Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Setekh on December 08, 2003, 07:01:31 am

Title: Omniscaper's hi-poly Galaxy model (image heavy, in-game shots)
Post by: Setekh on December 08, 2003, 07:01:31 am
Omniscaper, I've uploaded these shots for you - but I saw how good they were and seriously thought they were good enough for their own thread. If you want this merged with the old thread, just gimme a shout, but I think this baby deserves more publicity!

As per Omni's request, I must mention here that credit for the model and textures goes to the ST:BC community's Scotchy. Omniscaper ported the model into FS. // Sandwich


The first 4 shots have the "low"-quality Galaxy-class (3000 polys, textures 256*256).

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_low01.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_low02.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_low03.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_low04.jpg)

The next 4 shots have the "high"-quality Galaxy-class (13000 polys, textures 1024*1024).

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_high01.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_high02.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_high03.jpg)

(http://3dap.com/hlp/staff/setekh/omniscaper/galaxy_high04.jpg)

Waaaaaaaaay nice, man.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 08, 2003, 07:39:53 am
Well I guess we can put any models in FS2, then. I have a nice high poly Sulacco, anybody wanna convert it to FS2? :D

edit: btw, 13k polys is probably a bit overdone, but 1024*1024 maps aren't. forget those 256*256 maps, dude, forget them forever, remove them from your vocabulary, they're sinful, they're dirty, they don't deserve to exist. To sum up: 512*512 mini, coz a good map can make a mediocre model stand up, while the other way around won't work.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: IceFire on December 08, 2003, 07:41:35 am
Very impressive....must be a FPS hog.  I know it says 32fps but toss a couple of these in and whammo!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Setekh on December 08, 2003, 07:46:46 am
Agreed, Venom. I wasn't expecting much with the model - I've seen very boring 13K models before - but those textures slap you silly. The quality improvement is vast. Well done to you, Omniscaper. :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: pyro-manic on December 08, 2003, 07:58:53 am
Whoa. That is rather impressive! In fact, that's bloody amazing! :eek:  Now do the Nostromo (and it's big refinery thingy as well) :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Ashrak on December 08, 2003, 08:01:53 am
well i gess the star trek project is going ahead sign me up as animator :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 08, 2003, 08:02:35 am
Quote
Originally posted by pyro-manic
Whoa. That is rather impressive! In fact, that's bloody amazing! :eek:  Now do the Nostromo (and it's big refinery thingy as well) :D

If you're looking for the same magnitude of details, you're gonna go in the hundreds of K of polys with this one. Even magic won't make it work in FS2 this time ;)

anyway, I guess the ultimate test is to drop ten of those in a mission, all visible on screen at the same time. Then we'll see the FPS :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: TrashMan on December 08, 2003, 08:38:53 am
Bloody Impressive!:yes:
Now let me see a Galaxy-X and I can die happy!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: diamondgeezer on December 08, 2003, 08:41:28 am
My Smilies is offline again, or I'd post that big :jaw:

So, I'll post this instead:

DAMN!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Triple Ace on December 08, 2003, 09:05:02 am
That is one of the best mods I've ever seen. Keep up the good work.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Carl on December 08, 2003, 09:29:44 am
holy poop on a stick with gravy!

that's what modding is supposed to be!:yes: :yes: :yes: :yes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 08, 2003, 10:12:59 am
Quote
Originally posted by Carl
that's what modding is supposed to be!:yes: :yes: :yes: :yes:


Well I'm not sure modding is supposed to be "I take high poly meshes obviously not meant for real time but use it in a game anyway", but it sure looks pwetty.
I just wonder how well it'd work with a whole mission using meshes of that quality, and what are the specs of the computer used to take those screens...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Hunter on December 08, 2003, 10:14:39 am
You don't need to be a Star Trek fan to say thats one FINE ship :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Carl on December 08, 2003, 10:41:35 am
well, most ST battles are one on one, so if you only have one ship on the screen during the entire mission, you only need to render 6500 polys per frame, so it wouldn't be so bad.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 08, 2003, 10:48:40 am
**** me.. that's beautiful! Release it!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Gloriano on December 08, 2003, 10:51:28 am
wow,awesome:) :yes: :yes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: c914 on December 08, 2003, 11:01:29 am
:eek2: :eek2: :eek2:
whooo ( i can say only that )
Release it Release it Release it!!!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 08, 2003, 11:15:07 am
Quote
Originally posted by Carl
well, most ST battles are one on one, so if you only have one ship on the screen during the entire mission, you only need to render 6500 polys per frame, so it wouldn't be so bad.


but considering the FS2 AI, that would make some seriously crappy mission :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 08, 2003, 11:16:01 am
how many 1024x1024 textures on this galaxy, btw?
because 13k polys shouldn't be that much
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Petrarch of the VBB on December 08, 2003, 11:55:48 am
!!!!!!!!!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: vyper on December 08, 2003, 12:23:34 pm
Quote
Originally posted by Petrarch of the VBB
!!!!!!!!!!


Agreed.

Also what are you doing back here? :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: diamondgeezer on December 08, 2003, 01:03:57 pm
I tricked him in to it
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Alikchi on December 08, 2003, 03:34:41 pm
Holy crap!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 08, 2003, 04:19:02 pm
*faints*

Hey, you SW TC guys seeing this? ;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Turnsky on December 08, 2003, 09:17:13 pm
HOLY ****!!! :eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Knight Templar on December 08, 2003, 09:19:25 pm
That's as 1337 as you can get with a ST ship in freespace.. nice work. :yes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: AqueousShadow on December 08, 2003, 10:47:15 pm
:eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 08, 2003, 11:54:08 pm
Wow.... my pictures are up. Didn't expect my own thread. Thanks for the response people, but I can't accept such compliments without giving all beauty credit to the original Bridge Commander modder "Scotchy". Scotchy is a member of the Bridge Commander Modding community located at:
 
http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewforum.php?f=11&sid=ff428faa5d894e7ac82fdbf8723f8f5e

He is the genious who created her beautiful 1024x1024 textures, in addition to the rediculously accurate mesh. I consulted with him about posting pictures of my conversion of his BETA version of his project for Star Trek Bridge Commander. He said it was kool, but just recently, I was requested to keep it in the down low till its officially released by him. I'm sorry Scotchy if this gives unexpected publicity for your work.

All credit I deserve is its conversion process. So please thank "Scotchy" for his genious and artistic talent. Please admin, change the thread's title to reflect this. I did not build the model and cannot take any aesthetic credit whatsoever
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 09, 2003, 02:06:58 am
I am attempting to reconvert this model, this time as a single mesh vs the mesh groups that the pictures were made with. I was told it will speed up the FPS because of a more efficient use of HT&L.

I managed to get 2 of these models in a scene without crashing the game. With 3 it crashed after 5 minutes. I believe its the mesh groups issue. Deducing and investigating the problem.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Setekh on December 09, 2003, 05:52:27 am
Sorry, my bad. :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 09, 2003, 07:25:43 am
do this way:
select all the turretts/rotating objects/destroyable objects/LODs/ shields/destroyed versions of objects/debris, glue each of them with a light and follow the instructions present in many tutorials, like Bobboau's pcs tutorial
select all the other objects, and group them together at the detail0 level.
I suggest you to grab a low detailed version of the same ship (not more than 1000-2000 polys and low res textures) and use it as lod1.
Use an even less detailed model as lod2 (4-500 polys should be more than enough to give the impression of the shape at far distance).
Use a very simple mesh (around 50 polys) as lod3
This will reduce a lot the performance hit.
If you follow correctly the tutorials and use correct tables, then there shouldn't be crashing problems, but admittedly nobody tryed to put so far so many polys at the same time in game...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 09, 2003, 09:58:48 am
I wish I had gotten that far. I'm still arranging the turret firing points along all the phaser arcs. I figured by the end of this tedious work, the Galaxy will have a total of 33 turrets all together.

I just finished preparing 3 more models for its LOD. 3k, 1k, 500, 200 models. I'm curious if the texturing for those LOD versions have to use the same maps as the highest model? Tutorials don't seem to cover that. I'm ready to add 6 more maps to the map pool for this entire ship.  I'd rather not remap models that have been mapped already. Do the LOD's need to have all the same subobjects the Highest one has? BLARG! Frustration. Need sleep. Too many questions... too many problems.


I just hate the gluing process. Truespace 6.5 doesn't seem have the TrueView plugin available. EVIL EVIL EVIL
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: mikhael on December 09, 2003, 10:32:34 am
No, I don't believe LODs need to have the same subobjects. On of the things I do for LOD1 is remove all blow-offs that are present in LOD0.

