icons for the ships loadout screen, I should be able to make some, I already made one for the USS Norway.

Can you show us a picture of a photon or quantum torpedo?  Ingame?
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 19, 2003, 11:05:56 am
Methinks my Galaxy-X looks better...

Give me your e-mail and I'll send the Max scene + texture to you, so you can judge it by yourself.
Allso, methinks Voyager is a bit smaller compared to the Galaxy...
Title: Here let me mess around and boot up a mission and I will make screens
Post by: Star Dragon on November 19, 2003, 03:36:57 pm
I will post in a few minutes and make some screenines of ships I have armed and we will go ballistic against DS9.. (I will up it's hit point s and try to make a massive klingon assualt. I hope this comes out ok!

   BTW I haven't armed many ships because I was waiting for someone like Krackers to come along who cn add real turrents to teh models.. Only for testin gpurposes they are armed as fighters.

   I am very sorry if I offended any PURISTS out there but I figured it made mre sence that if a Galaxy class holds 1000 people, and voyager does NOT that the size should reflect that. BUT they have alreasy been resized adn can eaisly be resized again. I made each one by feel in comparsion of existing FS2 fightercraft. I've been really busy at work so I will try to solve my computer problems asap before these people fade into the woodwork!!



  did you say FREDDER? We can get an actualy fredder? (and not my lame attempts of a mission)... COOL!!! Snatch this guy up Krackers!  If I remember correctly he said he wanted to voice act also..  See you guys in an hour or so!
Title: Star Trek ships or mod yet?
Post by: TheCelestialOne on November 19, 2003, 03:41:43 pm
I'm already in service for the STTC :D But I heard the STTC was on a hold so I guessed you were up to a new thing :p
Title: here are the pics so far..
Post by: Star Dragon on November 19, 2003, 07:19:16 pm
As for Installations I have NO CLUE! arming them with figther weapons makes them spin all around and go nutz! So I made ds9 play dead

   Here you can see some of the klingon ships I armed as well as the defiant and some type 4 shuttles (I still have to reduce their size by half, ops!) but hopefully you can seee them firing phasers and using photons... the second pic was a photon fest (they are really small so look closely!)..

http://photo.starblvd.net/Star_Dragon/3-4-4-1072229732?m=0&pg=2&ro=3&co=3

http://photo.starblvd.net/Star_Dragon/3-4-2-1072229681?m=0&pg=2&ro=3&co=1

I hope you enjoyed them!!

As I write this for this weekend I am going over all the stable models and rooting out the unstable ones... if worse comes to worse I will just test out klingon stuff and send it out to Krackers to then find webspace and relase it as a pack to mod team members after he turrents them, next will be federation pack, then others.. (borg, romulan, cardassian, breen, dominion, and 8472) I have no ferrengi ships (or desire any LOL!) he he..
Title: Star Trek ships or mod yet?
Post by: neo_hermes on November 19, 2003, 07:45:14 pm
cool DS9
:yes: Very cool
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on November 20, 2003, 09:13:39 pm
Stardragon, do you want the Soyuz-class model (it's the modified Miranda/Reliant-class ship, the only time it was in the series was in the ST:TNG episode where the Enterprise was caught in the temporal loop)
Title: Hmm....
Post by: Star Dragon on November 21, 2003, 07:53:19 am
Sure, but only if it is a majhor modification as there are 3 or 4 reliant/miranda based models in ludi's packs... In fact let me check first. that name sounds familliar!!!
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on November 21, 2003, 03:04:23 pm
It's basically a heavily armed revision that was used as a border patrol ship, at least according to most sources.
Soyuz:
(http://www.ditl.org/sizecomp/soyuz.jpg)
Wrath of Kahn era Miranda:
(http://www.ditl.org/sizecomp/miranda.jpg)
Title: Hey now...
Post by: Star Dragon on November 21, 2003, 08:14:15 pm
That certainly IS a major modification (from the profile it appears to have two weapon pylons, one above and one below the rear hull).

   Send me the cob/pof and I'll see how it looks/feels if your up for it then.

   I'll resize it to match the other hulls of that class, and related classes. Then make some screens of it in action for you with the photons ect...

UPDATE>>>

   DVD writer still f-ing up so scrapping that idea and gonna just use CD-R (unless you guys have a fast connection, I'd then recommend meeting in a freespace2 chat room inyahoo so we can voice chat and I can send you files in RAR'ed Groups).  FIRST I will finish incorperating the newest models by Ludi, and then I will go back and re-check the model folder to make sure only stable models that work in fred are in there. I will make a seperate folder called WIP for the shards of death models. Also I will make a new folder called HIGH poly models. it will be up to teh modlers to optimize any possible for use after reducing poly's and intersecting ones... Some of the high poly ones look spectacular/interesting so I hope some can be used in game.

Will keep this thread current with progress..
Title: UPDATE!!!
Post by: Star Dragon on November 22, 2003, 09:30:49 am
Ok as you can see in the screenshot I finished resizing the 8472 fleet.  Only one ship is missing the 8472 mothership (with two texture schemes)... I sent Krckers the .rar files of all the .pofs and then all the textues so he can begin turrenting them and adding subsystems...


     The ships are: 8472 warriorr (1&2), destoryer, frigate, battleship, transmuter, behemoth, scout (fighter), and two cruisers that look similiar to teh defiant in terms of size adn capabilities (those tricky buggers!) :D

http://photo.starblvd.net/Star_Dragon/2-5-5-1072460566?m=0&pg=1&ro=4&co=4

Hey Krackers, I am also gonna send you Defiant for testing purposes against otehr ships as it is more like a fighter than the cruiser it is as in manuverability and speed. plus the fighter weapons work great for it. I armed it with pulse phasers and photons.

  So that means I am sending you the weapons I have so far. GW's pulse phasers, plus my torpedoes, and the original borg torpedo by Phoenix V.

  Oh and for the hell of it my messed up fighter phaser arrayII ;)


Check your mail!

BTW can you send me your AKIRA? Mine doesn't work in game (shards of death)...

[email protected]
Title: Star Trek ships or mod yet?
Post by: Ashrak on November 22, 2003, 11:11:54 am
OMG THATS SO ****ING COOOLL!!!!!!!!!!!!!!
i can render star trek stuff if you want me to :D
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 22, 2003, 12:43:16 pm
I've sent you the Galaxy-X 3ds I ad on my HDD.

I didn't send you the texture(I's allmost 1Mb)..
If you can do something with it, fine...if not...what the hell!
Title: Thanks for the support Trashman!
Post by: Star Dragon on November 22, 2003, 05:47:00 pm
I will cob it and make a pof (though the textures I can simply use a cover , but I can't remap, just change so I will compare teh two side by side in game, but superficially teh Ludi one looks like it has a tiny bit more of detail in teh mesh.. not sure..

Bottm line, you could have fooled me! And ludi has converted Dozens of high ploy and shard of death ST ships so that says a lot for your skills guy!!!!

   Are you "on" the team?   I am hoping that krackers makes an update to the website so I know who I should be talking to/at LOL

  If you have time and not exclusively committed how about giving Krackers a yell and helping us put with turrenting these models..

We could use Celestial to help with tabling since he offered (I don't know his status)..

I know I did this out of stated order but hey at least 8472 is DONE except for that one mothership and hopefully Krackers can take care of that!

I won't say what race I will work on and verify next, BUT I will post here and make a screen again when it is done... I DON'T want to send individual ships if I can help it cause I am also renaming teh textures so there is no overlap in case some ships aren't used... I want people to be able to drop in or take out races they don't want..

Sound cool with you guys?  BTW Trash check your mail!! Enjoy the ludi model and arm some ship with the weapons I sent you
WHAT DO YOU THINK of the torps I made from Phoenix V's Borg torpedo? Yeah it's a primary, but at least it's a start!

   I have no idea what I am doing!
:lol: :nervous: :shaking: :wtf: :eek2: :p ;) :lol:

BTW I decided to adopt the vivendi/sci-fi motto,
"We don't create, we re-imagine"
Title: UPDATE...
Post by: Star Dragon on November 23, 2003, 05:28:20 am
Sona (battleship and Destroyer), Kaszon (light cruiser and warship), Krenim (cruiser, timeship, and warship), and Breen sent to Krackers for loding, turrenting ect..

   The Sona and Kason each have only 2 ships for now but are stable.  

   All of the Krenim ships  (3) are too high poly and been to be broke down at least once.

   IMO the Breen turned out beautifully though the Sona ones look awesome! I made a screen for you of all the Breen ships except for one (the Breen Destroyer, was just too high poly and needs to be broken down once)...  The following ships havce been resized and are: Battleship, light cruiser, cruiser, cruiser II, Carrier, and fighter...

Enjoy!

http://photo.starblvd.net/Star_Dragon/3-4-5-1070835507?m=0&pg=2&ro=3&co=4
Title: Update...
Post by: Star Dragon on November 23, 2003, 07:13:18 am
Dominion forces re-szied and two minor things... The Dominion fighter needs a textue map (temporary cover for now) and the heavy warship needs to be broken down at least once. In pic you can see Fighter, bomber, carrier, cruiser I, II, and III (I might have missed one, sorry they are all similiar), warship, asteroid base, clone center and starship construction yard.

Sending .pof and textures to Krackers now...

http://photo.starblvd.net/Star_Dragon/3-5-3-1071100755?m=0&pg=2&ro=4&co=2

enjoy!
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 23, 2003, 01:48:37 pm
I don't know....
I mean, I'll help when I have time and if I feel like it (I don't have much now)...
Hmmm.....You know, I have model of my own Klingon Battleship if you're interested...
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on November 23, 2003, 06:57:22 pm
OK, I couldn't find the COB version of the Soyuz, but here's the DXF version:
http://www.3dap.com/hlp/hosted/gtdwolf/misc/soyuz.zip
You don't really lose much, just my horrible maps.

And here's a pic of the model:
(http://www.3dap.com/hlp/hosted/gtdwolf/pics/SOYUZ2.JPG)
Title: thanks you guys!
Post by: Star Dragon on November 23, 2003, 07:55:26 pm
I know you are busy Trashman, but anyhelp you can give us would be geat (I was thinking more of taking a few ships and making them stable for us.) that's like nomore than 5% of the total number of ships in the mod I believe...

   Greywolf,  great model! This definately blows away your galaxy! ;)  , plus I find the desing really cool, it actually makes teh reliant varient seem current with the next generation (and beyond).  One question though, I don't remember seeing those guns on the the hull. were they actually like that ? I though I remembered the weapons rollbar that was a signiture piece of architechture on the class and it's varients. (meaning the bracket pylon with photons and phasers built in it)...

  One thing, model is awesome, but without mapping I can't do anyting with it unless Krackers Down Loads it and maps it, Do you think you could do that process over again? If you need more or different textures let me know, I can send you a batch of relient type textures to choose from that should fit those hull coponents.....
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on November 23, 2003, 08:08:02 pm
Yeah, it does definitely blow away my Galaxy. This was probably the pinnacle of my modeling skill. Send over some Reliant-type textures and I'll try them out.

And the lack of a rollbar is part of the design of this class. Here's two of the few in-show pics of the Soyuz-class, of the only ship of the class that we ever actually saw (USS Bozeman):
(http://www.ditl.org/gpns/GSoyGenral1.jpg)
(http://www.ditl.org/gpns/GSoyTurret1.jpg)
Title: Hey Trashman...
Post by: Star Dragon on November 24, 2003, 08:40:48 am
yeah, I'd love to see what kind of Klingon ship you came up with... zip or rar it up and send to

[email protected]

  I'll compare it to current ships, and if it is better than it will replace one of those, if it is unique and looks good it will be added..

BTW

KRACKERS!!! :lol:   Haven't heard from you guy.. How's it going? I hope I didn't flood your email inbox with all those .rar files!
I suggest leaving them .rared up until you get one race done at a time in your work area.  When I gto all teh pack initially I just unzipped them in one folder and it was a mess to sort out stable fromunstable and what not... I learned a valuable modding lesson when it came to multiple model files from that!

ASHRAK!!!   I noticed in your sig  you also do animations?  give a yell at Krackers for that offer you made about renders... but I would like to initate a request if you could also do some animation for us in regards to mision briefs or icons ect... If you played Klingon Academy (IMHO the BEST ST sim ever!) you know how General Chang's briefings were simply AWESOME! :nod:
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 24, 2003, 09:41:31 am
K...I've sent you the Klingon Battleship (the 3ds, I allso have a cob)



(http://www.swooh.com/peon/Trashman/Pics/Kb1.jpg)
(http://www.swooh.com/peon/Trashman/Pics/Kb2.jpg)
Title: thnx!
Post by: Star Dragon on November 24, 2003, 05:51:50 pm
I like the design, definately a custom job. Do you have it textured?  I can't doa thing with lwo or 3ds files unless then convert no problem to .cob. meaning they don't lose thier texture mapping or suddely have the main body missing and all yu end up with are the turrents (like when I convert a .peo file to LWo or 3ds first adn maintain the mesh integrity, but when I convert .cob same thing happens as if I went frm peo to cob directly (missing main mesh!) lol

BTW the ship looks "hollow" is that normal? Do you need Klingon textures? I can .rar some up for you later (in a day or two but probably at the beginning of the weekend. my free time is practically non-existant during the week unless I have a day off or it's the weekend, or I am home sick ;7 ) If something ever gets done during the week it's a miracle...


   To all:

   It may take a LOT longer to do the Roms, Feds, and Klingons so I may skip to Borg. PLEASE be patient... (out of the 4 they have the fewest ships). I want to make sure no textures clash and get away from the "sharing" aspect of most Trek games. True this will make your maps folder get bigger BUT in the long run properly named textures as just as easily added or removed then some designation shared by only one race or half of one race and 75% of the others... (It was desgined only for that series of games and kinda causes problems when you convert a ship from the 6 or 7 Trek games out there that have the name but different mapping style for that particular game and plop it into Freespace2.)

