Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Getter Robo G on February 12, 2006, 08:02:36 pm

Title: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 12, 2006, 08:02:36 pm
Moved to this one from Omni's...

So many pics but shouldn't show them all :P (got to keep some surprises?)

This may be a huge spoiler but oh well. Many of the ships listed ARE in game. Others are still in the testing phase. Tech room is broken, there are many more ships not listed that work (I keep running out of room and crash the game when I fill the lists too much).  ;7  Some ships I have had on my drive for years cause I have no one to look at them..

Enjoy this one, it may be slimmer pickings in the future.  :nod:

(http://i22.photobucket.com/albums/b321/Star-Dragon/TrekSpoiler.jpg)


 :nervous: You can clearly see Gorn ships listed so...

Gorn Heavy Fighter by Major Racal (originally was a shuttle). Weapon not working right), 4 pulse phasers work, it's the turret causing a  snag.

(http://i22.photobucket.com/albums/b321/Star-Dragon/GornHeavyFighter.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on February 12, 2006, 08:40:10 pm
shouldn't Deep Space Station actually be designated Cardassian Space Outpost? :nervous:

but yeah, me likes. :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on February 12, 2006, 10:09:57 pm
Depending on where it is, it might oughta be designated Terok Nor...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Flipside on February 13, 2006, 04:27:32 am
Yup, that's a Cardassian Space Station, DS9 was a Modified Cardassian Space Station, with a much larger weapons complement and stronger shields iirc (though it would look identical, but it might be worth having two sets of table entries) ;)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 13, 2006, 11:43:59 am
Yeah I know. been too lazy to change it after 2 years...

Meshing time periods for fun pic... WHy?'s crew shuttle from TMP era. The command crew of Enterprise-F (Atolm's), take some shore leave at the station...

(http://i22.photobucket.com/albums/b321/Star-Dragon/crewshuttle.jpg)



"She's a fine ship Captain, Congratulations!"

(http://i22.photobucket.com/albums/b321/Star-Dragon/Soulwolf.jpg)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Grug on February 13, 2006, 11:50:48 am
LoL cool.

How come you never released them? :p
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 13, 2006, 12:28:03 pm
You've been here long enough to know the answer...  :ick:

Ever since I found Azonic's site I've been obsesed with a Trek mod. Greywolf was the first to offer his ships (thank you) but Omni's has since replaced those (sorry GW!).

Next was Carl's Borg Cube & Torpedo (which was the "Rosetta Stone" for all the other race's torps! You the man, er, Shivan Carl!) :D
 
I have a back log of literaly hundreds of ships I secured permission for (a lot more still pending) over the last 3 years that need more than what I can do. - translation I am not a modler/texturer)... TC's are enourmous undertakings but I think I've done quite well so far regardless, and the campaign has morphed accordingly And I might add gotten much more ambitious as that is only logical (like4/5 seperate vp's, 1 for each era-campaign)

The Ludi files over at Sector game was a great boost BUT many of those ships were ported & RELEASED without permission/credits and I almost got in big trouble with the OWNER of BC.com cause of the USS Scorpion posts I made (Which Trashman turreted for me in the successful phaser test to see IF we could make Trek type phasers with no visible turret as if it came from the strip on the texture - we succeeded wonderfully)...

From that point on I have been EXCEEDINGLY careful about what I post (or don't) and nothing will be released till at least the first campaign is done (TMP Kirk's era). Nothing may ever get released as my eyesight is going bye bye (health insurance still pending, but if I end up losing my job I lose the health insurance to get the operatins. catch-22) and I am pretending nothing is wrong and still working on the mods regardless...


SO far I have been very lucky in that only Raven Night has denied me use of models (so all BC2 designed materials/ships will NOT be touched). So you will see no future post of that USS Scorpion Class or any other BC2 ship ported that I am AWARE of as I have to keep searching for those designs I liked but have no idea where Ludi got them from. He raided every Trek game (Hmm sounds familiar  ;7),  BUT MANY authorized ports for those games came from BC2 originally..It's a MESS!! What I think is ok may actually be NOT so I have to tread on eggshells or I will inadvertantly piss off some really nice people.

If this turned into a rant I apologise...   :nervous:



Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on February 13, 2006, 01:56:48 pm
Can you please release what you have now? :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 13, 2006, 04:57:47 pm

 :lol: no...


How about a screenie though?


Your standard Orion Pirate vessel that poses a real threat, The Orion "Light" Cruiser.

(http://i22.photobucket.com/albums/b321/Star-Dragon/PirateCruiser2.jpg)

(http://i22.photobucket.com/albums/b321/Star-Dragon/PirateCruiser.jpg)


If worse came to worse you know I would, but it would be an all or nothing (so the recipient HAS to be dedicated to this effort)... I'd probably ask Trash to take it all (If he has the room) I have no idea how many gigs this would take...