As for TS6, look for a "graph editor" or "Scene editor". That should have the functionality of Trueview built in.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 09, 2003, 11:17:19 am
lods don't need to have the same subobjects, you don't need even the turretts, if you don't want them.
FS2 supports 4 LODs (actually you can convert 6 LODS, but I never really understood if FS2 can use more than 4...). Lod0 is the high poly one, Lod3 is the less detailed. You see LOD3 only when it's very far, so don't care too much about it's shape: 100 polys will be enough.
You can use completely different maps for the different lods, and you also should. LOD3, for example, can be mapped with a single simple small texture (256x256) repeated all over the mesh, and for the other lods you can just use the same textures of lod0, but resized, expecially if you built them welding vertices of lod0, and saving the uvcoords.
And in TS it is very simple to edit hierachy, using the scene editor (keyframe editor in some versions), the icon is placed on the upper left menu bar.
check this tutorial (note it is a fs2 tutorial, not an fso one), and bob's pcs guide, for hierachy examples: http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/index.html
bob's guide:
http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: JTK-1701-E on December 09, 2003, 11:29:02 am
Please for the love of GOD, don't do what they did for Star Trek Bridge Commander and give us the crappy ST starships.  Bring a Defiant or 80.  Borg Cubes...  Neg'vas...


Yessss....
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 09, 2003, 11:32:02 am
This ship is not stock!
It is the best Galaxy model out there yet to be created!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 09, 2003, 01:32:45 pm
Quote
Originally posted by Omniscaper
I just hate the gluing process. Truespace 6.5 doesn't seem have the TrueView plugin available. EVIL EVIL EVIL


PI-SceneTool (http://www.lunadude.com/rsrc_trueSpace.htm) works fine with TS6.0 so I imagine that 6.5 should be fine with it too.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 09, 2003, 02:02:26 pm
Are there any plans to make the saucer detachable, or is that too much of a departure from what it was designed for for the FS engine to understand?

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: TrashMan on December 09, 2003, 02:11:24 pm
For those of you who have Bridge Commander:

*start shameles self-promotion mode*

DOWNLOAD MY BALANCED TNG REALISTIC HARDPOINTS PACK!
At www.bcfiles.com

*end shameles self-promotion mode*

Keep up the good work guys! Looking good!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 09, 2003, 02:21:53 pm
Quote
Originally posted by Trivial Psychic
Are there any plans to make the saucer detachable, or is that too much of a departure from what it was designed for for the FS engine to understand?

Later!


Hmmm, wow, I can't believe I never thought of that. And Freespace would be able to duplicate it soo well! Just have the saucer and engineering section as seperate models, with a nicely-planned dockpoint path, and there you go. The main problem I can see would be that you'd have to disable via SEXPs the Engineering gooseneck's dorsal phaser array when docked, since that's where the saucer sits.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: übermetroid on December 09, 2003, 03:03:03 pm
When the modle gets finished can you do a quick mission with it that has the playing doing an assault on the Galaxy?  Oh mad that would be fun!

Include it on a VP file so it is super easy to use...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 09, 2003, 03:39:19 pm
You know, we (BC players) have MVAM (Multi Vector Asault Mode) for the Galaxy (so seperating Saucer or Star Drive) and for the Prometheus on the way (just waiting for the models).
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 09, 2003, 03:52:00 pm
Quote
Originally posted by MLeoDaalder
You know, we (BC players) have MVAM (Multi Vector Asault Mode) for the Galaxy (so seperating Saucer or Star Drive) and for the Prometheus on the way (just waiting for the models).


Uhm.... yay! :p We have dockpoints. :p

Is the MVAM something being custom-coded into the game, though?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 09, 2003, 03:55:43 pm
Quote
Originally posted by Sandwich
Uhm.... yay! :p We have dockpoints. :p

Is the MVAM something being custom-coded into the game, though?

It is custom scripted.

Besides, we do have dockpoints, but they are a pain in the @$$ and not suitable for MVAM.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 09, 2003, 04:12:01 pm
Cool.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Bobboau on December 09, 2003, 09:32:32 pm
it would probly be best if two models were made, one designed for splitting up  into Saucer or Star Drive, the other for normal single ship mode
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 09, 2003, 09:55:57 pm
Prommy MVAM cannot be done in FS2, since it doesn't support multiple docking.

Pretty good stuff this....:D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 09, 2003, 11:06:45 pm
Turrets are FINISHED!  ALL 35 turrets spanning all phaser arcs and two torpedo launcers. I hope you TBL folks are prepping up for this baby. I'm just incorporating the LODs now.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Ulala on December 10, 2003, 01:03:16 am
Wowsers.

:yes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 10, 2003, 01:13:43 am
Hmmm... if we could have animated glowmaps linked to firing sequences of certain turrets, we could even have the stream of energy run along the phaser arcs to the firing position.

Oh, BTW, I thought of a really neat way to allow a phaser arc "turret" to fire from anywhere along its length. Only problem is, it needs to be circular, not elliptical.

Basically you'd have the turret model as a large ring, with one firing point somewhere along the top or bottom (depending on if it's a dorsal or ventral phaser). This ring would be a "multi-part" turret, and would rotate to face the target, then fire. The rotation would not be visible to the player at all, but the effect would be that the phaser arc could fire from any point along its length.

Only bug I can think of with this is that there is no way to tell the phaser not to fire along a certain length or its arc (for example, a part that would actually be hidden inside the hull geometry).
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 10, 2003, 05:08:47 am
you can also put a lot of firing points on the arc thing, since it will use only one anyway ( turrets use one at a time if I'm not mistaken ).
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 10, 2003, 09:28:00 am
Quote
Originally posted by Sandwich
Hmmm... if we could have animated glowmaps linked to firing sequences of certain turrets, we could even have the stream of energy run along the phaser arcs to the firing position.

Oh, BTW, I thought of a really neat way to allow a phaser arc "turret" to fire from anywhere along its length. Only problem is, it needs to be circular, not elliptical.

Basically you'd have the turret model as a large ring, with one firing point somewhere along the top or bottom (depending on if it's a dorsal or ventral phaser). This ring would be a "multi-part" turret, and would rotate to face the target, then fire. The rotation would not be visible to the player at all, but the effect would be that the phaser arc could fire from any point along its length.

Only bug I can think of with this is that there is no way to tell the phaser not to fire along a certain length or its arc (for example, a part that would actually be hidden inside the hull geometry).

The best way to create the arc phasers is that you use a path. Or better a nurb (or what might be even better a formula).
And then use a "which point X on line is the closest to point Y."
Then figure out how much that point is from the start and the end of the arc (both ranging form 0 to 1).
Now you need to have a set "charge" time (so how long it will take to get the charging effect from either the start or end to the middle) and for the start to point X is (if point X is closer to start) charge time * the float you calculated.
And for the end the same way, although then the float is bigger than 1...

Well that is about it, it is not all btw, just rudimentary. I am going to implent this in my own game as well and I resently started to think about this problem.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 10, 2003, 10:19:41 am
Sandwich was trying to figure out how to make the turrets work without altering the code (i.e via a pof alteration).

As for your suggestion if you're feeling brave enough to have a go at FS2's turreting code feel free to have a go but from what the others have said about it were talking about a twelve change of underwear coding session. :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 10, 2003, 10:41:02 am
yes go for it!
we really need a masochi...ehm, a turrett coder:)
and we need new coders too!:)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 10, 2003, 12:53:06 pm
Well I could always give it a try... But I don't have a good system, so I can't test everything.

So where is the link to the source of 3.5.5?
*hears his little brother scream against him*
*sigh*
He is a person who thinks he always gets things for nothing...
He thinks game makers always make games to hard to play. Well, I don't think so. He finds four on a line hard! Man he also thinks that he can do everything better than me, so he also tried FS2.
He also thinks everyone cheats (because everyone is better than him) and because of that he won't use cheats. So just to make it, correction, him (it is hard to remind that all the times ;)) stop, I might also make a command line for permanent god mode not through the normal cheat codes (but I will leave that out if I release something to the community).

Sorry to have botherd you with the last part...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Hippo on December 11, 2003, 03:29:50 pm
Quote
Originally posted by Sandwich

Hey, you SW TC guys seeing this? ;)


:nod:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 12, 2003, 10:07:52 am
Finished!!!  

The Uber detailed Galaxy will have to be delayed until it's original modeler "Scotchy" finishes the release for Star Trek Bridge Commander. I believe he needs to finish the underside saucer section texture.  I dare not blaspheme and use alternative textures for the missing spot. His texturing abilities are worth the wait. I have the stock version with turrets and  LODS all ready to go with Photon Torpedoe model and of course, all textures.

Mr. Setekh how do I get this file over to you folks so others can use the Galaxy Class.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 12, 2003, 10:31:19 am
Cool!

I can't wait!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: J3Vr6 on December 12, 2003, 01:39:49 pm
So how does the hi-poly version stand up framerate wise when other ships are in the mission?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 12, 2003, 03:12:45 pm
I'm using the latest build and it held up at a framerate that didn't go below 40. I had 2 Galaxies up against an Iceni cruiser with 4 squadrons of Hercules II. Then again it will depend on the system. I'm not including "Scotchy"'s 15k model till he finishes texturing it. In the mean time the stock model is 3k, but still pretty acccurate. The texture work is not as sharp but it is video card friendly. FPS much higher with this one, over 100fps in the same scenario.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 12, 2003, 03:21:41 pm
Do you mean the stock BC model?

Please not!

Use P81's model instead if you have to!