  Plus althogh I will concentrate on Ludi models, after that there are many others that look just as awesome but will need more work to convert properly that I'd like to include (also I will have to track down the creators for permission) so no screens, names, or links to that kind of material will be posted till that is accomplished. (keeping it totally above board)
Title: Star Trek ships or mod yet?
Post by: Carl on November 24, 2003, 05:58:24 pm
those are awesome, dude! keep up the good work! I MUST have this!
Title: er, ok...
Post by: Star Dragon on November 24, 2003, 06:11:58 pm
Great now I got a salavating Shivan who needs to be appeased! I'm so dead if this doesn't happen :lol:

   Tell you the truth guys if we can get 3 or 4 modlers to sign up with krackers and then divide the work based frist on racial ship type, or special (ie all starbases, ect..) it would go a LOT faster and we could give the folks more impressive upadates. PLUS get some of those creative juices flowing for those who like ST fanfics and ever though "gee that would be a cool FS2 mission."

  I have heard nothing yet, but if you got ideas then send then to Celestial One (with his permission I hope?)  so he can save them in a folder for plot ideas and when we get the ships up and runnning he can run them through fredding and see how they look. Best ones will go to Krackers for his approval as MOD sanctioned. But I am sure he would be cool with making ones he liked that don't make the cut as single mission releases as optional mod addd-ons...

   Krackers, I hope I am not getting out of line. I have this bad habit of taking charge of things and organizing them (Lawful Good alignment combined with obsessive compulsion and perfectionism is a VERY bad thng ;) )
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 25, 2003, 04:19:58 am
No, I don't have it textured...
I can send you the cob if you wish. (No, it's not normal for it to look hollow, but I guess it musst be up to the 3ds) I'll send you the cob then.
Perhaps you can find someone to texture it..
Title: coolness...
Post by: Star Dragon on November 25, 2003, 06:14:03 pm
Minor update, I re-familiarised myself with the Klingon Academy board and was warmly recieved... This is a very cool thing because these people have worked on some amazing stuff in regards to Trek.

     I don't want to spoil any surprises so I won't mention ship types beyond the cannon ones (which we already have and I've posted most of them anyway in the past. BUT this IS something that if I can get my hands on some fan creations, you guys will befinately be like :eek: ..

     He he he, I found one I got permission for already but I defintely need a dedicated modler to work it into fs2, I can cob it and get the textures converted and replaced, but after that it needs to be optimized (like many others)... So it will sit on my HD until we can get people to step forward and say (I want to model for FS Trek!)... ;)

(PS you DO realise that staff people will get to see the really cool stuff before everyone else?)... L8tr...
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 28, 2003, 11:50:33 am
I've sent you the cob version of the klingon Battleship.
1121 polys.. I was lazy and didn't want to manually draw polygons (it was needed), so I just triangulated it...
Title: Star Trek ships or mod yet?
Post by: Star Dragon on November 29, 2003, 03:29:45 pm
To anyone who knows weapons...

   For teh moment we have torpedoes that are primaries.... Can someoenhelpus make them secondaries? I just need a pof made for one and one table, then we can switch out the .pcx's and info for the rest. I was thinking just a small sphree that will correctly display the pcx's we have (will send to anyone who will help and posts their mail..)

thnx!!!!
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 03, 2003, 10:30:10 pm
I've finally finished my first ship conversion from Bridge Commander to Freespace. I have successfully integrated a Galaxy Class model 3k poly that came stock with Bridge Commander complete with all the lightmaps and specular maps. I guess I'm still too new to this forum to post up a picture of it. I'm still figuring out how to add beam turrets all over the phaser arcs. .TBL stuff is still new to me.

It looks great but the pof conversion from cob made it look really faceted. It looked smooth in Truespace and Bridgecommander. Does FS2 even support gourough shading? I am currently trying to get a 11k poly version but PCS and Cob2fs2 keep telling  me "too many polygons". I thought people in here have been breaking polygon barriers thatks to the HT&L.
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 03, 2003, 11:11:30 pm
yes, you have to use a more recent (unofical) build of PCS, I don't have the link off hand, look for the facet build of PCS, or someone else give him the link
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 03, 2003, 11:38:23 pm
I've used Modelview32 Beta 05 ( build 28), PCS V 1.1.01, no success... keeps crashing or telling me that 13k Poly is too much.
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 03, 2003, 11:45:46 pm
eehher... here (http://freespace.volitionwatch.com/blackwater/PCS_facet.zip)

put it in the same folder as your PCS install, if it complains about missing DLLs then you need to go update your PCS (that is a REALY old build you are useing, but I don't know if it has the DLLs you need)
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 12:21:23 am
OK I found the POF CS v 1.3.4 [compiler 1.3.4], Should I put your file into that directory? POF v 1.3.4 [compiler 1.3.4] crashes just the same. Even a 3k Poly model. So far only the Modelview32 seems to be able to handle the 3k poly model but not the 13k one.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 01:09:27 am
Holy MOLY!  It works!  13k of GALAXY class wonder! I GOTTA FIND OUT HOW TO POST PICTURES! THIS IS ABSOLUTELY AMAZING!

On the bad side the textures seem to get glitchy when I get close. Then again most of the textures are 1024x1024 glow/shine/diffuse. I'll Try lowering to 512x512. I"ll miss super resolution but I'll settle for stable textures.
Title: Star Trek ships or mod yet?
Post by: Setekh on December 04, 2003, 06:59:51 am
Hey, Omniscoper! I'm glad you've found out the joys of modding. Welcome to HLP. :) If you want to post some pictures, errr, zip them up and email them to me ([email protected]), I'll post them on this thread for you.

:welcome:
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 06:52:58 pm
If you folks want to see it I posted Pictures in the Bridge Commander Modding community to pay hommage to the model's creator. It really is BAD @$$  model.

Its in this forum:

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=202546#202546
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on December 04, 2003, 07:16:40 pm
Those pics are rather impressive.

As a suggestion for a followup, perhaps try getting permission to convert the Nemesis Sovereign (another really great model).
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 08:25:01 pm
One step ahead of you. Been working on it but the Sovereign model keeps crashing the game... something about the polygon setup i guess. Its actually 3k less than the galaxy but its still keeps crashing. Any suggestions or TBL'ling help would be appreciated.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 08:28:58 pm
Freespace Open Source is up for some competition. The new space shooter RPG  "X2 The threat" has an OUTSTANDING engine... Bump mapping / Specular / Glows. Beautiful!
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on December 04, 2003, 08:30:32 pm
Once you get the models done, I could probably handle the tables for them....
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 04, 2003, 09:12:36 pm
looks great, nice to see that your still getting decent framerates even with 13,000 polys, put several of them in game and see how it handles, and what are your specs, so I can tell if that is a low end or high end graphics system getting those decent fraterates

oh, and the engine should be able to handle textures as large as your card suports (2048 is usualy a the minimum max texture size, I beleve for modern cards). what exactly is is doing?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 04, 2003, 09:29:20 pm
Single P4 2.6 ghz Xeon, 1gb ddr PC2100, Supermicro MOBO, Ati Radeon 9500pro 128ddr, Audigy2, 60gb Wester Digital HD.

POF CS 1.3 displays the galaxy Class perfectly... all 13k Poly's. The game handles it great, but once in awhile it crashes when large fleet battles break out.

The Sovereign was ported over from www.bcfiles.com from a model created by ChonicalGuy. It has 14k polys. I reduced it by eliminating some unecessary objects like tiling. Even when reduced to 9k, POF CS barely manages to converted. And when it does, the game or Fred would crash to the desktop. I'm suspecting faulty polygon alignment.

Grey Wolf, I believe the Galaxy still requires some turret objects to refer to. I'm currently using the entire Phaser arc as the single object, with multiple firing points throughout it. It seems to be working but targeting such a large object is rediculous. I can't get beam weapons to work. I'm willing to send you either the truespace file or the POF with the maps.
Title: Help us out?
Post by: Star Dragon on December 05, 2003, 02:54:34 am
That galaxy looks beautiful, only problem is an you have more than 2 in game blowing the hell outta stuff?

   IF you wouldn't mind we have nearly every ain ship modeled and sized appropriately, and in fact I think the existing models would work even if they are low poly. I have a suspicion that is you could get those textures on our low polly models that they would lok  a hell of a lot better? Would you be willing to try? Also Krackers could use a hand turrenting them. Right now for testing purposes I have phaser firing points installed on a select few ships as if they were fighters (with teh fighter phaser I made). That was to get an idea what it might look like when finished and stuff...  

FS2 Trek is for retail version, but it would be nice is you wanted to uber-ize it for HT&L (since I don't know what that is) and the SCp improvements.

I started this project a long time ago and almost gave up being one person of low talent.  Then Krackers came along and rivived my goal of seeing this through. I am very happy to take second seat and let the K-Man be leader long as I get to contribute also.

   We have a wide veriaty of ships and also some unique ones from other communities I haven't mentioned yet (both for surprise and fact they are still WIPS) so we have lots in store down the road...

   You can't see the fighter (VF1a) firing, but just for scale... Galaxy is 1900meters.
http://photo.starblvd.net/Star_Dragon/5-3-2-1071674378?m=0&pg=4&ro=2&co=1

  I sincerely hope you have the interest and time to lend us a hand? ;)
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 05, 2003, 03:17:24 pm
I can only get the Sovereign to work without the nacelles.... something with the polygon arrangement I guess. Itis 3k polys smaller than the Galaxy yet the total model keeps crashing the game instantly. Check out the pics here:

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=203105#203105


An X-wing 14k model is in the works.....
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on December 05, 2003, 04:24:25 pm
Hmmm..... So we need someone to model Sovereign naccelles?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 05, 2003, 08:06:48 pm
I give up on that PARTICULAR model.....  Many others in BCfiles.com, but that was the finest of all Sovereigns. The Akira Class is next on my list. So far the Sovereign and X-wing are crashing Freespace like a bug.

I was hoping to get Wolfpack359's 3DSMax X-wing model (14k poly) in the game, WHICH I DID for about 2 minutes. I got excited but had my axis in reverse! In my frantic effort to fix the problem, fate DENIES ME MY PRIZE! I erased the POF accidentally and I had forgot my exporting and modeling settings    Alas... failure.  ::suffers hairloss::  


I think I'll finish up the Galaxy's TBL's and remodeled turrets first before moving on so rashly.....  Unless some could handle the TBL's and Turret positioning while I keep converting...........
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on December 05, 2003, 08:26:52 pm
I'll handle the TBLs once you finish the turret positioning.
Title: Star Trek ships or mod yet?
Post by: Star Dragon on December 06, 2003, 05:32:09 am
Greywolf, can that tabling offer extend to us as well for the mod?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 06, 2003, 09:32:40 pm
Need help people! Getting close to finishing some optimiztions to the Galaxy Model. I seem to be able to see laser effects THROUGH the ship and once in awhile I am able to fly through the ship as well.

 I am also not able get the beam turrets to work. I assigned an entire phaser arc as a turret reference. The pulse weapons seem to work fine with the 4 firing points I arranged along the phaser arc. Do "paths have something to do with it?

I am currently dividing the phaser arcs into small chunks so I can assign a turret to each chunk. I'm starting small, 11 segments to the underside saucer phaser arc. Should each segment have it's axis centered to itself?  

If successfull, that should make targeting more localized which is better than seeing the entire saucer section get targetted as a turret.
Title: Star Trek ships or mod yet?
Post by: karajorma on December 07, 2003, 03:33:06 am
What you need to look at are you FOV settings for that particular turret.

If the field of view is too large the turret will shoot through the ship.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 07, 2003, 04:32:40 am
OH MY GOD. Who ever designed Truespace should be dragged into a Middle Eastern City and BEATEN to death with a lamb's leg!
Through deductive investigation, I traced all my problems, all my bane, and all my frustration to one little bitty oversight.

I was wondering why my Sovy was crashing my game DESPITE the fact that it had LESS polygons than my Galaxy. Even the Xwing I was working on did the same thing... CRASH CRASH CRASH. After 4 hours of meticulous comparisons, I have reached my moment of ZEN.

Through out all the tutorials I've read about modeling and converting models through Truespace, I've not heard detailed mention about

THE IMPORTANCE OF GROUPING EVERY OBJECT IN THE MODEL WITH A LIGHT

Sovy works at her wonderfully Glorious 14k.
X-wing 15k
Galaxy 12k.

I tried to crash the game on purpose now, by loading her up with my new, non-retarded babys. 1 Galaxy (12k) 4 Xwing (15k) 1 Sovereign (14k)....... NO CRASH!!!   Kudos to the folks who made the lastest Build. I'll have pictures of my new babys up shortly.

I still GOTTA FIGURE OUT HOW TO POST PICS HERE!  My emails to the Admin with pictures attached have gone unanswered.
Title: Star Trek ships or mod yet?
Post by: karajorma on December 07, 2003, 04:48:39 am
IIRC that's not TS's fault but the fault of all the converters.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 07, 2003, 04:51:40 am
Its just rediculous to have to use LIGHTS of all things to Group objects. The Hiarchy system is tedeious and finally the INTERFACE was meant to be used by retards, not modelers.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 07, 2003, 07:49:50 am
Behold, the 14,000 polygon, 4096x2048 textured SOVEREIGN!!!  

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=204780#204780
Title: Star Trek ships or mod yet?
Post by: Singh on December 07, 2003, 08:22:41 am
*goes from* :eek2:
*to* :eek:
*to*
;7

Lt. Commander Data: Captain, we appear to have a fighter flying around us
Captain Picard: What? Run some scans! We must show off this ship's ub3r l33tn3ss some more!
Commander Riker: But Captain...we can't improve on this ub3r l33tn3ss anymore!
Deanna troi: Well...do something flashy then Riker! They are paying too much attention to the shiny, super-cool extremely stunning Ship rather than us!
Commander Worf:(muttering).......perhaps if the modder could add beams we could do something
Title: Star Trek ships or mod yet?
Post by: magatsu1 on December 07, 2003, 09:25:25 am
nice textures!
Title: Star Trek ships or mod yet?
Post by: KARMA on December 07, 2003, 09:43:21 am
well, 40 fps with 14k polys on screen doesn't sound that good to me, with a good system like yours.
Maybe it is due the performance loss of some of the recent FSO builds, or maybe it is your model that isn't very optimized for HT&L or it isn't triangulized so the true pcount is far higher.
To have the max performance gains possible with HT&L, you have to optimize the models as much as possible:
1-you have to use as less subobjects as possible. Only turretts, rotating objects, destroyable objects, "special" subobjects (like shield, lods, debris..) should be in a different layer than the main geometry
2-you have to use as less textures as possible on the same object, but of any size you want (as long as your card support em).
Title: Star Trek ships or mod yet?
Post by: TrashMan on December 07, 2003, 02:07:00 pm
Amazing!
Cant wait to saa a Galaxy-X in action!