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Grug on February 14, 2006, 04:59:31 am
Okay, I coughed when you said Gigs.

So your trying to saboutage everyone by releasing a mod that takes up a hdd. =o

Nice rant btw. Don't apologise though. Tis funnah.
But yeah, now I am scared of you releasing it. :shaking:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 14, 2006, 05:53:28 am
Ah so you want something to be scared of?

In my spare time I amassed a voice library for mission building for the Macross part of Robotech from the show itself. That library for construction ONLY is ALMOST 1GIG!  :drevil:

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Unknown Target on February 14, 2006, 10:10:38 am
Hey guys, here's an idea; for the ship models, why not model a bridge (probably devoid of crew members). Then use the "show ship" key to show it :D It'd be kind of like Bridge Commander.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: aldo_14 on February 14, 2006, 10:27:35 am
Okay, I coughed when you said Gigs.

So your trying to saboutage everyone by releasing a mod that takes up a hdd. =o

Nice rant btw. Don't apologise though. Tis funnah.
But yeah, now I am scared of you releasing it. :shaking:

Y'know, the LS work folder on my PC currently stands at a slimline 1.47GBs.........
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 14, 2006, 05:29:59 pm
Hey Aldo!!! Hope you didn't mind me showing the Banshee-F. I never noticed if you released glows for it (that's why I threw them together just for the pic).


I just got Permission from 2 more modlers so the Gorn and Tholian fleets are getting a massive increase,  :drevil:


I can't seem to find a current addy for Sandman3d (mail failure returned)  :(  But anyway here are his f-302's encountering the Federation "super" science ship , the USS Archemedes.

These are awesome
(http://i22.photobucket.com/albums/b321/Star-Dragon/f-302a.jpg)


These glows need to be toned down I know...
(http://i22.photobucket.com/albums/b321/Star-Dragon/farchemedes1.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: aldo_14 on February 14, 2006, 05:40:19 pm
What's the Banshee?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 14, 2006, 06:09:43 pm
Aw forgot, it was in Omni's thread. I guess you didnt't do the GTI Banshee-F then  No worries...
Title: Re: Ancient destroyers?
Post by: Getter Robo G on February 15, 2006, 06:23:50 pm
Not finished converting and not to scale (sizes wrong)..


Preview of  "The Race"... (All models by Major Racal, retextured by me "Hallowed are the Ori !!)  :drevil:


(http://i22.photobucket.com/albums/b321/Star-Dragon/ancients.jpg)


I showed one of the fighters before,  but no one commendted on it.  :(
Title: Re: Ancient destroyers?
Post by: Mefustae on February 15, 2006, 08:45:23 pm
"Ceptin, the Dominion are attacking!"
Title: Re: Ancient destroyers?
Post by: FireCrack on February 15, 2006, 09:11:51 pm
Off topic much?
Title: Re: Ancient destroyers?
Post by: Taristin on February 15, 2006, 09:54:22 pm
Supposed to be in the trek academy thread? :wtf:


/me splits off ancients destroyer thread and merges with ST thread
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Mefustae on February 15, 2006, 11:14:37 pm
Off topic much?
Actually I was making a jovial remark regarding the posted image of ancienct vessels (at least, what I assumed to be Getter's depiction of Ancient ships). I was simply expressing my opinion that the ships in said image resembled Jem'Hadar/Dominion ships. It seems to have been poorly expressed on my part.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 16, 2006, 09:16:14 am
WTH???

I posted this (or THOUGHT I did) in the new ancient thread...  :confused:

Incidently these WERE ST ships by the artist, I simply fell in love with and wanted to port over as "ancients" off-shoot... When I finished retexturing them Sg-1 started the Ori storyline lol!!! That's why I joked about the origin.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Taristin on February 16, 2006, 05:29:07 pm
Ah... yeah... they were split off and merged because non-trekkies like myself didn't realize that that was your intention.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: MetalDestroyer on February 18, 2006, 04:32:39 pm
Hey, how about releasing those models once finish ?  :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: ToecrusherHammerjaw on February 19, 2006, 07:54:44 pm
I second that.  :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on February 19, 2006, 08:28:55 pm
he plans on doing just that. ;7
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 21, 2006, 02:02:40 pm
(The timing sucks.. RL is getting in the way. Gonna move and no hookups yet for cable at new location , undeveloped land... Plus don't know if I will have my job long enough to get the eye surgeries I need.) So keep your fingers crossed till Early May.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Goober5000 on February 22, 2006, 10:11:52 am
(Plus don't know if I will have my job long enough to get the eye surgeries I need.)