You can use it as long credit is given.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 12, 2003, 05:59:54 pm
I was quite disappointed with P81's Galaxy when it was first released. The form was flat out WRONG. Oversized deflector, undersized bussards, mis-shapened saucer., etc.....

Thoough quite detailed, the textures were rediculously over bumped mapped in its creation. Why fake it and make the bumpmapped appearance in the texture which is used as a base texturemap. Specular maps do the job, hence utilize what the game is providing. Ironically, as much as I disapprove of it, I'm currently using P81's saucer underside texture to fill the unfinished gap by Scotchy.

As far as the Galaxy class is concerned, only the stock and Scotchy's make the cut, in terms of accuracy. The stock models are complete and It will sit well with Freespace's native engine. It looks better here than in BC. I even animated the bussards.

Right now I'm evaluating the other ships like the Defiant and the Constitution Class for possible conversion.

HOW DO I GIVE THE GALAXY TO THE PEOPLE!?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 13, 2003, 02:06:00 am
What about giving us some Romulan Warbirds to shoot at? The big ones.:D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 13, 2003, 02:21:28 am
"Patience.... for a Jedi it is time to eat as well....."- Yoda

Believe me, I have quite large ambitions with bringing Trek AND Star Wars ships into this FABULOUSLY revamped engine. Ever since HT&L got some what stable, I went bonkers with conversion goals. I've always loved particular elements of all different space sims (X-wing Alliance, Freespace, Star trek Bridge Commander), and have always wanted to see the UBER space sim that utilizes the best parts of these games. The FS2:SCP seems to be making that a reality. MAD KUDOS TO FS2:SCP!

I'm still in my 3rd week of modding/converting. Its been a recent revelation about the progress of FS2:SCP and sleep depriving crash course in modding tools and modding techniques. Once I get the hang of the latest tools, the conversions will be SPEWING like a drunkard who can't handle his or her liquor.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 13, 2003, 03:02:16 am
Can we have screen shots of that battle?
Please?
pwetty please?
with sugar and stuff on top?
:)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 13, 2003, 04:17:20 am
Well we would also need some form of animated models then (the S foils of the X wing need to open and close remmember). Shuttle launching, a real cloak, fire while cloak.
Oh my god, that would require some form of third party GUI!

...

...

Oh sorry, I just programmed a lot... Sometimes, I keep thinking of what to program next...

Besides do you need anyone to test?

I have a "low" end system, but Scotchies Galaxy runs fine in BC.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 13, 2003, 01:55:22 pm
I just thought of something that might need to be changed or added in the Code if there ever are plans to create a full-fledged Star Trek mod for FS2.  Right now, any beam can penetrate any shield, fighter, bomber, or capital (ie. Lucifer).  Obviously, in Star Trek most weapons can't penetrate shields, so that leaves 2 options.  Except for rare cases (Dominion phased poloron beams), all beams will have the "pierce" flag removed.  This would be the easiest way to go about it.  The other, would be to add some ship flags and weapon flags so that other mods for the FS2 universe could retain the same FS2 beam rules, but perhaps come out with new shields and new weapons within that campaign.  Perhaps add a "shields_resistant" ship flag which would allow capital ship shields to partially absorb beam dammage.  Then, if someone came up with a weapon to counter this shield, it would be flagged "extra_pierce" or something.

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 13, 2003, 02:17:32 pm
There is one problem with that, me as a "Trekkie", in Star Trek the Federation ships can regulate the frequency of the weapons and shields. And if the weapon frequency and shield frequency match then the weapon will pass the shields.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 13, 2003, 03:53:41 pm
for the xfoils of the xwing (wich we already have, althought low poly), you have to create 2 models, one with the wing opened and one with the wing closed.
Then you will have to use a special SEXP in the mission, so that when you press a specific button, it wil switch between models.
Unfourtunately there will be obviously no transition, the wings will be or closed or opened.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Flaser on December 13, 2003, 05:11:50 pm
Can't you use the sexp-rotate subsystem / sexp-lock subsystem?
I thought someone already implemented those.

So if that's true all you have to do is make rotating subsobjects (2 of them I guess, 1 for each pair of foils) then use the sexp.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 14, 2003, 12:55:51 am
Quote
Originally posted by Flaser
Can't you use the sexp-rotate subsystem / sexp-lock subsystem?
I thought someone already implemented those.

So if that's true all you have to do is make rotating subsobjects (2 of them I guess, 1 for each pair of foils) then use the sexp.


Eh? Is that a custom SCP SEXP, or have I missed something?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Goober5000 on December 14, 2003, 02:17:02 am
Yep, implemented a few months ago.

Eventually I want to allow subsystem rotation based on ai behavior, which will make it automatic.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 14, 2003, 07:57:25 am
doh it's the first time I heard about this. can someone tell me what exactly I have to do to use it?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 14, 2003, 11:22:23 am
I'm a little confused. I proposed those two SEXP's and I didn't think they could be used that way.
 My original idea was to allow you to power down rotating subsystems like the the Knossos or the solar panels on the faustus. How would you use that to make the X-wing work?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 14, 2003, 11:31:24 am
When the weapons of the X wing is powerd down, then the S foils (wings) close. And the engine get's more power...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Goober5000 on December 14, 2003, 12:47:56 pm
Quote
Originally posted by karajorma
I'm a little confused. I proposed those two SEXP's and I didn't think they could be used that way.

My original idea was to allow you to power down rotating subsystems like the the Knossos or the solar panels on the faustus. How would you use that to make the X-wing work?


When the mission starts, you immediately lock the subsystems.  When you begin to attack, the sexp frees the subsystems just long enough to rotate into position, and then locks them again.

The problem is that this doesn't allow them to go the other way.  This will be easy to fix, however.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 14, 2003, 12:51:33 pm
so you can open the wings only once for the moment.
well interesting nonetheless.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 14, 2003, 04:46:09 pm
I see what you mean. You give the subsystems a very slow rotation speed :)

Well glad to see people coming up with new uses for the new SEXPs as well as the old ones :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 16, 2003, 12:42:38 am
Watch the beams SPEW!!!!  Got the hang of "Sexp"s now. Took me awhile to turret the beast but the Beams are set....  And Scotchy is on the vurge of texture completion! Check out 2 overpowered Galaxy Starships duke it out in a match that lasted 13 seconds and resulted in MUTUAL annihilation.

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=213079#213079

33 FPS, Not bad for TWO 15k models with 2048x2048 textures and a screen filled particle weaponry!!! The LODS are also in place but the highest poly model is an obvious pop-up as you get closer.

Need ability to post pictures here!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 16, 2003, 01:08:31 am
Those beams look waaay too big to be phasers. But other than that slight transgression.... :eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Beowulf on December 16, 2003, 01:18:06 am
Ummm....

Wow
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 16, 2003, 01:19:06 am
I know I know... I just needed a test that was absolute!!! I just edited the TBL for her to have a Shivan Beam cannon, I forget which.

Also check out the photon torpedo model, which you really can't see but its in the middle of that 3dsmax brewed glow. I put a PLOW point in it's center and now I'd say its pretty accurate to the fiction of that torpedo. GLOWIES!!! GLOWIES!!!

I used the Cyclops torpedo TBL without the trails and a max speed of 400!!!

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=213079#213079
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Beowulf on December 16, 2003, 01:20:17 am
Only one problem with Star Trek...

No fighters! :(

We're all out of a job. :shaking:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 16, 2003, 01:24:27 am
I beg to differ. I believe Runabouts make excellent fighters as well as the Maquis raiders.

The Trek franchise took a wack at fighter technologies with the PS1 game Star Trek Invasion. It was pretty sweet, in terms of gameplay and fighter design. I believe the Federation could hold their own in a swarm of Hercs or Shivans according to that game.
Hell that game had gravity as an element in upper atmosphere dogfights.... sick ****e. I even recall a taking a fighter inside to the core of a BORG Cube... ala Deathstar. Check it out:

http://media.psx.ign.com/media/014/014068/imgs_2.html


Thanks to the Trek Plugin pack for Milkshape, plugins for a Playstation game was unexpected, I'll have some of those fighters ported over to this eventually.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: BlazeME on December 16, 2003, 01:52:03 am
Defiants are sorta fighters arn't they?
In SFC3 you got little pods that fly around with a phaser on the front. ;7
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 16, 2003, 04:17:07 am
Ok. You have fighters in BC.

Like the Runabouts. But there are also others, they were in the Dominion War, to bad I never was able to see one :( they always stopped the series at that point...
They were 1 person fighters btw.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 16, 2003, 08:03:05 am
I liked the photon torpedo effects. Very nice! But I agree that the phasers are a way too large. I believe you can actually change the values of the beam to make them smaller but I haven't been modding for so long that I totally forgot how to even extract the file to edit.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 16, 2003, 08:13:32 am
Quote
Originally posted by Omniscaper
I know I know... I just needed a test that was absolute!!! I just edited the TBL for her to have a Shivan Beam cannon, I forget which.


reading posts is A1SUPAR.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 16, 2003, 08:17:26 am
Quote
Originally posted by Nico


reading posts is A1SUPAR.