I suggest you devide the phaser arcs like in BC (not the original models, rather the fan-made)

For instance, the Galaxy saucer phaser arcs are devided into 4 chunks above and 4 below. Each chunk has it's own FOV so it looks rather nice (and behaves so)
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 07, 2003, 07:08:09 pm
For the record, all modelling and texturing credit goes to those fabulous folks over there at BCfiles.com and Bridge Commander Universe. My role is only optimiztion and conversion into Freespace's SUPERIOR space engine, despite it's lack of geomod and halo effects.
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 07, 2003, 07:44:26 pm
we're working on the halo effect
Title: Star Trek ships or mod yet?
Post by: KARMA on December 07, 2003, 07:58:36 pm
and the geomod?:rolleyes: :lol: :lol:
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on December 07, 2003, 08:34:06 pm
Quote
Originally posted by Star Dragon
Greywolf, can that tabling offer extend to us as well for the mod?
Yeah, sure. When all the models are done, just send them to me, and I'll do all the tabling.
Title: Star Trek ships or mod yet?
Post by: Setekh on December 08, 2003, 07:33:38 am
Omniscaper, I put all those pictures of yours on a new thread - they deserve it. However, if you'd like these threads merged, I can do that for you too. Have a look:

http://www.hard-light.net/forums/index.php/topic,19432.0.html
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 09, 2003, 12:00:53 am
Wow thank you.....


I'm afraid the cats outa the hat now. "Scotchy" the model and texture creator is gonna hate me. He just recently asked me to keep it in the down low just 2 days ago till he finishes up this beta version of his model for Star Trek Bridge Commander. I feel bad now for bruising the trust. Its all good to post the other models I've converted, like the Sovereign. ChonicalGuy made the model and textures in the BridgeCommander Modding Community at:
 
http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewforum.php?f=11&sid=ff428faa5d894e7ac82fdbf8723f8f5e
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 09, 2003, 12:31:02 am
I don't think he could be too upset, and we arn't that big of a comunity, at most fifty more people have probly seen it
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 09, 2003, 02:44:20 am
Anyone know if there is anyway to animate textures? I'd like to get the bussard collectors on the ship's nacelles to have those red animations like the movies.
Title: Star Trek ships or mod yet?
Post by: Bobboau on December 09, 2003, 05:23:07 am
yeah, just make them into an ani format (and get rid of the origonal PCX, it loads PCX first if it can't find the PCX it loads the ANI) ani textures are suported for both defuse maps and glow maps
Title: Star Trek ships or mod yet?
Post by: karajorma on December 09, 2003, 05:27:53 am
Pretty easy. Simply use the anibuilder tool to make an animated texture and slap it on the model.

You can find anibuilder in the downloads section off the HLP main page.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 09, 2003, 10:07:28 am
Kool!!! Glowy movy bussards shall be birthed!!! Whats the progress on glowmap halo's anyways, just curious. Is Bumpmapping in the horizon?
Title: I have a tabling question
Post by: Star Dragon on December 13, 2003, 07:17:10 am
Since Krackers (and maybe others I dunno) are working on turreting them is that really needed? Can't we add the TURRETS part of the table later on? I mean as ships get completed...

  Right now I can send you all the zips I made for Krackers to turret them but they are useable in game! (is that ok? Email addy in that case to send to...)

   Oh crap! I just realised I forgot to put shield meshes on them! Only a handful of the ships (mostly fed) have shields so far.. I've been too busy to notice that I forgot to add them all.. damn!

   Hey Krackers!  Do you mind shielding the ships I sent you? I basicly use the mesh shape from Greywolfs Galaxy model and just increase the parameters, fits most fed vessels good. FS2 cannon meshes don't always work for best coverage! :)


   As for Omni, I thinks he is converting a ahndful of ships that a modler is doing for BC, if this turns into a mod, AWESOME! I'd love to play it, but I seriously think we will be done much sonoer as we have half the ships needed in game and ready for turetting...

   Onmi, are you a modler or just a converter??? If so could you help us out?
Title: Star Trek ships or mod yet?
Post by: TrashMan on December 13, 2003, 01:31:59 pm
Waht BC ships you you allready have converted?
What ship are beeing converted?

P81's and C2's works are the best!
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 13, 2003, 01:35:12 pm
I model and convert actually. Been modelling since '98. 3dsmax and lightwave. I haven't had time lateley because of school and work to model my own starship, but the folks at BCFiles have done a fabulous job, so why not help their publicity and do some cross promoting. P81's Textures and ship accuracy left much to be desired for me though I do use his saucer underside texture to fill the unfinished saucer texture of Scotchy's Galaxy for beta use.

Complete conversion:
Stock Galaxy Class
CG's Sovereign

In progress:
Scotchy's Galaxy
Title: I had to share this right away!
Post by: Star Dragon on December 17, 2003, 04:54:06 pm
I am very close to figureing out the photn spread!

   I managd to make a photon that uponimpact cretes 125 more photon torpedoes to strik any enemies near teh initial targe. ehehe like the steamrunner sorta butthis is FAR superior! LOL yeah this is totally unworkable and unrealistic but looks awesome in game ! check it out... I kill you and anyone near you...

http://photo.starblvd.net/Star_Dragon/1-4-4-1074703613?m=0&pg=0&ro=3&co=3

Will keep trying stuff, L8tr!
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 20, 2003, 03:02:14 am
I finally got my photon torpedo pattern "sierra" workin. It fires a torpedo with a large glow point and splits into 5 torpedoes with a smaller glow point. From there the torpedoes have the "RockEye" missile traits, but with a 10 second lifespan, turning radius of .8, FOV of 180, max speed of 250 and a very nice red glow point.

It is a better way for Fed Starships to take out fighters vs a lousy phaser beam hit rate. I'm applying Defiant pulse phasers to the Sovy now to take on fighter squadrons now.
Title: ugh...
Post by: Star Dragon on December 20, 2003, 02:54:42 pm
I feel rather insignificant now...

(looks in mirror and realises it his natural state)

  Oh nevermind, Carry on! :lol:
Title: Romulan Nightwind Shuttle
Post by: Star Dragon on December 26, 2003, 05:57:56 am
Though this one is a covert ops rarity, I think it will serve well as a standard Romulan shuttle that a player could at least defend themselves in... This screen is me in a RNW and I am moving away from teh Lucifer as my wingmates pound the bejesus outta it with the phasers (though shielded, the lucifer has no defense against phasers ;7 ) GTVA eat your heart out!

   you like?

In action
http://photo.starblvd.net/Star_Dragon/5-5-4-1074475922?m=0&pg=4&ro=4&co=3

In Modelview
http://photo.starblvd.net/Star_Dragon/5-5-5-1075458920?m=0&pg=4&ro=4&co=4

l8tr!
Title: ho ho ho
Post by: Star Dragon on December 26, 2003, 04:54:00 pm
A day late but so what?

  Remeber "First Contact"? Yes The Phoenix trys to uot run teh Enterprise-E to get to warp 1, next time I'll Arm the Ent and have it shooting some quantoms! Run Zephram RUN! (forest gump humor) ;7

http://photo.starblvd.net/Star_Dragon/1-3-5-1074486148?m=0&pg=0&ro=2&co=4

Next  The USS Quasar, first in it's class, Hmm bad pic, but if you could see it I'd swear it was  afederation style whitestar! But only starship sized! I got the model to convert but the original textures were not what I was hoping for so I messed around, will be a wip , maybe I can find more cool section 31 black textures? hehehe

http://photo.starblvd.net/Star_Dragon/1-4-3-1074486257?m=0&pg=0&ro=3&co=2

Last but not least bad angle but the new scorpion class starship prepares to leave the shipyard, some other starships are here for repairs also or were just finished...

http://photo.starblvd.net/Star_Dragon/1-4-4-1074486446?m=0&pg=0&ro=3&co=3

Will keep plugging away, l8tr all!
Title: some encouraging news...
Post by: Star Dragon on December 26, 2003, 10:08:09 pm
Major developments at another site means I get to try my hand at converting more ships.. I'm tracking down the owners as I type this, but I couldn't contain myself... I managed to get a hold of a Reman Scimitar that converted into FS2 like butter! Of course the maps aren't as good as ludis (IMHO) but it;s huge, shir=elded, and armed to boot! Let teh smack down begin. Even the 8 frontal phasers of the Soulwolf barely phazes this MONSTER! (is that a pun?) :drevil:

Let the pics speak for themselves...

http://photo.starblvd.net/Star_Dragon/1-4-5-1073750469?m=0&pg=0&ro=3&co=4

Dammit Picard ram him!
http://photo.starblvd.net/Star_Dragon/1-5-2-1075414256?m=0&pg=0&ro=4&co=1
l8tr!
Title: Star Trek ships or mod yet?
Post by: TrashMan on December 27, 2003, 04:50:09 am
*Hated the last movie. Hated the Ramans. Hated the Schimitar..
The last movie never existed*

Very nice model! Keep on making them!

What's the status of the Galaxy-X?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 27, 2003, 05:05:38 am
Galaxy-X next on the list after Galaxy's release.
Title: this is rather a kick in the head...
Post by: Star Dragon on December 27, 2003, 09:36:12 am
I just saw teh pool in Hard Light forum, Looks like from hi comments we are about to lose Krackers87... As he was ou only dedicated modler that's really gonna grind things to a halt. (at least for FS Trek Retail version) As I send him about 20 ships that need turrents! (and maybe lods) but other than that are ready to go!!!

   I know there are so many projects out there but isn't there just ONE modler who has time for Star Trek?  (not to sound whiny, but the new blood revitalized my interest and got me all wound up for trek to give it my all, which isn't much but I try..)...
till the next shocking piece of news l8tr! :nervous:
Title: Star Trek ships or mod yet?
Post by: karajorma on December 27, 2003, 10:19:26 am
I'd try asking on Sci-Fi Mesches.com (http://www.scifi-meshes.com/) if I were you. About half of the people on there are modelling Trek ships.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on December 27, 2003, 10:47:07 am
Star Dragon, I've been trying to get in contact with you via Yahoo, no response. If you need a hand turreting ships, I'm game. I just don't know about 20 at a time!!! I'm a bit strung out already, letting my personal obsessions deprive me of much needed sleep and study.

In terms of models, there are too many good ones being made out there from SFC to Bridge Commander mods, that its just insane not to have them as pickins for conversions (with their permissions of course). I'm starting to understand the need for a retail version now. I forgot that not all folks have uber systems and are getting disappointed with their inability to use my conversions. I'm restatedgizing my efforts to get those models workable on at least a 500mhz machine.
Title: Star Trek ships or mod yet?
Post by: TrashMan on December 27, 2003, 12:24:42 pm
If you need help tuureting the Galaxy-X, I'm game...
I just LUV that ship....

Something tells me then when it's done, Sathanas is gonna have a pretty big headache!
Title: My condolences...
Post by: Star Dragon on December 27, 2003, 01:02:44 pm
I feel terrible about your technical problems, lord knows that even I was looking forward to trying out HT&L version of Trek SOMEDAY :) But high res loss is my gain I suppose, I'd be honored and very relieved if you became our dedicated modler (just sign this contract.. yes in blood, why?Is there a problem with blood,I assure you it's been tested...) ;7

  As for model shopping I am well stocked, now if you are willing I'll send you some as I have hundreds on my drive I can't touch! All are in .MOD (90$) or .NIF format (5%) and a few others (mis 5%)!   I am going about asking the owners for permission but only if we are going to use them int he mod (ie IF they can be converted, or I would have done this 2 years ago!). I don't consider the conversions I did for my OWN use a breech of use, there are NOT for public release (am I correct in that?).. At least till permission is given.

   Question to Onmi, though you could DL the shippack from Ludi, would you rather have me re-sized versions? otherwise you will have to start from scratch...?

Oh and could you rip out the weapon .pos or otehr info I need to mess around with weapons? For some reason my vp view crapped out on me (the ONLY DM tool with a problem) I keep getting a runtime 53 error? otehrwise I would have experimented with making more torps off your base for the photon, to seeif it turns out better than what I planned to do for teh other races..? L8tr!


edit
:

update! we got permission for Feral Yards ships to be used! So if we wnt to have Hydran or Lyran, Mirak, ect races we can! plus they have some standard races I'd lie to inclusde possibly, will be usingmy MOD file viewer to sort them out them zipp them up uin pack for Omni to look at.. for possible conversion, is there a way to upgrade the core models with yor eye popping textures??? just a thought.. l8tr!
Title: Star Trek ships or mod yet?
Post by: AncientAngel on December 27, 2003, 07:07:13 pm
Just as a side note: I can import .Mod's and .Nif's with my modeling program and convert it over to about any format now that I have 3D Exploration.

Btw: I have permission to use 3 BattleStar Galactica models from the BC:Community.
Title: Oh crap I about forgot!
Post by: AncientAngel on December 27, 2003, 07:12:29 pm
I have a Ton of Babylon 5 Ships and I know the guys that made them. At one time we where grouped together to do a Mod for the Star Fleet Command game engine.  I am fairly sure we could get permission to use those models in a heart beat if we wanted to also.

As for more Star Trek ships the community usually fairly good about granting permission as long as credits are given and you ask ahead of time to use their models.
Title: sounds great!
Post by: Star Dragon on December 27, 2003, 10:58:21 pm
Just try to keep the post relevant to the thread it's in IF possible  :p   As for bab5 U are aware of The Babylon Project for FS2 at firstones.com right?  I did some conversions like for the shadows already and the WhiteStar so if you can scrounge up some more we can put together a NON-Official Babylon ship pack release (all the ships at once) adn people can use TBP mod to fred there missions with the new ships... Sound good? I will have to touch base with some of the "First Ones", that is if some of them didn't go "beyond The Rim" yet...:p

   YO FIRST ONES , you out there? ;)  I will look at the credits later and track one or two down and bother them relentlessly...

  lets NOT get ahead of ourselve too far though! I am neck deep into TREK (as you can gather) and though prepared for Robotech as well I really DON'T want to get caught up in any more projects full time... Unless I reach a road block...At least for now...

L8tr!

Oh and BTW since you mentioned it I already converted that new viper from teh BC mod, I take it he already said sure for FS2 so I can release it right?
Title: Star Trek ships or mod yet?
Post by: AncientAngel on December 27, 2003, 11:42:53 pm
I here yah, its hard enough working on two projects let alone 4 or 5 of them.
Title: some plot developements...
Post by: Star Dragon on December 31, 2003, 03:14:10 pm
What once was going to be a small mod (and maybe a demo will be scaled as such) with only 6-10 ships and only the users imagination for fredding in the St universe has just exploded into a huge monster!!! I will never be able to inclue all these ships so it sems like RETAIL TREK will be broken down into chapters (total numbr unknown at teh moment).

   Trying to keep some ideas secret still here are some general ideas I am kicking around with:

   First chapter (skipping TOS except for cameos, but including all of TMP era ST 1-6, basicly Kirk Sulu time frame. I don't like ENTERPRISE enough to include it so it will be skipped, except for the NX01 itself as a museum piece. (sorry!)

   Second chapter will be TNG/DS9/Voy era (really huge since this is Picard, Sisko, and Janeways time frame) and possibly may be broken down into smaller ones, unknow at this moment?

   Chapter X will be Future Trek (Thing you have NEVER seem before with cameos from earlier chapters as needed). This is the timeframe of the Enterprise-F (Soulwolf class), The Wraith Class, and the Federation Cobra class fighter (of these three concept ships only Ent-F had been made AFAIK). I am unsure how this will develop but I got the beginnings of an idea, so I am keeping my mouth SHUT for once ;7

   One piece of news, we may have a new modling person, JDJTCAGLE, has agreed to try to turret some of our ship backlogs and this would take some pressure of OMNISCAPER ;)  SO I will give him a model or two to see how it comes out.

   OMNISCAPER,   now the BIG question... the turrets themselves for ST ships. You are talking about phaser strips right? I was thinking tiny models like the small dish bowl beam turrets on Volition ships. But make them small and Invisible texture so they do not mar the beauty of teh models with ugly bumps on them! Will these be suitible for an arch of 45 to 180 degrees? I was thinking that these versions could be put all over the model in the likely places a phaser strip would be located (like I did for the ships I already armed as fighters with firing points, simply erase those and place the turrets in thier place)... Am I on the right track?

   So this would be REALLY simple as you copy the beam turret object in Truespace and past them on the ships where we need them?  If this would work satisfactory for Retail Trek, then please let me know ASAP and then I will send our new friend a model or two that's ready to see what he can do...

Later!
Title: Star Trek ships or mod yet?
Post by: TrashMan on December 31, 2003, 03:23:06 pm
I know I'm boring...but where does the Galaxy-X then fit?

The TNG era, or the Future Trek?...since it can fit well in both, and it IS both
Title: Trashman
Post by: Star Dragon on December 31, 2003, 11:07:41 pm
You are as obsessed with the Galxy-X as I am with the Soulwolf!

   I would say the Galaxy-X is the very beginnings of Future trek cause I see no mission where a cameo of it would work as far as combat goes in my storyline for TNG era. BUT it definately will be eclipsed by more evolved versions in later era of future Trek. I am soo tempted to post a pic of a certainship you would probably love trashman, but I can't do it (hehe)...

   OMNISCAPER, I tried your torpedoes but I could not get then to sucessfully glow. IT didn't recognise teh .pcx's for teh torp .pofs, and when I redid them they do not show up as a point of light, they turn into the whole covered pof?? what am I doing wrong?
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 01, 2004, 05:58:29 am
I've seen the Soulwolf. Great looking ship

But I like the G-X better..After all it WAS the flagship of the Federation 25 years in the future...

Anway, can't wait to see the finishing product...If you need help..I'm game
Title: really?
Post by: Star Dragon on January 01, 2004, 09:15:29 am
I thought you were too busy to be a modler for us? If I'm wrong in that case what do you think of my idea I posted above to Omniscaper about how to turret ST ships without destroying the ST look? Will my idea work?

  If so do YOU want the first ship you do to be the Gal-X?

   I can send you the uber textures for it but you have to map it... And slap it on your model...

lt me know,I can send via your email or yahoo messenger SN is Gett_Robo_G_2004  ...L8tr!

edit
BTW: I messed around with that Klingon ship you made, nce, but I can't do anything really cause it only takes two textures :) I'm limited to existing slots...and textures...
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 01, 2004, 12:44:14 pm
I didn't say model....

If you need help with turreting, tbl stuff or something similar...

EDIT: Huh? Two textures?
Title: let me re-phrase...
Post by: Star Dragon on January 01, 2004, 01:46:51 pm
Unless you decide to do something about it I am going with the Galxy X we have now that is modeled and textured like the other 80 some-odd fed ships... Unless you slap some fed textures on it (if you want me to send them to you I can sort though some) if you help put the turrets on them we'll slip it in.

  ALL the ships (even the ready ones) need turrent placed on them. that means this involves modling (READ IDEA POSTED 3 POSTs ABOVE and tell me if it is feasible) otherwise we are going to have FS style gun turrets all over the models and ruin the look of ST ships... At the moment I have enough converted ships so we don't NEED any made from scratch BUT they all need turrets modeled for them! Or rather take one FS beam turret bowl off a V ship and copy and glue them all over where phasers would be or photons... That's what I am asking for help with.

  I am I comming across alright?

I messed with your Klingon ship and it only takes two textures (trust me, I booted it up in 3dexploration to place the textures on and it only gave me two slots)... So for now I can't really do it justice...

   NOW if only I could hear from OMNISCAPER... Probably has a life... go figure, not everyone can mod 24/7 like me when I'm not at work :)

screwing around here is Ent-A runnng from KHAN, about to warp just as Scotty got the rear shield back up in time for Khan to blow it away and yet again strike our beloved Connie... Enjoy!

http://photo.starblvd.net/Star_Dragon/5-1-2-1074093080?m=0&pg=4&ro=0&co=1
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 01, 2004, 03:46:58 pm
If I were you I would keep me away from high detail texturing.

As for turrets...the best idea to me is to:
1. Either make a long phaser strip turret with 4 gun points at different locations (that way each strip will only fire once for sure)

OR

2. Devide each strip on the saucer into 4 segments as separate turrets - this is tricky, as there's no known way (to me) to make them fire in some sequence

I favor the first one, for it would be far more Trekky like...
I can help you make such turrets if you like.

EDIT: If you're porting from BC, just use C2's Galaxy-X..It's the best model out there...
Title: coolness...
Post by: Star Dragon on January 01, 2004, 09:59:07 pm
Sounds good to me! I was just gonna go with whatever is easiest cause there are around 300-400 models I am looking at organizing here! 200+ in chapter 2 alone! (TNG era)... Plus the super secret stuff is quickly escalating so there are a BUT-TON of ships that need turrets!!!

  I will track down the galazy you are talking about and take a look, if it looks as good as you say and we can still get it in RETAIL TREK I will contact him for permission and let you port it :D

  So in the mean time what ship would you like to work on first? the Old Ent-A or the Ent-f? This will be a test of how your strip idea works compared to just ripping off V beam bowls and making them invisible but placed over teh phaser spots that appearon some of the models like the banks of the Ent-A (which still would be trek like)...  

   For testing purposes Greywolf's Galaxy was armed with Sreds and it lookd fine, but half to reduce the charge up glow by at least half...  I want to try out Omniscapers phasers so I will be dropping in a proper capital ship (maybe one of my favorites like the Segomo) and see how they look in game.

 OOO! I got  an idea how about doing DS9 first? it needs phaser strips and photon/quantum luanchers (hehe never realised I was mis-spelling it by saying "Quantom" lol

   How does that sound?

OH BTW to EVERYONE!!!

   GET PAID if you model and texture some Star Trek concepts from THIS PAGE! These ships are desired adn you get a flat fee, for details go to this site:

http://www.nightsoftware.com/concepts.htm

enjoy! Oh and if any of you go for this PLEASE think about letting us use it in teh mod since it IS a mod and they won't infringe on anyones rights if you decide to do it. (I read their contract as long as no $ changes hands mods are fine, they reserve the rights for products though)...
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 02, 2004, 06:56:01 am
Wow! Getting payed for modeling ST ships!

Send my anone you want. I'll give it a go ant the turret and we'll see how it works.

B.t.w. - as far as the pahsers go, to make them the most trakky like, make them have a warmpu/warmdown of max 1 sec. They allso should be thin, like the AAAf. Use the White.pcx beam for the centre and Orange.pcx for the phaser itself (both are standard V ones)
Title: Star Trek ships or mod yet?
Post by: KARMA on January 02, 2004, 07:47:07 am
45$ for a complete model
30$ for a mesh
15$ for a texture set......
there's something strange to me.......
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 02, 2004, 12:18:59 pm
For what I can see, the inventivness in those models sucks...

Half the Klingon models lookd allmost exactly like the Neg'Var (wow..they added a cannon!), B'Rel or the Valdore???
Half the Federation designs loook like the Sovereign...

All in all - more like kitbashes
Title: apparently
Post by: Star Dragon on January 02, 2004, 02:49:24 pm
They are working on a Bridge CommanderII mod for when it comes out they are ready to plop thier campaign in and want new models (their judgement) but I agree with you guys, I don't see much variation. LOL but lets not go there! ;)

  I'm more concerened about getting ships in game finished for the moment but I will certainly look into that suggestion for the phasers , I want them to be as good as possible and if the V pics would work out GREAT! But I do have like 20-30 ST gfx files so they ARE cannon so.. will be experimenting more later.

    I STILL don't undestand why I cannot get the .pof's to recognize the .pcx file Onmiscaper sent with his torpedos, I cannot get them to glow at all! I CAN however cover them with other textures, but they look lame not glowing, I am going back to my Primary Torps for now until I can learn the nuances of secondary weapons ! he he at leat I can make THEM glow! The PCX files he sent ARE correct unless you fundamentally CANNOT make a seconday weapon that glows? or is it cause he was using the HT&L version and in Retail Trek only primary weapons can glow?

   Any ideas?
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 02, 2004, 04:25:39 pm
Hmm..are the torpedo's set as ballistic?

If they are then you can use a pof for them...a really, really small box or something. Then, just add to that pof a glow in PCS...that way, every torpedo fired will have a glow...

Should work...in theory.

B.t.w. - if you have cannon textures, then even better...

EDIT: the decision about how to make the turrets is up to you, but I'll tell you the pros and con's of it.

1. Phaser strip is a single turet (4 fire points)
PROS: A strip will ALLWAYS fire one shot at a time
CONS: If you take out the turret, the whole strip is lost (you shoot at one side of the saucer and the part of the same strip on the oder side won't work)

2. Phaser strip split into 4 turrets
PROS: You can destroy a segment of the whole strip, and the undamaged one will still fire
CONS: All strip segments will fire simuntaniusly...
Title: Star Trek ships or mod yet?
Post by: KARMA on January 02, 2004, 04:47:54 pm
well I wasn't really complaining about their concepts
actually I agree that they aren't so oringinal ... althought you have to remember that even canon ships are often just kitbashes...on the other hand there are already so many canon refits, variations and shipclasses into the ST universe that I hardly see the point of adding dozens of new ships very similar to each other...btw it's their choice.

what I consider really ridiculous is that they pay the double for a model than what they pay for a whole texture set, when a decent texture set take at least double of time than a mesh, and when it is far easyer to find modellers than texturers.
and I'm also a bit perplex about paying 5+ times for a CG model than for a "low" poly model from the same design, built to be used in game.
And if you guys are right, and they just want to create a shipset for a mod for a game that still has to come, well this makes me even more perplex since it's hard to create a model for an engine when you don't know its specifics...
Title: well
Post by: Star Dragon on January 02, 2004, 06:25:33 pm
You got to remember, their comminity has been around longer than us (all the way back to Star Fleet Academy! Remember that game!) so their long time modles have followed theri fmornats and are well established in their techniques (for the  .hog, .sod, .mod, and now .nif files) they do the same basics, but the saving of the model to a different game format is the difference.

   Their limits have steadily been raised ever since SFA and Birth of the Federation, through Armada I & II, the SFC 1-3 series, Klingon Academy, and finally Bridge Commander.

As for getting ready fo an upcomming game many people did that with HOMEWORLD2 . they scrapped their HW1 mod plans when they heard HW2 was comming out and geared for modding it. Maybe they know somethig we don't (like basic sapecifics) but I would assume since I am not contacting them for more info, that at the vey least BCII will be backwards compatible as far as models go...

edit

Hey Trashman I vote for option 1 cauyse it's more trek like

sure more than one strip can fire, but having all segments fire at once is a no no!

If the enemy destroyes the strip all emitter for that strip go bye bye, that I CAN live withand IS more trek like! Watch lots of voyager episodes it happens like that!

  BTW will these NEED to be visible onteh ship or can we make them invisible (invisible texture for the while strip model parts) so it looks like it's comming from firing points WE choose? Different ships have different size shaped strips, but if we make a generic 4 point strip and make it small tiny even, we can put them all over it and give the ship s good rane of fire

but not go overboard! the scorpion class ship I posted a pic of I found out in tech readouits has like 387 phaser emitters! divide by 4 =? over 90 strips?

   strip placing will have to be on a ship by ship basis and what looks logical from  the look of the ship's texturs (overlay them) or from military logic.

  Plus most ships have a dedicated photon module so it will need a special strip made of 2 sets of 2 firing points This is the black rectangle with the two red hatches, usually locatedonteh front betweenth saucer section and the drive section in the middle of the "neck"

  [  oo   |  oo  ]  <-- like that. casue there are only 2 tubes per module BUT they have the capacity to change out ammow and alternate usage SO have the set of 2 firing points a milimeter apart so it looks like is it comming out the SAME hole!) you can shoot out 2 photons  2 quantums, or 1 of each that way by selecting both turret weapons in fred..  This may sound confusing but you get what I am saying right?


any chance of seeeing this in action soon  on a test model? (sreens)?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on January 02, 2004, 06:26:44 pm
I beg to differ about the phaser strip problem. I've been tweaking my POF's and I found that not all phaser segments of the strip will fire if the fov is set between 5-20. Now all the segments have a turret normal set to an angle of 45 degrees with an exception to the forward sections so it can still fire straight forward. I'm working on an updated version for all ships.