...if you could find them...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Nico on December 16, 2003, 08:39:34 am
well, it's above, on that page?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 16, 2003, 09:17:41 am
Quote
Originally posted by Nico
well, it's above, on that page?


What page?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 16, 2003, 11:24:17 am
THAT one! :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 16, 2003, 01:42:41 pm
I was just thinking, it might be a good idea to create a clustering version of your torpedo.  We've seen instances when a single torpedo will split into 5 or so.  Since we already have clustering weapons in FS, it shouldn't be to hard, just remove the split shockwave, and replace the pof for the missiles spawned from the split with your standard photon torpedo.   I'd also suggest you find a photon torpedo launch sound to go along with this and your own weapon.

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 16, 2003, 01:46:47 pm
Actually, in Star Trek a Galaxy can fire 10 at a time.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 16, 2003, 05:56:44 pm
INTERESTING!!! Cluster torpedoes. I'm ON IT!!! Never thought to use thoes fighter missiles with a starship. I'll have to increase its damage points of course. It would still be usefull to find out what the actual torpedo looks like before the split. I doubt the torpedo is the same structure (without the red glow). Star Trek TNG always shows the torpedos glowing already. I'll make an additional UBER glow for the torpedoe before it disperses. TIME FOR SOME ARTISTIC LICENSE   =)


I may need help with the TBL for that. Any volunteers?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 16, 2003, 07:19:30 pm
Cluster torpedoes? For the Galaxy? Never saw that in any of the Star Trek shows...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Knight Templar on December 16, 2003, 07:44:47 pm
I think he's just confused and didn't notice that they fire in volleys...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 16, 2003, 07:46:28 pm
Season 3, "Yesterday's Enterprise", when the 3 Birds Of Prey began their attack, the Enterprise's first volley was a single torpedo that fragmented right in front of its target.

Season 1, "Arsonal of Freedom", I'm not absolutely sure about this, but when Geordie was in command, and they were trying to shoot down this small robot cloaking ship that was attacking them, their torpedo did the split as well.

I can't recall any more at the moment.

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 16, 2003, 08:30:30 pm
Is it? I only knew that your Tactical officers liked to fire photon torpedoes in volleys of 3 to 4 torpedoes at their targets.
Title: I've been working on it
Post by: Star Dragon on December 17, 2003, 08:20:14 am
I used teh wasp as a base and chaged teh cluster spawn bay to photon torpedo.. I know in teh NOVA the misile stikes and laser bolts (primariey weapon) explode 360 from pointof impact. WhatI tried to do was a traditional Pirahna type photon spread shoots out and then when you hit button again or time dely goes off photons erupt from original and all strike target very similar to ST episodes.. My main problem is th inital one works, but teh spread activates invisible adn also shoote along a totally 360 arc but to teh sides!!! like draw a cirgle and they all radiate out from the edges along a plane.. sick...

I tested this on a borg cube at point blank range and discoverred this normally unobservable effect...

I am lost, Onmi can you send me your torpedo (if it works in retail FS2 no upgraded???) Or at least a hint on how to make a secondary Phtoon torp?

Right now mine are primaries that use a singel frame from teh ST bitmaps so tehy do not flicker but I think still look cool nonetheless..


  Also there are like 3 or 4 fed Fighters.. The Peregine, The VENTURE!!! and like 2 more... I think, plus a multitude of specialty shuttle craft make ST feasible for teh single pilot..

BTW the oteh rraces also have fightercraft.. they are in SFC3... I'll try to contact Ludi to se if he can convert some for us...

Till something happens , or I ge some help, hopefully Krackers has started turreting the ships I sent him and I somehow get the torpedoes to split.. L8tr all..
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 17, 2003, 03:38:16 pm
Quote
Originally posted by Trivial Psychic
Season 3, "Yesterday's Enterprise", when the 3 Birds Of Prey began their attack, the Enterprise's first volley was a single torpedo that fragmented right in front of its target.


That's the one I recall quite well... it's the episode with the Enterprise-C. It was a special torpedo or torpedo launch pattern/spread IIRC, but it definitely did split into multiple torpedoes.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 17, 2003, 04:52:30 pm
IIRC the torpedoes with an high dispersion factor where used also in the episode during the klingon civil war when Data attacked a couple of romulan cloacked vessels, part of a romulan fleet supporting ursa and bethor (not sure about the names), the two sisters who died in ST:generations
Title: try this...
Post by: Star Dragon on December 17, 2003, 04:56:31 pm
One gets you 125...

  "Mr Worf, eliminate taht target and it's escorts..."

  "Aye sir, firing MaximumPhoton Spread..."

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

All Targets Destroyed!

  U know I just had a really evil thought, change the Photons to Tri-colbalts... ;7

Give me ONE HUNDRED BILLION DOLLARS or else! :drevil:
Title: Re: try this...
Post by: Sandwich on December 17, 2003, 05:44:15 pm
Quote
Originally posted by Star Dragon
http://photo.starblvd.net/Star_Dragon/1-4-4-1074703613?m=0&pg=0&ro=3&co=3


Uhhh...... ummm..... uhhh......
Title: Re: try this...
Post by: Setekh on December 18, 2003, 08:24:59 am
Quote
Originally posted by Star Dragon
 "Aye sir, firing MaximumPhoton Spread..."

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


:eek2:
Title: Re: Re: try this...
Post by: MLeoDaalder on December 18, 2003, 09:19:47 am
Quote
Originally posted by Setekh


:eek2:

You can say that again!

So that is how god (if there is one) made the universe. Replace those torps with Genesis Devices...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 18, 2003, 08:14:34 pm
Check out this little skirmish I put together which consists of 8 HercII's, 7 Galaxy classes, and one uber Sathanas.

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=214306
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 19, 2003, 04:04:43 am
:eek2: :eek2: :eek2: :eek2: :eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 19, 2003, 04:28:32 am
(O)_(O)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 19, 2003, 04:42:39 am
:eek: :eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 19, 2003, 04:44:54 am
I keep forgetting thigs.

Me WANTS!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: TrashMan on December 19, 2003, 04:50:37 am
WWWWWWOOOOOOOOOOOOOOAAAAAAAAAAHHH!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 19, 2003, 05:59:27 am
:eek: :eek: :eek: :shaking: :shaking: :yes: ;7
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Ashrak on December 19, 2003, 06:06:54 am
SOVEREIGN!!!! :eek2: :eek2: :eek2: :eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 19, 2003, 06:16:10 am
That's CG!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 20, 2003, 02:04:04 am
Quote
Originally posted by Ashrak
SOVEREIGN!!!! :eek2: :eek2: :eek2: :eek2:


Me too!!! I want it converted too!

And while you are at it, I want a Hiigaran Battlecruiser in as well. Thanks!

Hee:p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 20, 2003, 02:32:48 am
Part 2 of the Sathanas Encounter!!!!

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=13341
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 20, 2003, 02:59:08 am
Jesus....****ing....OH.......Wow.

Y'know - I've seen some mods in my time. Quite a few actually! But this is shaping up to be the greatest single collection of additional ships modded into FS2. Ever.

Omniscaper - PM me if you feel like a new forum title, you've earned it ;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 20, 2003, 05:48:39 am
Amazing! I love the Sovereign-class in those shots! Really beautiful!

Looks like the prayers of all Sovereign fans have been heard!

Rejoice!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 20, 2003, 05:55:49 am
RELEASE! RELEASE!

Common, all togheter!

Unless it is a Christmas gift...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 20, 2003, 06:07:49 am
Well, if it can be released by Christmas, it would be a pleasant present.:)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 20, 2003, 06:53:17 am
If only someone could help me find and set up some form of file hosting...........

.......... it would have been up a week ago.  =)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 20, 2003, 06:54:50 am
Well, I DO have a geocities account....:P
Some of the people here have better accounts, swooh for example. Anyone out there that wants a galaxy?? GIVE THIS MAN A HOST!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 20, 2003, 08:11:06 am
Quote
Originally posted by Singh
Well, I DO have a geocities account....:P
Some of the people here have better accounts, swooh for example. Anyone out there that wants a galaxy?? GIVE THIS MAN A HOST!!


Can I also have the Akira, Nebula, Nova, Intrepid.....
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Gloriano on December 20, 2003, 08:50:24 am
Quote
Originally posted by Omniscaper
If only someone could help me find and set up some form of file hosting...........

.......... it would have been up a week ago.  =)




Try pm to an0n and ask some web space you can't get better for free than penguinbomb.com account:)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sheepy on December 20, 2003, 11:30:37 am
if you cant get to him by pm, head over to Node Wars (http://nodewar.penguinbomb.com/forum/) you can normally catch him lurking around there.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: TrashMan on December 20, 2003, 12:43:31 pm
Quote
Originally posted by Ashrak
SOVEREIGN!!!! :eek2: :eek2: :eek2: :eek2:


Bah..gimme a Galaxy-X and blast it to dust. And the Sathanas too.