I am still turretting the Galor and the Jemhadar Fighter for the big battle that was put on layaway.

Star Drogon, Much of the POF's I received have much of their UV's not workin, I'll contact you via Yahoo/AOL for details.
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 03, 2004, 10:37:48 am
Like I said, send me aa model and I'll turret it.

And yes, strips will hev to be made on a ship-to ship basis.
It ould be invisible, but I think it's better for the whole strip to be a subobject.
The exact point(s) of fire won't be quite visible tough, since it will be a little way's inside the strip. The ship will allways fire from that fire point which is facing the enemy best.

Photon torpedo launcher are not strips, rather standard forward facing (very small and flat) turrets with a very small FOV..
Or you can just make them a secondary, but will one then be able to destroy the launcher?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on January 03, 2004, 02:05:55 pm
I'm curious what you folks think about my solution to the phaser strip dilemma. I'm still working on an updated POF for a reduced FOV turret system for solving the multi firing phaser arc which works great in my preliminary tests.

My current Galaxy model (you should have observed this already if you have downloaded it) has major saucer phaser arcs divided into 10 objects each arc. Each object is its own turret with FOV settings that I am now perfecting to avoid multiple firing turrets. I dont exectly understand the invisible turrret process.

I would rather not have to get too deep into this TBL issue. I always make my ships with enough subobjects for anyone to make into subsystems. The Galaxy has enough subojects and corresponding damage textures to please the TLB'ers.
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 03, 2004, 05:41:20 pm
The problem with that approach is that you must set the exact FOV for each phaser strip on each ship... and to get it right would take ages. And even then, if you make a turn in the galaxy, one strip will fire 4 times, as soon as each turret get's the enemy in it's FOV (which means, he will fire from one strip 3-4 times in a VERY short period) AND the FOV will have to be so small, that fasr enemy ships will get into and out of it before the beam warms up.


I'm not sure wether it's best for the strip turret to be visible. in order to make it look good, it will have to have lot's of polys. By making it invisible, we would loose nothing, so maby it's better that way...
Title: we are NOT dead...
Post by: Star Dragon on January 11, 2004, 07:17:44 pm
Just slow,

  Ok to drum up some interst I am releasing a SUPER SECRET pic! I won't explain what it is or why it looks that way so just enjoy it and speculate all you want! :drevil:

  I will give one piece of info however it is for a time frame after Kirk, but before Picard...

http://photo.starblvd.net/Star_Dragon/5-2-3-1076944573?m=0&pg=4&ro=1&co=2
Title: Star Trek ships or mod yet?
Post by: Singh on January 11, 2004, 10:03:11 pm
no offense..........but that is one UGLY ship.
Its.....I dunno.......non federation-ish.
Federation ships = smooth, sleek, NOT with worms crawling on top and into.....bigger worms......
Title: Star Trek ships or mod yet?
Post by: Grey Wolf on January 11, 2004, 10:26:21 pm
At least in Nemesis, the Sovereign-class could fire a higher number of weaker beams from different emitters. This makes sense, considering that each phaser "strip" is actually dozens of emitters, and they're designed that way so that they can withstand battle damage. This means, logically, that each emitter could fire a separate beam, and considering the computational power a Sovereign must have, firing hundreds of beams at once should be well within the AI's power.
Title: Ha ha ha
Post by: Star Dragon on January 11, 2004, 11:14:59 pm
Insults will get you nowhere... If you knew the frame of reference it would make sense... FYI it IS Star Trek (concept) just not what you would normally be aware of...


BTW  Trashman, check mail, Fed Scorpion .cob and textures sent... I SO want to see it open a can of whoop-ass on some baddies!
Title: Re: Ha ha ha
Post by: Singh on January 12, 2004, 05:28:21 am
Quote
Originally posted by Star Dragon
Insults will get you nowhere... If you knew the frame of reference it would make sense... FYI it IS Star Trek (concept) just not what you would normally be aware of...


BTW  Trashman, check mail, Fed Scorpion .cob and textures sent... I SO want to see it open a can of whoop-ass on some baddies!


I didnt mean it as an insult, just a bit of critisicm. I dunno, that engine section on top is just out of place. if you had left it with the larger stardrive part on top, WITHOUT the smaller one coming out, it would at least seem less like some alien vomiting something out from the top of the starship...at the very least, remove that white light from where the smaller bit is coming out, making it look more like an extension than a protusion. o_O
Title: for those of you that remember BOTF
Post by: Star Dragon on January 12, 2004, 12:38:52 pm
Birth of the Federation the ONLY decent star trek empire building RTS game...

  Remember how the computer would find a way to quickly build up a freaking armada and trash your outer systems andmarch to your homeworld one system at a time? Often you only had an outpost or a single ship in system to hold it cause YOU were trying to do teh same thing.. Well here is a flash back to what it was like...

   Here a single reliant is protecting a key system... Unfortunately 85 romulan warbirds just decloaked! OH CRAP!

http://photo.starblvd.net/Star_Dragon/5-1-3-1076360390?m=0&pg=4&ro=0&co=2

http://photo.starblvd.net/Star_Dragon/5-1-4-1076785673?m=0&pg=4&ro=0&co=3

http://photo.starblvd.net/Star_Dragon/5-1-5-1076785743?m=0&pg=4&ro=0&co=4

   Ah the memories... Anyone else ever love this game?
Title: Star Trek ships or mod yet?
Post by: gevatter Lars on January 12, 2004, 05:32:22 pm
Me me me...was I great fun game...but my PC was so slow when I played it that when I got about 100 turns you could make a coffee between the rounds.
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 16, 2004, 05:32:25 pm
Loved BOTF....

Checking mail now....
Title: PIRATES!
Post by: Star Dragon on January 18, 2004, 05:05:58 am
Ahoy mateys! Thanks to 2 cool modlers I have gained permission for the use of two pirate vessels!

   I have always planned on an Orion Pirate stroyline but this looks like it will turn out better than I thought! Sorry no pics for you but for retail limits these are two sweet looking ships!

We are making progress slowly but surely! L8tr!
Title: shards of death but looking good!
Post by: Star Dragon on January 24, 2004, 09:36:01 am
I need Omniscaper or someone to break these down (trashman are you busy?) hehe  One of teh two awesome pirate models I got permission to use (click the pic link). Here a group of pirates, using captured adn repainted romulan cruisers, break formation and prepare to warp to their target systems (every crew for themselves)... What do you guys think? Normally I wouldn't show off such a cool ship but I want to generate soem interest...

http://photo.starblvd.net/Star_Dragon/5-2-5-1078076489?m=0&pg=4&ro=1&co=4

thoughts?

Howeer teh SECOND type is still going to be SECRET! :D
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 24, 2004, 05:34:12 pm
ARGH! Cool!

I hate exams...they tend to eat so much time. That and KOTOR...
I'll try to turret that ship as soon as I can...
Title: cool T-man
Post by: Star Dragon on January 24, 2004, 08:55:46 pm
Anyway at first I was like "why are the markings so excessive and obvious?". The reason I came with was that these are WARSHIPS even though they have a cloaking device sudbtlety is no the end all purpose. When the attack they want to instill fear and terror as well. The excessive markngs all over the hull help disguise exactly what model/class of ship they are using (not like the romulans are gonna put an ABP galaxy wide with details :)

   "Now you may choose one out of four to stay behind as punishment for forcing us to board you. Any resistance will force me to destroy MORE escape pods. BTW your ship will be destroyed in 2 mins so I suggest you make this a quick goodbye.."

   Standard pirate tactic if any resistance is shown to spread word of their horrible ruthlessness in order to make merchants cower as soin as they appear. Tus reducing theri own potential casualties.
Title: Minor Update
Post by: Star Dragon on January 26, 2004, 10:02:21 am
Working 24/7 (except for my job of course and some sleep) I continue to make this mod grow... Gained 20 more ships I know I just HAVE to maek room for as well as more fighters found...

   Here are two shots. One of the Gorn Light Fighter (amazing how much it looks vasudan huh?) and the Toreth, a Federation Heavy Fighter... Enjoy!

   http://photo.starblvd.net/Star_Dragon/5-3-2-1075994048?m=0&pg=4&ro=2&co=1

   http://photo.starblvd.net/Star_Dragon/5-3-3-1075994361?m=0&pg=4&ro=2&co=2

   was going to keep them hush for now but aw heck with it! at least I can do fighters on my own ;)
Title: Re: Minor Update
Post by: Black Wolf on January 26, 2004, 11:04:25 am
Quote
Originally posted by Star Dragon
  Here are two shots. One of the Gorn Light Fighter (amazing how much it looks vasudan huh?)

http://photo.starblvd.net/Star_Dragon/5-3-2-1075994048?m=0&pg=4&ro=2&co=1



That is a pretty cose resemblance, though I suppose scaly/semi organic looking isn;t exactly an uncommon alien theme.
Title: yeah well...
Post by: Star Dragon on January 28, 2004, 06:14:20 am
Considering the Gorn were here first (meaning sci-fi) hehe yeah!

   No more pics for a bit as I am too lazy to make them and why ruin the suspense? Anyway Romulans have their first fighter fully armed and shielded (subsystems will be the last thing I do for all the models) getting the bulk of them in game asap is more important than polishing non-priority things... The Feds got another fighter finished and I owe Thulls and Taldren a huge thank you for letting me use their models... Most of them look like they will slide in nicely once they are sub-objected... The fighters slipped in like butter :) Oh yeah, the  Gorn Heavy fighter is done...

"SSSS fleee Kirrrk..ssss" ;7
Title: Winter storm means more progress
Post by: Star Dragon on January 29, 2004, 02:15:32 pm
Missing two days of work due to weather has been a boon to my modding so the time wasn't a total waste ;)

   The klingons take a shot at my Fed fighter but I have already gone to warp, suckers!
http://photo.starblvd.net/Star_Dragon/5-3-4-1078546262?m=0&pg=4&ro=2&co=3

   The Duras clan attacks the Ent-D both types of birds of prey wings up and wings down (be'rels and K'vorts)
http://photo.starblvd.net/Star_Dragon/5-3-5-1078546340?m=0&pg=4&ro=2&co=4

enjoy!  Q'aPla!
Title: Star Trek ships or mod yet?
Post by: TrashMan on January 31, 2004, 05:10:00 pm
The Scorpion should be in your e-mail now...check it out
Title: Oh Man...
Post by: Star Dragon on January 31, 2004, 07:23:36 pm
I did the invisible trick (renamed gtiship01_04a to invisivble) and it worked.

   However I copied an orion table and set the weapons up exact and even beam freed all and turret free all but to no avail, the damn thing just sits there and gets pounded on by the 5 warbirds I tested it against.  I double checked the table and the fred settings.. all hostiles tagged as such, all weapons are legal.. WFT is going on?

    It wont fight and wont even move beyond slowing down to stop after initial acceleration ends...

I really can't figure this out... any table masters here?

3 more Gorn fighters in teh works

Klingon Heavy fighter FINISHED

New Hydran and Lyran Ships available thanks to Feral Yards...

misc stuff in progress...
Title: Star Trek ships or mod yet?
Post by: StratComm on January 31, 2004, 09:01:23 pm
Make sure your engine subsystems have the same name.  Sounds like that subsystem isn't functioning.
Title: scorp engines
Post by: Star Dragon on February 01, 2004, 08:52:25 am
this is the table and I edited teh model and called the subsystems engine01 and engine02 for the warp nacels.

$Name:                          USS Scorpion
$Short name:               FCap
$Species:                       Terran
+Tech Description:
XSTR("For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings.", 3051)
$end_multi_text
$POF file:               fscorptest.pof
$Detail distance:         (0, 3500, 9000, 22000)
$Show damage:            NO
$Density:               1
$Damp:                  0.2
$Rotdamp:               1.5
$Max Velocity:            0.0, 0.0, 30.0
$Rotation time:            100.0, 100.0, 100.0
$Rear Velocity:            0.0
$Forward accel:            15.0
$Forward decel:            10.0
$Slide accel:            0.0
$Slide decel:            0.0
$Expl inner rad:         100.0
$Expl outer rad:         2400.0
$Expl damage:            400.0
$Expl blast:            6500.0
$Expl Propagates:         YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:         600.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:         4
$Default PBanks:         ()
$Default SBanks:         ()
$SBank Capacity:         ()
$Shields:            10000
$Shield Color:      100 100 255
$Power Output:            500.0
$Max Oclk Speed:         20.0
$Max Weapon Eng:         400.0
$Hitpoints:               1000000
$Flags:                  ( "capital" "big damage" "in tech database")
$AI Class:               Captain
$Afterburner:            NO
$Countermeasures:         0
$Scan time:                     2000
$EngineSnd:       138                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -2820
$Closeup_zoom:          0.5
$Score:             1000
$Subsystem:                     turret01, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret02, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret03, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret04, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret05, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret06, 1, 1.0
   $Default PBanks:        ( "phasers" )
$Subsystem:                     turret07, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret08, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret09, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret10, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret11, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret12, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret13, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret14, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret15, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret16, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret17, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret18, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret19, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     turret20, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     torp turret01, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     torp turret02, 1, 1.0
   $Default PBanks:        ( "Phaser Pulse" )
$Subsystem:                     torp turret03, 2, 1.0
   $Default SBanks:        ( "Photon Torpedo" )
$Subsystem:                     torp turret04, 2, 1.0
   $Default SBanks:        ( "Photon Torpedo" )
$Subsystem:                     deflector,     1, 0.0
$Subsystem:                     communication,  5, 0.0
$Subsystem:                     weapons,        .5, 0.0
$Subsystem:                     sensors,        5, 0.0
$Subsystem:                     engine01,        1, 0.0
$Subsystem:                     engine02,         1, 0.0
   $Engine Wash:   Default10
$Subsystem:                     fighterbay,     0, 0.0


 Oh and this is what it looks like, kind of like Narenda III huh? 80 years later...
   http://photo.starblvd.net/Star_Dragon/5-4-1-1078795317?m=0&pg=4&ro=3&co=0
Title: Star Trek ships or mod yet?
Post by: StratComm on February 01, 2004, 10:29:20 am
Are the submodels/subsystems in the model named 'engine01' and 'engine02'?  They have to match.
Title: yes
Post by: Star Dragon on February 01, 2004, 11:12:25 am
I created them in model view before I altered the table to match...
Title: Star Trek ships or mod yet?
Post by: TrashMan on February 01, 2004, 05:34:41 pm
Hmm...I'll send you the tbl I was using....(including the phasers I used)
Title: Scorp kicks ass...
Post by: Star Dragon on February 02, 2004, 06:49:27 am
Here's the scorp defending itself.. BTW if you can make it out I am in teh Klingon heavy fighter just behind the HUMP photon tuebs!! That's me! :D

http://photo.starblvd.net/Star_Dragon/5-4-1-1078878254?m=0&pg=4&ro=3&co=0

HOWever teh ship refuses to move even when I add teh seond engine to the table.... Question.. This may sound dumb but I added teh subsystems to teh FRONT of teh bussards as there is no way to make teh shape of teh subsystem tehWHILE warp Nacell.. I will trt making it the rear as a test now, but does taht make a difference?

  I have had bricks with NO subsytems and fighter tables fight and fly NO PROBLEM. are cap ships a differnt animal? It still refuses to move beyond slowing from initial accelration as game starts, but at least it will fight now..

Some improvement.

Oh and Trashman, EXCELLENT WORK! as you can see fromt eh pics teh weapons looks like they are coming fromt eh right spots with no visible clue that the turret is there, and does NOT take away fromt eh beauty of teh texture , AWESOME JOB! as this was a first attemp the centering of some of teh strips could be a little better, but that's really nitpicking as this model is extreamly workable he he...
:yes:
Title: Star Trek ships or mod yet?
Post by: StratComm on February 02, 2004, 02:29:37 pm
'teh' is probably the most annoying modification of a word on the entire internet, and I really feel like not answering because of its repeated use.  However, if the engines are not working as they should then you've got a problem.  The engines are physical subsystems, aren't they?  Do they have '$special=subsystem' in the submodel properties?
Title: Star Trek ships or mod yet?
Post by: Woolie Wool on February 02, 2004, 04:04:35 pm
I hate "teh" too.
Title: to clarify...
Post by: Star Dragon on February 02, 2004, 06:54:38 pm
I try hard to proof read MOST of my posts cause I am aware of my problem typing the word THE (it seems I am dyslexic with that word when ever I type and I often have 10-30 corrections to make each time) so please bear with me...

  Can anyone explain the difference cause The scorpion will move as a fighter with NO susbsystems added, but wont as a capship?

  [EDIT]  Just to try something I changed all the romulan warbirds to scorpions to see a massive phaser battle for retail trek, but I forgot to beam fre all for them. The fed scorpion slaughtered them, but best of all THEY ALL MOVED normally!

  I know remember this problem occured for the sdf-1 a lonmg time ago.. the soultion I THINK is to make a NEW mission from scratch or delete the model from the mission having the problem and ploa a NEW one in with new orders...

  Whatever glitch that happens is a pain cause it keeps getting saved each time you change or try something so it can get really frustration ONCE it starts to occur.

  I have no idea what causes this but, it's just one of those quirks that FS2 has.. :)
Title: Star Trek ships or mod yet?
Post by: StratComm on February 02, 2004, 10:19:45 pm
Star Dragon, I've forgotten one thing.  If you aren't ordering a capship to attack something, or telling it to go to a waypoint, it will not move.  I had forgotten about that but if changing the class fixes it then that's got to be the problem.
Title: actually
Post by: Star Dragon on February 03, 2004, 01:48:29 am
The class that was the unresponsive ship was the same. I merely changes the attackers to the same class (formerly Romulan Warbirds) to see if they would keep moving or stop, they ALL moved..  Just a wierd quirk...

[EDIT}

Oh Trashman,  I was thinking... Instead of having HUGE stirps that are gonna be invisible anyway, HOW about making ALL the phaser turrets the same size as the photon turrets? Just place the boxes in teh center of each strip and it would end up looking the same in combat right? Plus it may make it a little easier to center them on the strip, plus being the same one size, generic turret, may make the whole process easier yes? I mean a modelr could just copy the turret and paste them where ever we need them to go right?

   Don't worry about re-doing the Scorpion though, AFAI am concerned it's FINISHED !!! :D

  I am happy with my torpedo primaries so we can just allocate the appropriate turrets as virtual secondaries in stead of me changing the weapons... It makes no difference in game. I have NOT successfully translated OMNISCAPER's glowing secondaries so Proper Micro Torpedoes for the fighters are on hold (I will rename the existing tables as such and re-sized the cap ship versions for fighter use (for testing and screeshot purposes)...

l8tr
Title: Star Trek ships or mod yet?
Post by: TrashMan on February 03, 2004, 03:19:31 pm
To answer that...the turrets are made to follow the strips. If they are only small dots at the center of the strip, then the weapon won't take damage unless a direct hit is made - in other words - it would be too damn hard to hit/destroy a strip
Title: not really
Post by: Star Dragon on February 03, 2004, 09:39:20 pm
About as dificult as FS2 capship to capship combat already is

  You forget... the size of your torpedo turretns are as big as my heavy klingon fighter... just invisible BUT they show up on scanners as Gun turrets so they CAN be targeted and destroyed by fighters...

   This is why fighter wings are so deadly in Star Trek, Dozens of micro torpedos hitting the same shield arc and then blowing through to kill the weapons behind that area so their cruisers and battleships can hammer that area till the hull is blown out and takes that target out of the fight...

  Still Fighter Wings in Star Trek take much HIGHER casualty rates than FS wings... According to the fan fictions at least... The battles are freaking BRUTAL!
Title: Star Trek ships or mod yet?
Post by: TrashMan on February 04, 2004, 03:31:16 pm
Erm..perhaps I didn't explain myself good enough.

You see a phaser strip on the model. You see the strip fireing. You shoot at various parts of the strip and it will take damage ONLY if you hit the very center. Since some strips are long, that would be a bit stupid...

If you fear that the strips are destroyed too easily, just increase their hp..
Title: Tholian Success
Post by: Star Dragon on February 06, 2004, 11:05:56 pm
Gathering my courage (and the fact that I had 4 days off due to illness), I plunged into Karajorma's turret tutorial (which was well written and easy to follow). I managed to make working turrets for the new Tholian Destoryer and set a few of them against our Scorpion. One problem I noticed however...

   How does one make the attached cubes have a material assigned to it in TS? The only functions I could find are paint face (which is a solid color and NOT a material, and accessign the TS material library (known as .lib files), how do I get the turret cubes to take a pcx material? I need to name them something so I can chage them in model view to invisible so they disappear in game.

   Other than that, they work great and I am encouraged :)

   Oh and as far as destroying the "small" turrents, they are a LOT easier to destroy than you think cause unlike normal beam turrets these are CUBES, you hit any part of it and it takes damage (I experimented attacking the tholian destoryers in my fighter from different angles...

  So that disproves the need for total strip coverage when the actual firing point is in the middle anyway.

   In short progress IS being made, just baby steps for now however.. Now I need to learn how to make a large model into subobjects and then take on multi-part turrets (:eek2: ), at that point I should be pretty self sufficent until I get to music tables and making AVI's under 340MB's (a 5 min trailer I made for the robotech mod actually ended up being OVER 300 mega byes after winrar) :(  L8tr!
Title: Star Trek ships or mod yet?
Post by: karajorma on February 07, 2004, 05:02:47 am
Thanks for the comment about the tutorial. Glad to see you're finally getting some modelling experience SD :)

You're on the right track with Paint Face. What you have to do is assign a texture rather than a solid colour to the tool. I can't remember how you do that exactly with TS3.1 but rightmouse clicks on the Texture Sphere sounds like a good place to start.
IIRC you can get it to open a list with plain colour, texture map, procedural etc on it.
What you want to do is get it to open a dialog box so that you can choose the texture you want (I think you need to have a copy in BMP format for TS)
Title: so far
Post by: Star Dragon on February 22, 2004, 12:48:37 am
[edited prior post]

   Ok, after HOURS of work I got the Tholian Destroyer fully armed BUT all 9 turrets are listed only as submodels NOT as guns. all are listed in order using pof editor as turrets:
   
   0x in submodel turret01
   ...ect for all 9 of them
   0x in submodel turret09


did I do something wrong? Can this be fixed somehow in pof editor?
Title: Star Trek ships or mod yet?
Post by: Bobboau on February 22, 2004, 01:59:56 am
if you have submodels you have all you need for turrets,
look into my sig
Title: sorry bob
Post by: Star Dragon on February 22, 2004, 02:13:59 am
but that just confused the hell out of me, remember I am NOT a modler and it didn't anwser any of my questions. At least in a way I can understand... I have no idea why this happened. before I only made 4 turrets and it worked fine even though the untextured cubes appeared red on the model (very ugly) but at least they fired and were listed in the pof as guns automatically...

  This time I add the normals and nothing happens, no firing lines and no listing as guns (this is a CAP SHIP) not a fighter.. I followed K's tutorial exactly just like last time, only difference was I added 5 more turrets and textured them..

[edit]  guess what I opened the model again and this is what it looks like in true view:

scene
   loc light
   loc light1
   loc light2
No Name1
    geo
    geo,1
    geo,2
    geo,3
    geo,4
    geo,5
    geo,6
    geo,7
    geo,8
    NoName

I noticed when I saved it after making lights, naming then correctly and then gluing them in trueview that when I used PCS to make the pof when it finished it listed the materials and objests in that small info bar BUT it said 0 lights.. I remember last time I did this it said a few at least!!! why is it not converting properly and then deleting the lights I worked so hard to place on the model???
Title: Star Trek ships or mod yet?
Post by: Bobboau on February 22, 2004, 02:55:35 am
glue lights to turrets glue turrets to hull, convert, if PCS hasn't done so, set up the turret data (tgun) and give them the apropriatte submodel (obj2) properties, how to do both of these are detailed in the tut in my sig. just click on the pcs guide and click on wich ever tab you want (I recreated the PCS tab interface with javascript) and on the right there will be an explaination on what that windo is and what to do with it.

if your pof, in PCS, has the corect number of subobjects, you don't need to fiddle with truespace anymore
Title: I figured something out
Post by: Star Dragon on February 22, 2004, 10:46:59 am
the problem is NOT with the .pof

I redid K's cube tut and made the cube again...
 
1x in submodel turret01

it recognised the turret and assigned a normal and all set for game no problem.. ALSO most importantly it showed that it converted the light  ( 0 materials, 1 light, 2 subobjects) in the status bar after conversion to pof from cob...

   When I do the normal tholian ship all 9 lights I added are NOT listed (2 materials, 0 lights, 10 subobjects)

  Why does this happen when I folowed the steps exactly and used trueview to position and glue the lights to the geo's and glues the turrets to the hull?

  When I open the model after failed conversion all I see is a list of geos with numbers assigned...

geo geo1
geo2
geo3

Why is TS messing up on saving my lights that I DID glue?

I tried to fix it in pcs but no luck , I added firing points for all 9 turrests but only two showed up. the other 7 never gave me a crosshair to move the point into position, like they were invisible or non-existant. reloaded the model tried and saved multiple times after ading correct normals, still failed...
Title: learned something new
Post by: Star Dragon on February 22, 2004, 11:27:41 am
When you convert a pof to a cob to work on it it strips the light associations from the turret as far as FS is concerned when you reconvert it. It will no loner show turrets as guns.

1x submodel in turret01

will now become

0x submodel in turret01

   Meaning you have to redo all the lights from scratch! I noticed it groups all such turret lights in the middle of the model at 0,0,0

  Not only that in 3d exploration the lights ARE visible as connected to the turrets BUT they are renamed like this

H_turret01, H_turret02 ect...

   you can reconvert it to pof and it DOES recognise the lights in the status bar (X materials, 10 lights, X subobjects) but model is useless as turrets not shown as guns.  Adding normals does NOT work. Delete your model you are screwed...

   Looks like I'll have to save the model after EVERY turret addition to make sure they work and keep a current working model. Evenif I succeed this will take HOURS. There goes my Sunday...
Title: Star Trek ships or mod yet?
Post by: TrashMan on February 22, 2004, 03:16:13 pm
Send the model over...I'll take a look at it...
Title: bad timing
Post by: Star Dragon on February 22, 2004, 07:06:02 pm
THAT model was deleted right after I posted.. Sorry...

   I honestly don't think it's the model anyway. I think it's MY computer or rather TS3.2  After all ther eis NO explanation for the lockups. After each step I need to save in case the final work gets screwed AND in addition to that I can't even hit EXIT without it locking up and crashing I think since it keeps the last file used in memory that fact or some related quality is messing with the save file, so it ends up getting corrupted and the light portion associations get screwed...

  This is a serious setback for me and my projects as I just learned HOW to turret correctly for single parts... That and I was so looking forward to arming ships I used to consider unusable cause of lack of appropiriate cap weapons...
Title: Star Trek ships or mod yet?
Post by: Redragon on March 02, 2004, 06:55:11 pm
Lookin good, just make sure proper credits are given...
Title: Welcome to HLP...
Post by: Star Dragon on March 05, 2004, 08:45:07 am
Someone will shortly give you a welcome beam and the nickel tour...(I would but my links aren't working for now).

   Credit is always given as due. A quick look through the ENTIRE thread indicates the majority of models are conversions by Ludi, and some others come from Feral Yards (both have given persmission). Some individual ships need to be secured, but only if they end up being used. Any WIP shots including them are for personal use only and NOT an official mod file. Official credits will be published when all final mod files are gathered and packed in the Campaign Vp file.