It's the best ST ship EVAR!!! Oh, and the Akira too!;7
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 20, 2003, 01:51:21 pm
This suggestion might be a bit too late, but you might want to add another beam turret, mounted in the deflector dish.  It'd be there if the mission designer wants to try that maneuver used in "Best of Both Worlds" when the Enterprise fired all its warp energy out the main deflector at the Borg.  Naturally, any mission designer would have to beam lock this when not in use by the plot, then lock everything but that when firing it.  Or perhaps have 2 models (on with, one without) so if the designer wants to use the deflector beam, just add the second model or even use the change-ship-model sexp and change to the equipped model.

Also, if you want to have your sheilds actually protect them from beam fire, you can either remove the "pierce" flag on the beams you're using, or make use of the "no_pierce" command line tag.

Later!
Title: Um..
Post by: Star Dragon on December 20, 2003, 04:11:18 pm
Why need to lock it? Simply have the native weapon for that turrt be NONE... that way in certain mission you select what "special" of the week you are gonna arm it with. That way you don't have to worry about locking it or changing it everytime you use the model in fred. That turrent is so rarely used that it makes sence you only worry about it when you actually USE it in game :p

Just a thought
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 20, 2003, 05:41:21 pm
This is very interesting. I've been trying to find a way for these starships to fire one beam at a time vs ALL 36 which is a bit of an overkill. The only way I've managed to do it is to set all but the forward turret to none. Theres has to be a way I can make the ship fire one beam at a time without disabling turrets entirely.

This the kind of stuff that drives me nuts. Alot of you folks seem much more experienced in the matters of the SEXP and TBL arts. I'm burnt out already from doing this crash course of conversion techniques. I need to chill and take a breather before I dive into TBL and SEXP's.

Whoever wants the Galaxy, PM me and provide some means to get it to you. I know absolutely NOTHING about file hosting. As long as I get a copy of the final TBL, mission file, SEXP's, or whatever. Its only fair.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sheepy on December 20, 2003, 05:51:15 pm
for file hosting, head over to Node Wars (http://nodewar.penguinbomb.com/forum) and ask an0n about an FTP host, its possibly the bestbit of hosting you can get for nothing these days.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 20, 2003, 05:58:59 pm
Nodewar...... another forum I see. I don't get it. Some one PM me with a better explanation and details of how to get these files up for grabs.

Note:

Galaxy - roughly 13MB
Sovereign - around 14mb
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sheepy on December 20, 2003, 06:03:05 pm
you go there and ask (pm) an0n, he runs the place and the FTP, you can catch him around here as well, but im not sure how active around here he is these days.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 20, 2003, 06:50:39 pm
PM sent.... awaiting response.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: an0n on December 20, 2003, 06:57:35 pm
Quote
Originally posted by Sheepy
you go there and ask (pm) an0n, he runs the place and the FTP, you can catch him around here as well, but im not sure how active around here he is these days.
I've taken to lurking alot lately.

Oh and: *PM response sent*
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 21, 2003, 02:37:52 am
Here I am again with more suggestions.

For torpedoes, you might want a way for a ship to fire say mostly single shot, but occasionally switch to a "sierra" style spread.  The first, would be to use a sexp which doesn't exist right now (IIRC) but has been proposed, which would switch a turret from one type to another.  If you needed a ship to fire a Sierra at a specific time, you could switch to that type, fire, then switch back afterwards with sexps.  The other way, would be to have each torpedo bay actually have 2 turrets very close to each other, one mounting single shot, the other mounting Sierras.  Then, give the Sierra bay a very low fire rate, on the scale of minutes, so its less of an overkill.  Also, you might want to consider creating a Quantum torpedo, with a more bluish color and either a pierce flag, or a high shield dammage factor.

Another suggestion is gonna be a lot harder, and it goes much further than just adding to your Galaxy or Sovereign designs... it tries to simulate the ST style warping out.  I've given this some serious thought (well, the best I could considering my abilities), and I think that most of the effects could be done.

First, unlike FS ships, ST ships usually aim in the direction they want to go before going to warp, rather than just jumping from whatever direction they happen to be aiming.  This could be simulated by sexps.  For example, a cap-ship engagement has taken place, and one side of say 5 ships has been outnumbered and must retreat.  When the time to retreat has come, you'd use the waypoints-once command to tell your fleet to aim for a point in the direction they're retreating in.  You'd have to experiment to know how long it takes all your ships to get lined up, then make the entry in the ships' editor departure cues for x seconds after the event to follow the waypoints has been true.

The second thing is probably gonna require a coder to make some changes for the conversion.  Just as when you press the button to enter subspace and you hear the warmup sound, we need both a warmup and warping sound, as well as an ani file for the brightening and the flash of the warp engines.  This would need to be applied only when a ship is going to warp, and happen rather quickly, say in less than .5 seconds, because of the 3rd step.

The third step is to simulate the rapid acceleration of the warping.  There is likely a way to simulate this, since ships in FS already accelerate beyond their tbl-defined top speed when entering subspace.  Each class of ship seems to have both a critical velocity they must reach before the warp hole appears and the ship disapears from sensors, as well as an acceleration factor... the second of which may be fixed.  You'll notice that small ships enter subspace from about 50 to 75 m/s, while small cap-ships do it at about 150-200, and destroyers+ do it at more than 300.  If we could change this figure to somewhere in the 1000+ or so range, it would jump out of view rather quickly.  As far as acceleration to the critical velocity is concerned, it could be listed as an actual acceleration figure in M/s squared, or as a time factor, saying that it will reach critical velocity in 3 seconds.  I'm also not sure, if it is the second possibility, if this time figure is the same for all classes.  In any case, we need to change that figure so that it reaches critical velocity in no more than 1.5 seconds.

The fourth step simulates the post-warp flash.  This would be done by replacing the warp ani with a bright flash ani, not using the warp.pof, and ensuring that the effect happens much more quickly than the current.

The effect:  your ship aims at its destination, there's a bright flash from the warp nacelles accompanied by the ship shooting up to warp speed, followed by a bright flash at its departure point.  The only thing we realy can't simulate is the stretching effect during acceleration.  Naturally, the ani for the nacelle flash would need to be customized for each ship, or at least for each nacelle style, since Galaxy and Nebula classes share the same nacelles, same for Constitution, Miranda, Soyuz, etc.

I hope those with the means can make some use of this.  Good luck!

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 21, 2003, 02:41:34 am
Wow...might as well create a whole new engine.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 21, 2003, 02:44:18 am
I worked that all out while walking home from work tonight.  It keeps me from thinking about the frigid temperatures and near total darkness.

Later!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 03:54:19 am
::cough:: ::Cough:: ::cough:: ::Cough:: ::akira:: ::Cough::



http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16708#post16708
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 03:56:13 am
Hey, I'm willing to settle for transwarp conduits or slipstream thresholds using the existing jump node foundation. I'll work on some new animations for it.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Turnsky on December 21, 2003, 04:15:02 am
*changes pants*

dude... that is ****ING AWESOME!!!:eek2:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Ashrak on December 21, 2003, 04:20:14 am
stupid question...how are you going to do the Warp effect?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 21, 2003, 04:21:34 am
Quote
Originally posted by Turnsky
*changes pants*

dude... that is ****ING AWESOME!!!:eek2:


What he said ;7

I look forward to those akiras taking on the Colossus
May they be much torpedoes!!! :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 04:25:20 am
Quantums in the works for the Sovy as well as TriCobalts which will be fun to see in action. The warp effect I've yet to get into, nevermind consider. I'm too concentrating on getting all of STARFLEET in the game. I'm doing the major ships first, then the earth Starbase. The original series movies will eventually get on the list. By then I hope you folks can put together some awesome missions for them.

I'm stuck at my parent's place till monday, so when I get back I'll start putting these models up for grabs.

IIRC, the Akira is a torpedo boat, so that suckas gonna get all the torpedo classes I've made so far, not including quantums since that is not canon. I have 3 so far, standard single fire with shockwave detonation, sierra pattern photons, and "full spread" cluster launched photons. Expect to see all of them in my story follow up.

On a side note, I have some major texture overhauls to do for an upcoming Defiant.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 21, 2003, 04:30:29 am
<---starts practicing his FREDding in anticipation of these ultra-cool ships :D

If you can just give me 1 ship, I can make a mission O_O
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 04:42:28 am
Is there away for me to ADD new sounds to the game instead of replacing the wave files? I've read the top of the sounds TBL and it says I can't add new stuff, but I have a feeling the geniouses behind FSO got around that... I hope.

So far I've incorporated Photons, pulse phasers (which is a new turret type I incorporated into all the ships to help take out fighters despite non canon issues) phaser charge up, phaser firing, but I'm having issues with the charge down sound.... there is none in Star Trek. Any tips on this matter would help. It sounds sillly hearing Trek sounds end with a stock beam charge down sound. Removing the entry crashes the game.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Ashrak on December 21, 2003, 04:44:45 am
i think you can.....just make a torp laser and add torp sound to that laser :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 21, 2003, 04:46:48 am
new sounds have to be kept seperately I think, in different directories, as their is no way to insert them directly into .vp files.

You only enter them into .tbl so the thing knows where to refer to for the sounds.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 04:52:31 am
I'm not so sure it works that way. The Weapons TBL refers to numbers which are linked to the sound files designated in the sounds TBL. Unless I can for go the numbers and directly type in the sound file in the weapons TBL. To tired to experiment now.... its 6 am, I think some snooze time is in order.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 21, 2003, 05:02:22 am
Omniscaper, use Scotchies Akira please!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 05:10:26 am
It is scotchy's!!!  I know it doesn't look it but its SO low rez because of my parent's lousy computer. I'll have better pictures once I get back to my workstation. The textures on that baby are all 1024x1024. I was hoping it be as high as Chronocidal Guy's Sovereign, which is still my favorite.

Many of the other mods for BC don't have high res textures because you never get up close and personal with those starships. Scotchy and ChronocidalGuy saved me a lot of time since they are aesthetically inclined.

I'm hard at work with overhauling  NineofNine's Defiant textures. P81's defiant is a bit too cartoony and his model is once again not canon to its form.... actually it is canon to post "Sacrifice of Angels" episode, but I still like Image G's real model and ILM's faithfull CG version in First Contact. It seems that P81 patterned his ship after "Digital Muse" and "Foundation Imaging"'s CG Defiant.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 05:21:47 am
Oh my goodness!! I completely forgot about damage models for the subsystems and ship debris. So much work!!! Need sleep  , can't stay awake .....zzzzzzzzzzzz.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 21, 2003, 05:22:18 am
About 9of9's Defiant, use the one of the Defiant Mod pack by Blackrook and Elminister.

The model might be of 9of9, but the textures are upgraded by Blackrook, and making thereby the most accurate Defiant mod on the web.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 05:26:12 am
.....zzzzzzz huh? Someone say Defiiant? Where!? Where is that mod!? Must find..... must get permissions...  must...zzzzzzzzzzzzzzzz
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 21, 2003, 05:28:32 am
http://www.bcfiles.com/file.info?ID=10163

There are also other defiants.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 21, 2003, 05:33:49 am
I can't find it. I see only HP updates, but does that include textures? My goodness its 6:30 am need the zzzzz but OCD taking over again.........
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 21, 2003, 05:42:51 am
It's 3.3MB. I doubt then that it will be only hp then.

I have checked, and the zip contains 2 files. The hp update and the actual improved model with textures.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fozzy on December 21, 2003, 09:07:33 am
how about converting those  starlancer models, those cap ships rule.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 22, 2003, 12:32:45 am
Especially the japanese capital ship. Forgot what was the name...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 12:45:41 am
When it comes to Star Trek conversions I'm game, but when it comes to games which I've never played, I'm DEFIANT!!!

http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16719#post16719
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Bobboau on December 22, 2003, 12:49:46 am
it looks prety good, but the necells look a bit to high, and the extruded underside bit seems a bit to deep
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 01:01:33 am
Of all the Defiant models made for BC, Nine of Nine I felt was the most accurate. I put it up against some blue prints in 3dstudio when it was first released for BC, and I'd say its roughly 92 percent accurate. But then again the Defiant model changed a number of times in DS9. This model is closest to the first physical model made for her.

There are still some shading issues I need to resolve and a massive texture overhaul. The textures are 512x512 which seems big, but when there are only 3 of them for the entire model, its quite insufficient. I'm working on some higher res versions of those 3 files because I don't wanna mess with it's existing UV map arrangement. I figured I should go as high as 2048x2048 in order to get it to look pretty when you make a flyby.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 22, 2003, 03:22:47 am
Those are 9 of 9's original textures, I really think you should go with Blackrooks textures...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 03:58:03 am
I cant find!!! The link you gave me lead me to THOSE textures!!!

I hope you are not refering to P81's defiant, because I think his sucks.

Check out that link and see for yourself
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 22, 2003, 04:03:11 am
What I see is the correct page...

You are seeing this: Defiant Class USS Defiant (v1.0) as the title right?

If you want I can upload it unpacked (but zipped) to my site and give you the link.

The point is, the model (through that link) is by 9of9, but the textures are way improved by BlackRook32.

And I am not referring to P81's Defiant. I was quite dissapointed with that one...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 04:16:23 am
Yup.. thats the one I downloaded. From the link you gave me. As i suspected the same 6 512x512 textures.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 22, 2003, 07:30:03 am
Apparantly. But they are better than 9of9's original textures. You have to see that.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 05:05:16 pm
IIRC, the first defiant to be released for BC had textures that were rediculously blurry, but I can't remember whether or not it was Nine of Nine's. I remember that the shape was accurate.

The textures I used are of those in that link you gave me. I actually had them already. I still feel that they were insufficient in detail, you can fly close to ships now unlike BC and these textures were not meant for close ups unlike Scotchy's and Chronocidal Guy's work. They get kudos for making uber detail in a game where you can never trully appreciate it unlike FS2.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 22, 2003, 05:17:31 pm
the textures seem alredy good enough to me: the shots are already taken at close distance, and they don't look blurry nor pixelated, you can see this at the edges.
Therefore increasing their res will give only very limited quality gains, loosing performance.
Note I'm not talking about the quality of the textures themselves, they are good althought probably not so detailed (but in ST universe it's normal)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 22, 2003, 05:28:51 pm
I guess my ultimate dream of being able to peek inside the windows of a starship is a bit too much. But for now I just want to be able to make a flyby and not see texture pixels that are the same size as half my fighter. Those shots were taken zoomed out. I'm gonna start posting up some of these models either tonight or tomorrow and you'll see for youself that their scale requires much more texture detail, unless you like keeping a 3km distance from it.

I guess Scotchy's Galaxy and Chronocidal Guy's Sovreign really set the stndard for me in texture quality.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 23, 2003, 04:11:16 am
Quote
Originally posted by Omniscaper
IIRC, the first defiant to be released for BC had textures that were rediculously blurry, but I can't remember whether or not it was Nine of Nine's. I remember that the shape was accurate.

The textures I used are of those in that link you gave me. I actually had them already. I still feel that they were insufficient in detail, you can fly close to ships now unlike BC and these textures were not meant for close ups unlike Scotchy's and Chronocidal Guy's work. They get kudos for making uber detail in a game where you can never trully appreciate it unlike FS2.

I recall that ship. It was Admirals Defiant or something like that...
Man, did I hate that!
I came one day before it was taken off bcfiles in the community. The first day I was reading tutorials on adding ships. Then the next I was planning on downloading the Defiant, and, gone.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 24, 2003, 11:14:18 pm
Happy holidays, pilots!!! And as for my first present, look under "The Unleashed" Christmas tree!!!

http://nodewar.penguinbomb.com/forum/forumdisplay.php?s=&forumid=115
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 25, 2003, 12:36:46 am
Wow...that's nice. Now let's see that Akira kick some butt!:p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 25, 2003, 05:09:40 am
Sovy


http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16770#post16770
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 25, 2003, 05:16:49 am
Very nice! Where are those quantum torpedoes? Hee;p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 25, 2003, 06:43:30 am
cant wait to see the Colossus getting the smackdown >:)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 26, 2003, 06:26:12 pm
Quote
Originally posted by Singh
cant wait to see the Colossus getting the smackdown >:)


Yeah. Down with that stupid watergun ship...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 12:10:13 am
ok. I intend to create a full-blown mission with all teh ships you've released Omniscaper, with briefings, de-briefings and what-not. I'm just going to rush over to my uncle's computer and do it today/tommorow and then take pics :D

Need somewhere to put 'em up tho, since my villagephotos account is full :nervous:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 12:29:19 am
hOOORAH!!!   Give me a couple of hours and you'll have the Galaxy class at your disposal as well.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 02:30:35 am
hahaha! I have reached my uncles computer, downloaded the .vps and....FINALLY installed hi-res graphics...

This is gonna be sooooo cool ;) :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 02:40:57 am
ummmmm...I have a wee bit of a problem. Whenever FRED tries to add the ship, it gets me this error and crashes:

Error: Can't open file
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1377

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 02:42:20 am
and when I try to add the sovvy, it gives me an illegal operation O_O
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 03:35:23 am
ok.....my uncle's system cannot run the sovvy- its too darn...I dunno, it just crashes FS2 even before teh mission runs, and I am not using HT&L either, so taht cant be the problem...let me try loading the Akira at least, maybe that will work.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 04:19:27 am
Got the low texture version working. Have pics, don't know where to put 'em tho :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 04:33:06 am
Oh boy.... I guess a flawless victory was unrealistic.... Especially when I used an uber PC system to run it; 2.6ghz XEON and Radeon 9500Pro.

OK... here we go.

When in fred... the "USS Enterprise" refers to the Galaxy model which I've yet to release (give me another hour I just finished making debris models and damaged subsystems with all new animated damage textures... fun fun).

Choose the "USS Sovereign" in the list. Fred is still glitchy when it comes to high poly models. Make sure "show models" under view menu is unckecked.

The UBER textures are QUITE system intensive. You need a graphics card that can handle 4096x2048 AND "use large textures" checked in the launcher. Thats all I can think of for now. Good luck. I will release a "medium" (1024v512) and high (2048x1024) texture VP in version 2.

Is the damaged subsytems in the Akira working? If all files were put in the correct spots it should work.