   Wow just realised I'm getting close to finishing my 2nd year. Though this project was officially started some 8-9 months ago, I've been thinking about it ever since I got here. It's a really good feeling to see some thing you've visualized take form and become substancial.
Title: Star Trek ships or mod yet?
Post by: Redragon on March 05, 2004, 08:57:45 pm
I just had a quick look through the thread and I saw a few of my ships in there without credit given to me. Don't get me wrong, I'm not whining or complaining, anybody that has dealt with me knows that I'm generous when it comes to that stuff. I'm just saying that I know lots of people and mods that get in a lot of trouble for that stuff. Its happened in the BC community, Taldren, everywhere. There was a Star Trek mod for Homeworld 2 that just got shut down because of that. I'm glad that you're helping out the community by contributing and I don't want you to get screamed at by people thats just what I'm saying. It becomes a nightmare...

Anyhow, good job on what you have done already and keep up the good work.
Title: In that case
Post by: Star Dragon on March 05, 2004, 09:59:25 pm
If you don't mind can you compile a list of the ships in question and I will look into it...

For now just in case people were wondering THIS is the official CREDIT LIST so far: (always in the process of adding more)

Little_ludi (secured permission for mass conversions of A2/BC/SFC3 ships) this is like 80% of the mod's models

Thulls111 (admin of Feral Yards/SFC series ships -Gorn/romulan/lyran/hydran ships [mainly])

Hugh Henderson (3 orion Priate modern vessels)

Mathew Frizzel (The Sortex, Dvas, Romulan NIghtwind shuttle, and The Phoenix)

Has permission but still evaluating:

Mattias Rehnman (The advanced Fed
fighter, The soverign X, the Dominion Torpedo Destroyer, The Romulan Warhammer and Federation Achilles

Almost totally skiped my mind to ask but from our own community:

How can you NOT have a ST mod with out the fine works of the following!!!

The Wolf 359 Project v2.01 was created by 'Captain' Nick Brown
[email protected] (weekends) (9th - 13th July)
[email protected] (weekdays)

The Borg Cube model and texture (plus two weapon textures) were created by Carl.
[email protected]

The Karnak02 model (used for the Borg Sphere) was created by 'Dark

  As for myself I only claim credit for the figher phaser and Torpedoes other than the borg one (which they were based off of) as these are the ONLY things I have ever created and though insignificant I am still proud of them. Oh and the uber photon spread 1=255, though you will not see it in the mod as it is totally sick.

   I am making a copy of this post as I just searched my drive and mailbox fro past letters. I am sure I am missing more permissions as my box was cleared last time I lost net access over 1 month.

   If ANYONE sees a ship that is suspect PLEASE let me know. I do not want any questions about the intregitry of this mod to come about.
Title: Star Trek ships or mod yet?
Post by: Redragon on March 06, 2004, 03:03:53 am
I only really looked at two pictures, the one with the kitbashed Breen Frigates and another one with a Dominion Carrier (should be credited to the Star Trek: Homeworld team) and the Dominion Battlecruiser. I've only seen two pictures and they're pretty hard to look at so again, I'm not 100% these are mine or am I able to provide a complete list.

(http://www.trek-homeworld.co.uk/users/redragon/breenfrigate.jpg)
(http://www.trek-homeworld.co.uk/users/redragon/dombattlecruiser.jpg)
(http://www.trek-homeworld.co.uk/users/redragon/nova.jpg)
(http://www.trek-homeworld.co.uk/users/redragon/novavariant.jpg)
Title: Star Trek ships or mod yet?
Post by: Fineus on March 06, 2004, 04:43:39 am
http://www.trek-homeworld.co.uk/users/redragon/dombattlecruiser.jpg

My goodness, that thing looks just like the Remus Battlecruiser of Star Trek Nemesis (ok, not exactly like it... but the overall design is very similar).
Title: Star Trek ships or mod yet?
Post by: Redragon on March 06, 2004, 02:56:54 pm
I don't even remember what the Remus Battlecruiser looks like lol but if it does, it would be the other way around, that pic is the Dominion Battlecruiser shown in DS9.
Title: ships
Post by: Star Dragon on March 07, 2004, 04:26:36 pm
I apologise about the carrier shot. that DID com from HW trek that I converted myself to see if it would work/look good in game. Thank you for pointing it out! For now the mod is at a standstill cause of my turreting problem as all models as just eyecandy. As for the carrier unless I find a modler to assign modification of dominion ships, it just won't make the cut as I'm trying to reach a state of even graphics for each species. This is why I am seperating the mod into eras.

   Unfortuantely the Dominion is in the SD9 era (a modern one) so the graphics/textures should be as crisp as possible. If I find better textures for it and it fits in better I will then track down the owners and ask for permission to include it.  Keep in mind 90% of these screenshots are just WIPS for mod look/feel. Nothing is written in stone and will be determined if I can get talented people who 1.) have the time to commit to this mod as I lack many of the skills needed to finish it, and 2.) willing to conceed to MY vision of what FS Trek should be.

  As for the other ships I located them in my Ludi downloads folder

   BTW as for the Scimitar Ludi's is too big for now, so I am using the KA version ONLY for testing! One I get the tables and weapons right I need to get someone to break down Ludi's model and I will translate all the existing game data for the old one and BHAM! we have the best Scimitar it can be... Like I said earlier baby steps... I've been working towards this for almost a year now so my great patience has been an asset.

   Red Dragon would you be interested in working on FS2 trek? Not to scare you off but we have like 400-500 ships that need work... ;)
Title: Star Trek ships or mod yet?
Post by: Redragon on March 07, 2004, 05:27:09 pm
I really can't make any commitments right now but the STHW (Star Trek: Homeworld) team has created and has a collection of well over 100 ships and thats just SoA our flagship mod. If you name a trek ship (cept for Delta Quadrant) its more likely been done by us or will be sometime in the near future. If you need help or need access to ships then show up at our forum, tell us what you need, show us what you have and what the FS2 engine can handle and more than likely you'll have access. We went from Homeworld to Bridge Commander to SFC and some of our ships are in Klingon Academy too so the rest of the team will more than likely have an open mind about it. Lemme show you some of our other stuff...
(http://www.trek-homeworld.co.uk/users/redragon/teroknor.jpg)
(http://www.trek-homeworld.co.uk/users/redragon/wells.jpg)
(http://www.thegamingunion.co.uk/users/forumusers/final1.jpg)
(http://www2.truman.edu/~d1294/intrepid/render1.jpg)
Title: Star Trek ships or mod yet?
Post by: Omniscaper on March 08, 2004, 12:42:05 am
Red Dragon, I thought I recognized your name from the BC Universe forums. Have you checked your private messages? If you want to see what the engine's been capable of lately, take a look here:

Current BC ports:

(http://www.penguinbomb.com/omniscaper/Screenshots/0.jpg)

(http://www.penguinbomb.com/omniscaper/Screenshots/Klingons00.JPG)

http://www.hard-light.net/forums/index.php/topic,19747.0.html



BC ports running on Beta FSO builds with new environment maps:

(http://www.penguinbomb.com/omniscaper/Screenshots/Env07.JPG)

(http://www.penguinbomb.com/omniscaper/Screenshots/Env09.JPG)

http://www.hard-light.net/forums/index.php/topic,21159.0.html


I'm still patiently waiting to port over your Valdor model. Has it been released yet for porting? Another question Reddragon, is that Intrepid a port from EliteForce II?
Title: hey!!!
Post by: Star Dragon on March 09, 2004, 09:35:44 am
I thought I had dibbs on the Valdore over at KA? (kidding!) Actually I got an affirmative for it BUT I have to wait in line... Those textures are to DIE FOR!

  Great stuff, especailly the texture for the Intrepid. . For ds9 we got a twst version, but I want to use the SFC3 one for final.

One important thing, OMNI's mod is HT&L so he can have glows and shine and all that jazz (like uber 200x200 textures). My version is for Retail and going to be similiar to HW but without glows.

I'll take anothe rlook at the HW ST mod. as most of the basics are covered I'm specifically looking for non-cannon or unique vessels that can fulfill a role (ie like the dominion carrier). IF I decide it fits later or if I see something that is a MUST HAVE I will certainly let you and the team know about it!  (ever see a mod stalker before? ;7 "you have 107 messages..." :lol:  I just made that up.

Omni, as to your backgrounds...WHOA! keep up your amazing stuff dude. (dies of jealousy  :(  )
Title: Star Trek ships or mod yet?
Post by: Omniscaper on March 09, 2004, 09:52:53 am
The backgrounds shown above are Lightspeed's, Star Dragon. I'm not trying to compete with you Star. As you can see, my conversions are just little side projects. I don't have the time to get into teams that work on whole campaigns and stuff. To be honest, the main reason why I started this endeavor was because of my impatience for new material that utilized FSO's new capabilities.

The Valdor is an excellent mesh/texture set. Hey Star, check out this thread:

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=14193
Title: Star Trek ships or mod yet?
Post by: Nico on March 09, 2004, 10:51:52 am
Quote
Originally posted by Redragon
If you need help or need access to ships then show up at our forum, tell us what you need, show us what you have and what the FS2 engine can handle and more than likely you'll have access.


No offense, but I've seen many occurences when that should have happened ( with startreck, macross, and a couple other TC ), and everytime time, it ended the same way: seems the HW community N°1 rule is "we made it, it's ours, do your own and leave us alone".
Title: Star Trek ships or mod yet?
Post by: Redragon on March 09, 2004, 03:04:47 pm
Hmmm, we'll I shouldn't have seem like I was talking about the whole community but I know that my mod STHW is more generous than others... you seen our ships in half a dozen games. Plus, the ships that I made, for a span of a  year or two, I was willing to let anybody take a look at it and play as they pleased. For beginners, the original PSD textures of the Dawnstar were made available for download. I can't speak for the entire HW modding community but I hafta defend STHW and say that its more generous than many.

By the way, those pics are really nice. I haven't seen a game with as many ships on screen at once since Homeworld, thats looking really good.
Title: Star Trek ships or mod yet?
Post by: Nico on March 09, 2004, 03:22:52 pm
Well, I'm glad to hear that, really. I think it's sad when it's not that way.
The lack of cooperation between the robotech mod for FS2 and the macross mod for HW is one of the reasons both died, I think, for exemple...
Title: Star Trek ships or mod yet?
Post by: TrashMan on March 10, 2004, 05:36:07 am
Still no Galaxy-X?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on March 10, 2004, 02:36:43 pm
Ugh!!! If you REALLY want a Galaxy-x I can convert Pneumonic's model for Bridge Commander. Its no where remotely close to the caliber model and texture-wise to Scotchy's Galaxy. It really is an ugly duckling. BCfiles has been down for the last couple of days, so finding pictures of it will be tough.
Title: he has a point...
Post by: Star Dragon on March 10, 2004, 02:51:12 pm
I have yet to have permission denied from a ST community, and in fact, have had noth8ing but good feelings with them. The only exception was custom kitbashes that were for a specific project that had screens listed but no file downloads, and this was ot a denial per say. Just that it was a private thing by that modler and not for any community.

  A fine example of this openess was the New viper conversion I did from the BC file. (Model Author: Atra-Hasis
Illumination: Wicked Zombie)

  Or some of the new stuff you haven't seen from Feral Yards thanks to thas111 (a SFC3 yard)

  Some bummer news though, not sure if I'm losing my cable (have to see if work picks up in next 2 weeks) plus the 6 months special is over and gonna be $20.00 extra! YIKES!!) Might just cave in and go back to something like Net Zero). Been using this time to get backk all the NWN stuff I lost last time my C drive crashed. I deleted all of bab5 season1 for room and re-dl'ed a bunch of new NWN mods,haks, and creatures to play with. I may try to sstart learnin to mod it so someday I cam recreate my campaign world on pc. I have been away from my friends for 2 years now and this really blows  ;)  I've played normal D&D for over 20 years, but only the last 7 years as a DM. NWN is a great program, but will NEVER replace getting around the table with a bunch of your buds and having a little escape from the day to day BS for a few hours once a week. Despite it's limitations it is the closest you can get to the D&D experience on a PC. Plus some of the PnP conversions I played from the 80's were some damn good conversions. Someone ever recreated Diablo and I MUCH prefer this NWN version  :lol:  Anyway if I can get a team together maybe I can make some of the adventures we've had in my campaign world available for people to experience. Because I think rather unconventionally I even had an idea for a massive group of world projects that can be broken down into sections that all link up so enventually you can have any fantasy world mapped out and have adventures written for them. So that's mostly what I've been doing on my offline time besides work... L8tr.
Title: Star Trek ships or mod yet?
Post by: TrashMan on March 12, 2004, 04:09:49 pm
Quote
Originally posted by Omniscaper
Ugh!!! If you REALLY want a Galaxy-x I can convert Pneumonic's model for Bridge Commander. Its no where remotely close to the caliber model and texture-wise to Scotchy's Galaxy. It really is an ugly duckling. BCfiles has been down for the last couple of days, so finding pictures of it will be tough.


I suggest you use C2's Galaxy-X. To my knowledge, it's the best one out there....
Title: Just to let you know
Post by: Star Dragon on May 29, 2004, 10:47:13 am
I've started my snails pace again (took a huge hiatus after getting discouraged by the turreting debacle). Spent the last few months mindlessly killing orcs and being heroic, ok got my fill (finished original Camp as well as SOU, and in hell now for HOTU).

   Thinking of maybe in a few months trying to release a "skirmish pack" meaning just fighters and a cap or two and no missions make your own...  Main problem is weapons, I am not happy with them yet (especially phasers), the torps are just fine but are still primary weapons. I haven't found a way to make them a secondary and keep they cool appearance (rememebr this IS retail). Lack of skills is the culprit but you do what you can. On the plus side I found some really cool ships for one of the storylines I wanted to explore and half of them are conveting fine, except some need to be subobjected (but at least they are not crashing PCS like the other half are!).

   Oh for Trashman, I have LOOKED around and so far the best that I can use is Ludi's Gal-X. However if you want better than I think you should take some time off other projects and krank out a Gal-X ;7  Or pester Onmi to try his hand (as I am sure he can whip one out FAR superior to anything I can merely find and convert cause he IS a modler and I am NOT.)