Sovereign v2.0  in the works with LODS, DAMAGE SUBSYSTEMS AND DEBRIS!!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Bobboau on December 27, 2003, 04:39:23 am
if you'r not useing HT&L that is the problem, there are a lot of diferences in the loading code as well as the rendering code, if a model has more than about 2500 polys in it (it's actualy a vet limit) it WILL crash outside of HT&L becase (due to very good reasons) the non TH&L mode uses staticly allocated data buffer for the subobject rendering

and fred only works in non-HT&L mode currently
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 04:45:19 am
That is strange, it maybe my graphics or CPU, but Fred displays the 12k sovereign flawlessly. Certain models like the Akira and Defiant which have less than 8k crash or have display errors. I guess it has somethin to do with unclosed meshes or misaligned vertices.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 04:50:25 am
Bobboau, in regards to still and animated textures, do VP's get priority when looking for the files?

I just created new animated textures for debris models. It took me a while to figure out that the texture I put on the debris models were being overidden by the glow map "damage-glow.pcx" in the mediaVP. I renamed my ANI file accordingly and that PCX is still getting priority. The only way I could get my own texture to work is to get rid of the mediaVP.

Any insight would be helpfull
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 27, 2003, 05:00:25 am
IIRC VP's are the bottom of the priority tree
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 05:03:55 am
If thats true, then a PCX in a VP gets priority over a same name ANI placed in the actual directory.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 05:07:38 am
hehe
I got the low texture version working fine. I put in 3 sovvies and tried it, as soon as teh shivans sent in the Flak, FS2 crashed for me O_o

Anyways, might as well FRED the rest of the mission, if nothing else ;)

Edit: I have the piccies to prove it too!! Just need a place to host 'em now ;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Bobboau on December 27, 2003, 05:09:56 am
any pcx anywere gets loaded first, if it can't find it (first in the root directory, then in the data directory(s), then in the VPs (read in alphabetical order), then in the CD (same order of priority)) then it will look for an ANI, if it can't find the ANI it will give out an error. if you have a PCX that is getting loaded now, the only way to replace it with an ANI is to rename (or delete) the PCX so what ever is looking for it can't find it

and you'r likely to be getting the old 'Shards of Doom' (aka shards of death) problem outside of HTL
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 27, 2003, 05:12:57 am
Quote
Originally posted by Omniscaper
If thats true, then a PCX in a VP gets priority over a same name ANI placed in the actual directory.


If I remember correctly a PCX always has priority over an ani when it comes to textures. FS2 starts in the data folder and goes through the whole priority tree looking for .pcx files and only then does it do it again looking for ani files.

 Your only choice is to change the name of the texture so that the ani can be found.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 05:23:59 am
my apologies for spamming on your thread Omniscaper. Just 1 last post and I'll go :D

Copy and paste:

www.geocities.com/anandraj_singh_d/fs2PICS.zip
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 27, 2003, 06:05:48 am
Mmm, nice pimping :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 07:55:32 am
while I'm at it:

www.geocities.com/anandraj_singh_d/STFS2.zip

DO NOT PLAY IF YOU HAVE A LOW-END SYSTEM!!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 07:57:06 am
its missing a defiant class vessel though, just so you know ;7

Good luck :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 08:04:46 am
>;p

All in good time.... ...... but first.............
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 08:09:31 am
Its bird, its a plane, NO! Its...

http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16792#post16792
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 27, 2003, 08:11:41 am
Oh baby...
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 08:13:07 am
no low poly version my system can handle? :((

*goes to edit the mission to include the kick-@ss galaxy he will never be able to see*
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 08:14:46 am
=(....     Don't worry LODS included with this one.  I'll have the lower res textures up for ALL ships,after I get some sleep. Its 8:30am. I think its time to turn in.

If you want a sneak peak at the Defiant go to :

http://nodewar.penguinbomb.com/forum/showthread.php?s=&threadid=1676
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 08:33:30 am
k, thanks. Really appreciate that :)

Zip has been updated to include the Galaxy- hope you all enjoy :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 08:41:31 am
I tried out my own mission for the first time a sec ago. I hope someone did better than I did in this unexpected Kobiyashi Maru scenario!!! =)


 You gotta remember that the more modern Akira is an advanced Torpedo vessel.

Perhaps I'll update the Galaxy to VENTURE class. Maybe she'll survive the slaughter.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 09:03:32 am
I sacrificed 3 of my other images to upload these- because they were Soooooo good!!
The zip with my pics has been updated as well :)

(http://img.villagephotos.com/p/2003-3/133822/galaxyshot.JPG)

(http://img.villagephotos.com/p/2003-3/133822/Galaxyshotfar.JPG)
Title: I am totally sickened by the uber leetness
Post by: Star Dragon on December 27, 2003, 09:45:37 am
God I wish I had a computer that could run this! Maybe in two more years, this computer broke me already:

P4 1.8ghz 512DDR Rm
ATI All In One 7200 64mb
WAS top of the line 1 1/2 years ago! ;)
Back to being a little fish in a big pond:(

  That's why I'm sticking to retail Trek, so you don't need an uber comp to run it! Yay!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: vyper on December 27, 2003, 10:01:49 am
Whoa! I love the Galaxy, although the textures could be higher resolution.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 10:34:21 am
Silly rabbit. The textures range from 1024x1024  to 2048x 2048.
Unfortunately you need computer steroids to get it runnin above 25 FPS. Fortunately ppl can uncheck "use high textures" on the launcher and the game samples it down, though sloppily.

Star Dragon, your system is quite adequate to handle these models. Perhaps that ATI could use a beef up. I was able to get a playable 27 FPS on my old 1ghz Athlon with 700mb PC133 and Geforce2 GTS. Of course a scene with 2 or more ships would break it into a slide show, but I noticed that its the high resolution textures that are killing many systems. I'm preparing the medium and low resolution textures ready for download.

Check out my WIPS:

http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16796#post16796
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 27, 2003, 10:51:52 am
wrath of kahn?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 27, 2003, 10:55:40 am
!!!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 27, 2003, 10:55:48 am
Wrath of Kahn!

OMG OMG OMG.

Quite possibly the best space battle ever between two ships. A masterpiece. Yes.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 27, 2003, 02:32:54 pm
Although the battle in ST:Nemesis was more impressive visually, TWOK gets the cake for tactics and tension. :nod: :yes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 05:04:00 pm
darn you people!! You broke my bandwith limit!! ARGH!! :p
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 05:04:32 pm
And that constitution......my god......she's a beauty......
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: TrashMan on December 27, 2003, 06:46:10 pm
Wraith of Kahn.....
*khhhh....Impressive....Very Impressive....khhhhhh*
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Fineus on December 27, 2003, 06:51:15 pm
Kaaaaahhhhnnnn!!

;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 06:59:21 pm
Never saw teh movie- sorry :(
I wanna play with the constitution tho! Wonder how it'll fare against the Shivans :D

Mission zip updated- try keeping that Galaxy alive now! Mwhahahahahahha!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 27, 2003, 07:02:52 pm
Ah...guys? Can my computer play this MOD? Here are my specs:

P4 1.8 Ghz
256 DDR RAM
ABit 128MB Siluro GeForce 4 Ti-4200

Also, what other add-ons to FreeSpace 2 do I need to play this MOD?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 07:05:59 pm
1. FS2_Open
2. The ship files.

You're good to go :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 27, 2003, 07:07:11 pm
Quote
Originally posted by NeoHunter
Ah...guys? Can my computer play this MOD? Here are my specs:

P4 1.8 Ghz
256 DDR RAM
ABit 128MB Siluro GeForce 4 Ti-4200

Also, what other add-ons to FreeSpace 2 do I need to play this MOD?


My Computer is a lot worse than that, and I've managed to run the ships ok (albiet it keeps crashing if too much happens on-screen with the Galaxy). But that's only with putting the settings to ultra-low :(
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 28, 2003, 01:03:36 am
Quote
Originally posted by Singh
1. FS2_Open
2. The ship files.

You're good to go :)


Sorry but I'm a bit confused here.

FS2_Open? Program? Where can I get it?
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 28, 2003, 02:36:16 am
basically SCP. Read the forum, check out the latest version of everything thread and download, download, download and then install :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on December 28, 2003, 03:52:21 am
Quote
Originally posted by NeoHunter


Sorry but I'm a bit confused here.

FS2_Open?