  Oh and I still never got anywhere with Star Lancer info so if anyone want to make custom maps or use FS ones straight over I have all the coolest models from SL ready for conversion (these are core models only not from modders). They will not take textures and need to be mapped so are still raw. (even if it shows material slots when you fill them the model just barely glows white all over.

  That's the insignificant news for now, we return you to continual boredom... Kent back to you! ;)
Title: Gorn Render
Post by: Star Dragon on June 05, 2004, 02:21:14 pm
AS with the other Species Design renders the Gorn now have thier turn. Only half of what is planned but enough for a teaser...

GORN POWER!
http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=6089.jpg

[edit] And "those who shall not be named" got a few more ships added also!
Title: Star Trek ships or mod yet?
Post by: Pegasus V on June 14, 2004, 09:48:46 pm
Quote
Originally posted by Carl
I made a borg cube. I'm pretty sure it's hosted here. Also Captain Nick Brown was making a ST mod, but he hasn't been around for ages.


Dat's me... Check my signature for downloads. I stopped the Alpha Quadrant project ages ago though...
Title: Hey Pegasus V !!!
Post by: Star Dragon on June 14, 2004, 10:13:42 pm
You know it was You, Carl, and Azonic that got me inspired to actually commit to this. Now I got probably 1500 models to get into the game and a few pretty cool ideas for story lines,

  In case this mod actually gets made I don't want to ruin it but I've been reading a LOT of fanfics on spacebattle.com and fanfiction.com and they have influenced me greatly!   ;)

   Say are you "free" and interested in helping out? Plus what do you think of this effort so far?

l8tr!
Title: Star Trek ships or mod yet?
Post by: TrashMan on June 15, 2004, 07:54:25 am
Hmm...I think I have a high-poly Galaxy-X(BC) from C2 on my hdd...
I could send you that one....Alltough the thing is 5Megs big..Maby I should just give you the linky...
Or maby I should just try to convert it myself...

Wait and see...
Title: well
Post by: Star Dragon on June 15, 2004, 06:00:26 pm
You know what's going to happen if you send it to me, it's just gonna sit on my HD till I can find a modeler to do work on it! :nod: besdie this has to fit RETAIL limits (keep that in mind).
Title: Back in Business!
Post by: Getter Robo G on August 06, 2004, 07:32:29 pm
Ok not only am I running SCP as a baase now later on if people want they can upgrade the basic ships to SCP limits (and hopefully make them avaialble to the rest of us!)

   Since I have to re-think the size issue (realistic versus playability factor) I am still in the proess of gathering more models and permissions. One of which is a HUGE gain from my wish list. A actualy Kirk era Yamato class Battle Bucket! That's right the granddaddy of ass kickers  is comming to Fs Trek!

  I won't go into detail but I'm trying to make this a story tie-in to other events. basicly after Nemisis the Feds get their hands on a nearly pristine Kirk Era Yamato and it is sent to the refit yard to get an enormous tear down and rebuild job for future conflicts (it IS a Dreadnaught after all!) Plus it can carry fight squadrons if they dump the old shuttles.  Imagine up to date weapons and ablative armor on this monster?

  Here's the pic I call "Homecomming"...  Thanks to Moogle (one of the best modders of Klingon Academy) for allowing me to use his work. I hope to get a texture refit for the model to make it blend in better with the sharper looking ships in game.

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/7fcc&.dnm=7db7.jpg
Title: update...
Post by: Getter Robo G on September 18, 2004, 06:04:09 pm
Still slower than molasses but figured I'd give you a teaser pic...

  If it's too dark or to small too bad! (besides I am still waiting on permission on the second one)

WIP shot of the Uss Arc Royal-A (A Federation Heavy Carrier) & The USS Prince of Wales (An Excelsior Refit). Both of these ships are under the control of Section 31 in the campaign)...

   http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=7fcc&.dnm=56a9.jpg

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=7fcc&.dnm=61ed.jpg

These are from the LATE Kirk Era that's why the nacels look wierd (plus it's a SFC thing, blocky polygons)...

Enjoy!
Title: Update
Post by: Getter Robo G on September 24, 2004, 01:23:45 pm
I decided this will be the logo for my side project

http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=7fcc&.dnm=94f0.jpg

The reason for the merged Fed/Klingon is in reference to the last era chapter (overall theme)
Title: Initial splash page...
Post by: Getter Robo G on October 01, 2004, 05:34:24 pm
Yeah heavily borrowed from the original BUT at least the copyrigths are listed... Just have to add V's right?

  Anyway some of the fighters you will see in game (tholian to be changed). I wanted to see how it looked.

  The mod is eternally slow and plagued by the curse of all FS2 Trek mods and of ocurse is overshadowed by Omni's amazing SCP models (which I hope he will let me use?) but I promise to quit only 1/month! Everytime I say "That's it I'm washing my hands and walking away!" SOMETHING happens and always brings me back....

  The project that refuses to die! (think the Movie PUMPKIN HEAD!)
"You don't know the evil you are conjuring BOY!" :D
(http://img81.exs.cx/img81/1241/FSTrekIntro.jpg)
I hope you like it a little?
Title: UPDATE !!!
Post by: Getter Robo G on November 21, 2004, 03:11:24 am
Major bug squash (or rather a work-around)...


  My frustration with FS open about the missing secondary textures has been temporarily aliviated. I had a brainstorm because new primaries worked fine , then it hit me. Why not make the fighter photons dumbfired ballistic primaries???

Anyway this was a test and it was great, now will have to balance damage inteh future, plus load out count but that can wait. Time to port all the other torps I converted!!! When the Coders fix the phantom bug that remains for secondary textures (caue they STILL do not show up when the maps are in all the right places). I will simply change them back over to secondaries..

God I'm good! You got to be accurate though, this means dogfighting will be more like straight bombing runs until you run out of Torps! Note you will still have normal missiles avaialble.  This means cap ships are affected more cause of lack of accuracy and homing so expect to see a LOT of photons flying around not hitting much :D
(http://img103.exs.cx/img103/3871/microphotons.jpg)

To be continued!!!
Title: Star Trek ships or mod yet?
Post by: TrashMan on November 21, 2004, 05:05:23 am
WICKED!
Title: Update..
Post by: Getter Robo G on November 21, 2004, 07:31:29 am
ok, so far I have ported a "micro" version of the following torps (to be used for all fighters/shuttles):

Red Photon
Green Photon (Borg/Romulans/Klingons)
Gorn Photon (first of many more "Racial Torps")
Quantum
Tri-Cobalt

Note have not decided on a "Micro" Transphic texture yet, but will have one soon.

Torps to finish off once regular secondaries fixed (for capships) textures chosen for:

Red photon
Borg Photon (cube)
Romulan/Klingon Green
Quantum
Tri-Cobalt
Transphasic
Gorn Plasma
Breen torpedo
Anti-Matter Spread (best of both worlds)

Some special ones in the air but have textures for:
TOS romulan plasma light/heavy
Tholian Light/Heavy
[and a few more]

To be continued...

[edit]

color on all torps fixed (too much gren was washing out natural texture colors. found out if you want to see your texture exact choose setting of 0, 0, 0 for laser 1 & 2 color.

Micro Photons FINAL!
(http://img92.exs.cx/img92/2866/micropfinal.jpg)
Title: Star Trek ships or mod yet?
Post by: DaBrain on November 21, 2004, 10:18:53 am
I'd like to know how this effect works.
We're trying to achive a similar effect for the Starfox mod.
(Charged laser)
The effect itself is ready, but how does it have to be implemented to the tables to look right?
Title: Star Trek ships or mod yet?
Post by: Omniscaper on November 21, 2004, 02:06:08 pm
Those Starfox charge lasers did look like photon torpedoes didn't they? I thought I was just seeing Trek everywhere so I kept it to myself. I guess that squirrel outside my window DOES look Klingon.
Title: Star Trek ships or mod yet?
Post by: DaBrain on November 21, 2004, 03:15:45 pm
Oh, I almost forgot to ask. Is this effect animated.
Cause the charged laser has use an ANI.

It looks like a green torpedo.
(http://img4.exs.cx/img4/7307/c0010.png)
Title: God I love it...
Post by: Getter Robo G on November 21, 2004, 04:17:29 pm
That would be perfect for the Borg cap torpedo (evil grin) mind if I use it?

Actually no it's just a static image BUT if you want make an .ani out of the micro torp images from KA or SFC they usuall comem bundled in batches of 10-15. I selected what I thought fit best for each type of torp and built them of of Carl the Shivan's origonal Borg Torpedo. My look where we are now, he he..
Should I post the texure or send it?
l8tr!
Title: Star Trek ships or mod yet?
Post by: Roanoke on November 21, 2004, 04:44:36 pm
make it red/orange and it would be good for HW Cataclysm Turret fire (IIRC).
Title: Re: God I love it...
Post by: DaBrain on November 21, 2004, 05:07:58 pm
Quote
Originally posted by Getter Robo G
That would be perfect for the Borg cap torpedo (evil grin) mind if I use it?

Actually no it's just a static image BUT if you want make an .ani out of the micro torp images from KA or SFC they usuall comem bundled in batches of 10-15. I selected what I thought fit best for each type of torp and built them of of Carl the Shivan's origonal Borg Torpedo. My look where we are now, he he..
Should I post the texure or send it?
l8tr!


Sure you can use it. Do you need the ani?

I'm mainly interessted in the table entry. The torp glows look like they're directed to the player. (dunno how to describe it right...)

And this is the effect I want to achive.
I thought about using a .pof with a glowpoint, but glowpoints do not support anis. :(
Title: Star Trek ships or mod yet?
Post by: Trivial Psychic on November 21, 2004, 07:02:31 pm
The green one would also do well as Romulan Plasma Torpedoes.
Title: Star Trek ships or mod yet?
Post by: Omniscaper on November 21, 2004, 09:48:14 pm
I thought glow points can't take ani's. I've been looking for a way to animate secondary weapon's glow maps when I first created my torpedoes, but with no avail. So Getter, are yours animated, if so, HOW!!!!
Title: micro red torp and table
Post by: Getter Robo G on November 21, 2004, 10:00:06 pm
(http://img41.exs.cx/img41/7051/microtorp.jpg)

;-------------------------
;Micro Photon
;
$Name: Micro Photon
+Title: XSTR("GU-13", 3317)
+Description:
XSTR(
"Special Issue
Fast-fire rate
Ballistic", 3318)
$end_multi_text
+Tech Title: XSTR("GU-13", 3319)
+Tech Anim: Tech_GTW-66_Maxim
+Tech Description:
XSTR("Federation photonic torpedo for fighters/shuttles.", 3320)
$end_multi_text
$Model File: none
@Laser Bitmap:                           microtorp
@Laser Glow:                           microtorp
@Laser Color:                           0, 0, 0
@Laser Color2:                           0, 0, 0
@Laser Length:                           1.
@Laser Head Radius:                     2.5
@Laser Tail Radius:                     2.5
$Mass:                                 0.10
$Velocity:                             250.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            15.0                             ;; in seconds
$Damage:                               500
$Armor Factor:                        1.0
$Shield Factor:                        0.6
$Subsystem Factor:                     1.0
$Lifetime:                             15.0
$Energy Consumed:                        0.5                              ;; Energy used when fired
$Cargo Size:                           0.100                              ;; Amount of space taken up in weapon cargo
$Rearm Rate:                    100.0  
$Homing:                               NO
$LaunchSnd:                            81                               ;; The sound it makes when fired
$ImpactSnd:                            85                               ;; The sound it makes when it hits something
$Flags:                                ( "player allowed" "shudder" "stream" "ballistic" )
$Icon:                                 iconNewton
$Anim:                                 Newton



(Note used as is the ship needs to also have the ballistic tag or it won't fire)

Hope this helps, l8tr!

Yeah I'd love the .ani (would be cool to let the Borg have the only animated one LOL!!!)...

Pay no attention to the tech description I haven't tweaked them enough yet, this was tested on the Robotech mod first...
Title: Star Trek ships or mod yet?
Post by: Trivial Psychic on November 22, 2004, 12:56:53 am
A thought came to mind.  Now, perhaps someone else has already considered this, but perhaps the method to create the required torpedo effect on a secondary, would be to make the torpedo realy small and invisible.  Then, (if possible) tag on an engine glow, which matches the desired effect.  You'd want to have no engine trail, and perhaps even no thruster trail if that can be turned off.  These may require a re-coding, but it could be a method of accomplishing the desired effect.

Later!
Title: Star Trek ships or mod yet?
Post by: Bobboau on November 22, 2004, 01:45:03 am
lasers are suposed to be able to take anis, glowmaps (and defuse textures) too, nothing else.

teritary thruster glows do rotate in a semi-random manner though
Title: Star Trek ships or mod yet?
Post by: Trivial Psychic on November 23, 2004, 12:30:49 am
Quote
Originally posted by Bobboau
teritary thruster glows do rotate in a semi-random manner though

I thought tertiary weaponry didn't exist yet.  Can secondaries be coded to support thruster glows though?
Title: beams and animations
Post by: Getter Robo G on November 27, 2004, 09:27:40 am
I need to know how I can have an animation play during a beam. IF that is possible... ;7

Anyway people have been wanking again about Shivans versus Borg. Well guess what? The Shivans are about to crap their cyborg pants as the ORIGINAL entity designed to KILL BORG arrives on the scene.

I shouldn't be showing you this yet, but here's a sneak peek!
Weapon DATA is final but look will change!

enjoy!

(http://img48.exs.cx/img48/9898/shivansurprise.jpg)

I'm so bad...
Title: update
Post by: Getter Robo G on April 28, 2005, 06:55:37 pm
unlesss something major happens, my ST posts will now continue on GTD Bastion (because if a team can be formed then I will formerly ask Hippo for hosting as he has already indicated it would be available).

http://www.woodentoyandgift.com/forums/showthread.php?t=111

My latest piece of experimentation with ds9 (the ludi conversion) with glows is now posted (Jpeg). Also Connie and Miranda work in combat fine...  In the far future will play with MU textures to see if I can get a resonably nice look for the ISS Enterprise (Mirror Universe).

l8tr!
Title: Star Trek ships or mod yet?
Post by: Ulala on April 29, 2005, 08:25:06 pm
Cool.