:wtf: Who are you, and what did you do with NeoHunter??
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: karajorma on December 28, 2003, 04:46:31 am
I do sometimes wonder how people with so many posts can completely misss the SCP :)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 28, 2003, 04:52:17 am
Quote
Originally posted by Sandwich


:wtf: Who are you, and what did you do with NeoHunter??
:lol: :lol:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Bobboau on December 28, 2003, 05:26:18 am
now this is just sad, he has well over 2k posts, been here for three years, has a custom title! and he doesn't know about the SCP when it's forum is just an inch above the one were posting in, if he doesn't know about the SCP why should I expect anyone from the outside to give a damn :sigh: :(
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Singh on December 28, 2003, 05:40:02 am
Quote
Originally posted by Bobboau
now this is just sad, he has well over 2k posts, been here for three years, has a custom title! and he doesn't know about the SCP when it's forum is just an inch above the one were posting in, if he doesn't know about the SCP why should I expect anyone from the outside to give a damn :sigh: :(


maybe he got confused between FS2_Open and SCP? the way I said it, it sounds like 2 different projects lol :rolleyes:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: KARMA on December 28, 2003, 06:23:22 am
Quote
Originally posted by Singh


maybe he got confused between FS2_Open and SCP? the way I said it, it sounds like 2 different projects lol :rolleyes:

doh'....
they really are the same?:nervous: :nervous:





:lol:
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 28, 2003, 09:11:15 am
Quote
Originally posted by karajorma
I do sometimes wonder how people with so many posts can completely misss the SCP :)


Hehehe...sorry guys but I haven't been up to date about the happenings in the FreeSpace 2 community until recently. Have a lot of catching up to do here.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 29, 2003, 09:23:37 pm
Get your Defiant and hook me up with your improved TBL solutions.

http://www.penguinbomb.com/omniscaper/Defiant%20Class.rar
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Trivial Psychic on December 30, 2003, 01:55:28 am
As far as table changes for one, you could start by adding shield hit count figure for the Defiant.  At first I thought the model didn't have a shield mesh, but then I looked at it in Modview and sure enough, so I suggest you make the change.  Also, when you compare its top speed of 55 to the 70 of the Akira, I think that either the Defiant should be faster, or the Akira should be slower... unless these are the official figures, in which case I'll shut ip.  I was noticing that you also made the forward torpedo and phaser cannon firepoints both in the conventional primary/secondary sense, as well as in the form of turrets.  Was the inclusion of the primary/secondary system to allow this to be a player-flyable ship in the future, or were they required for it to use the bomber AI?  I am also a little puzzled by your use of the forward probe launcher as a fire-point, unless its intented to line up with the deflector dish above as I suggested on the Galaxy.  If this is the case, I applaud it, since once we have some dominion attack ships, we could re-create the DS9 episode "Starship Down"... to some degree.  Additionally, I think the firepoint for the dorsal phaser beam should be moved forward a bit, since it should be at the center of the upper ring.  All in all however, a good looking design.

As far as some of the other models are concermed, you should work on your subsystems.  Take the Akira for example... it does in fact have a deflector dish and likely a weapons control subsystem, so I think you should be less concerened with bussard collectors, and more with the above-mentioned subsystems.

On a whole, I think it would simplify our design if we could use a single weapon turret for a phaser strip, rather than having so many accross its firing arc, but I guess that's beyond our grasp.  Something which has just come to mind however, are the multi-turrets.  The Orion design has those deck gun style turrets, with 3 barrels, each mounting a weapon.  If you look in the table file, it lists these weapons as multiple weapons of the same turret, rather than separate turrets.  I'm not sure about this, but I think one of the side effects is that the AI will only fire one of these at a time.  Perhaps, if there isn't a upper limit to how many mounts you can have on the same turret, we could merge say the 11 or 12 turets in a single phaser strip into multipe turrets on the same mount.  That way the AI will only fire one of them at a time, and you won't have multiple beams firing from the same array.  Just a thought... whether it holds water or not is open for discussion.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 30, 2003, 06:02:21 pm
Correction on the forward phasers, Starship down used the deflector to fire somethin. BUT, in her battle against the Lakota, the first shot was a new forward phaser, followed by her pulse. I base that arrangement on that episode.

I tested it as a playable bomber and the my current TBL fired anti fighter phaser turrets located on the bridge section and added one underneath as well (probably not canon) to make it match. I was surprise to see the anti fighter turrets run automatically. I will upload my current TBL which is better than the one up right now. I will also upload a revised POF with reordered turrets and a selectable forward canon/pulse for usable manual Pbanks. I just need adjust speed and rotational settings so its not as manueverable as a fighter.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 31, 2003, 02:21:27 am
Quote
Originally posted by Sandwich
Although the battle in ST:Nemesis was more impressive visually, TWOK gets the cake for tactics and tension. :nod: :yes:


If the Galaxy is that big and it lags your PC, wait till somebody here comes up with the Scimitar!:D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: MLeoDaalder on December 31, 2003, 03:56:07 am
Quote
Originally posted by Omniscaper
Correction on the forward phasers, Starship down used the deflector to fire somethin. BUT, in her battle against the Lakota, the first shot was a new forward phaser, followed by her pulse. I base that arrangement on that episode.

I tested it as a playable bomber and the my current TBL fired anti fighter phaser turrets located on the bridge section and added one underneath as well (probably not canon) to make it match. I was surprise to see the anti fighter turrets run automatically. I will upload my current TBL which is better than the one up right now. I will also upload a revised POF with reordered turrets and a selectable forward canon/pulse for usable manual Pbanks. I just need adjust speed and rotational settings so its not as manueverable as a fighter.

The Defiant has 4 forward facing Phaser Turrets, located at the front of the nacels (you can see them also).
It also has 2 forwards facing torpedo tubes (those black lines).
It has 1 aft facing torpedo tube.
It has a probe launcher at the deflector (that black hole), which was used to fire an atmospheric probe with quantum torpedo charge in the episode where they needed to rescue a Karemma ship from the Jem'Hadar in a nebula.
In that same episode they modified the deflector to emit a phaser beam (deflector burned out afterwards, similar to Best Of Both Worlds in TNG).
There is both a tractor beam and a phaser emitter located near the bridge.

If you need anything else, please ask!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on December 31, 2003, 05:08:35 am
The DS9 episode "Paradise Lost" shows the Defiant's opening volley, using a phaser located in the Deflector area. But I'd rather not get into "canon" disputes. These models are for everyone to manipulate and change if knowledgable. I'm going to create another forum for TBL releases by both myself and others, for those without TBL experience.
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on December 31, 2003, 07:41:07 am
I'm wondering how you are going to make it that beam weapons can actually be DEFLECTED by beams in the FreeSpace 2 engine.

Quite a challenge.
Title: defiant question...
Post by: Star Dragon on December 31, 2003, 02:44:52 pm
IS this specific to the defiant class or are the table changes you are talking about (cause I am lost, but don't worry about trying to explainit, I just shake my head :nod:)  going to be applicable to ALL starships in ST?  I ask cause if specific only then would they applicable to SIMILAR class vessels like the WASPEN and VALIANT defiant clones/varients... And a simple copy and paste of the defiant table data will take care of their needs?

   "Dammit Jim, I'm a pilot NOT an Engineer!" ;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on January 02, 2004, 03:49:52 am
http://nodewar.penguinbomb.com/forum/showthread.php?s=&postid=16905#post16905

THATS 51 ships for the skeptics who didn't think the engine could handle 2 Galaxy Ships. GIVE KUDOS TO THE Freespace2-SCP HT&L PROGRAMMERS PLEASE!
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sandwich on January 02, 2004, 06:04:50 am
*speechless*

I, uhh.... could.. uhmm..  Omni, can you compose a news post for the front page? You have all the details, so you're best suited for this. Don't hold anything back - computer specs, FPS, total polygons on-screen (my count was above a quarter of a million), etc.

Oh, and enjoy your new title. :D
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Sheepy on January 02, 2004, 08:52:49 am
just incase you miss it in the other thread ... http://www.nightsoftware.com/concepts.htm (kudos to star dragon)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: NeoHunter on January 03, 2004, 03:46:02 am
That was beautiful!

Now, have all 51 ships firing weapons!! See how your computer handles that! Hahaha:p
Title: Hmm
Post by: Star Dragon on January 03, 2004, 10:21:51 am
Looks like you got the multi-ship problem solved, guess this means you're gonna be too busy to help us out with retail trek?

  Trashman came up with the same idea about the weapon strips, I suggested going with a bunch of his 4 point strips.  Question. it just occured to me that the most barrels a turrent has is 3. Does this mean we have to limit uur phaser strips to blocks of 3 for each phaser bank?

edit have you gotten my messages on yahoo? ;)
Title: Hi-poly Galaxy model (image heavy, in-game shots, model by Scotchy)
Post by: Omniscaper on January 13, 2004, 03:46:25 pm
Quote
Originally posted by Sandwich
*speechless*

I, uhh.... could.. uhmm..  Omni, can you compose a news post for the front page? You have all the details, so you're best suited for this. Don't hold anything back - computer specs, FPS, total polygons on-screen (my count was above a quarter of a million), etc.

Oh, and enjoy your new title. :D


Oh my goodness, I am such an blind idiot!!! I just noticed that "O2" clickable thingy under my name! Is that what you meant by "title"? "News post for the front page..." bit got me scratching my head for awhile now. I'm still quite a newbie when it comes to forum terminology and stuff. This is sweet. Thank you SCP gods.

All this time I've been posting all my new releases under "Come get your giftwrapped starships thread" because it was stickied. I was waiting for feedback and suggestions which came at a slow pace. Perhaps I should post all releases under the link thingy under my name. The thing is, the galaxy class is not the only thing I've been working on. And this thread's name only implies the Galaxy. That was the icebreaker. I'm after the entire Trek armada.

What do you suggest I do to organize my tangled web of Trek threads Mr. Admin?