Eww, Lasik?  Don't.  It's gross and I've heard way too many horror stories where it didn't go quite right.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on February 22, 2006, 10:39:24 am
Thanks for the mental images. :shaking:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 23, 2006, 07:47:19 am
Er, no. Lasik (formerly known as Radial Keratonomy sp?) is optional to get rid of glasses.

I have Cataracts (the lens of teh eye gets cloudy, milky white) and ecentually will go blind. they ned to slice open both eyes and take out the lens and put my perscription IN my eye.  Liek Lasik thaey can scre it up also but I have no choide. Here's the kicker I may need glases after that to boot! I'm just hoping my vision can be restored enough to drive my friggen car! (at this moment I have to be 4-5 inches from the screen to see what I am typing with my left eye as my right one is now shot.)

 :hopping:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Goober5000 on February 23, 2006, 09:16:49 am
Oh, no. :( Sorry, man.  Hope it goes well.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Manunkind on February 23, 2006, 02:00:12 pm
Very sorry to hear about your predicament, I do hope you have your surgery and that your vision is restored :).

The ship models are beautiful :nod:. You've included some ships from the Star Fleet Universe, haven't you?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 23, 2006, 07:09:09 pm
TY!

   All I did was minor things needed for conversion. If it wasn't for the many great modlers who allowed the use of their models, none of what I have gathered would be possible.


Not quite sure what you meant by the SFU, can you be more specific? I gathered resources from most of the Trek games available (Armada, Vridge Commander SFC1-3, Klingon Academy ect..)

Jusy FYI, the Mod starts in LATE Kirk era (connnie TMP refit) as I despise TOS era designs though I love the series itself.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Goober5000 on February 23, 2006, 10:43:48 pm
I despise TOS era designs

Sacrilege!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on February 23, 2006, 11:19:26 pm
Ok, Lasik and RK are two completely different procedures.

Lasik uses a laser to reshape the cornea. Radial Keratotomy involves cuts made in the cornea with a very small scalpel. The cuts are in a radial pattern, hence the name of the surgery.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 24, 2006, 06:26:35 am
yes but they do the same essential thing (get rid of glasses).

 And BTW is NOT what I am going to undergo. I was told the doctor is going to make an incision and will remove my clouded lenses and then replace them with the perscription. I really didn't care for further details and insisted I be put oiut for it. I get very gittery when something is near my eyes. It took 5 tries just to get the pressure test done. :D

Anymore questions on proceedures I suggest using google (I personally don't want to know).
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Manunkind on February 24, 2006, 09:29:35 am


Not quite sure what you meant by the SFU, can you be more specific? I gathered resources from most of the Trek games available (Armada, Vridge Commander SFC1-3, Klingon Academy ect..)



You did use SFU ships, then. AFAIK Bridge Commander is about the Star Fleet Universe variant of the Star Trek Universe. So that would mean the Lyran, Hydran, ISC ships are in :D, aren't they?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Mongoose on February 26, 2006, 02:43:04 pm
As a die-hard Trekkie, I heartily approve of these models.  Great job.  Best of luck to you with your surgery, too. :)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on February 26, 2006, 09:22:20 pm
You're confusing Bridge Commander with Starfleet Command.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 28, 2006, 01:02:31 pm
Aye he is.

  SFC is based on the old SFB board/table-top game (think like Battletech).  Star Fleet battles has all teh original races of Trek that has a significant military force (Gorn, Hydrans, Lyrans, Tholians, ect..)


This is a SFC2 model:

Kizinti Fighter (Trek version of Kilrathi or living Tony the Tigers, "The're GREAT!!" :D ))

(http://img278.imageshack.us/img278/2497/fighters1eg.jpg)



Not Trek but Jason Knight sent me his link to The G-Force Phoenix, (my glow test)... (I am such an OTAKU! ;) )

(http://i22.photobucket.com/albums/b321/Star-Dragon/gforce1.jpg)

L8tr!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on February 28, 2006, 01:43:00 pm
I have Cataracts (the lens of teh eye gets cloudy, milky white) and ecentually will go blind. they ned to slice open both eyes and take out the lens and put my perscription IN my eye. Liek Lasik thaey can scre it up also but I have no choide. Here's the kicker I may need glases after that to boot! I'm just hoping my vision can be restored enough to drive my friggen car! (at this moment I have to be 4-5 inches from the screen to see what I am typing with my left eye as my right one is now shot.)

God dammit, don't talk about slicing eyes open. it makes me feel uncomfortable and i feel like there's something picking at my eye.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 04, 2006, 07:15:52 am
The true enemy, an ISC Patrol Cruiser:

(http://img102.imageshack.us/img102/8063/iscpatrol6kr.th.jpg) (http://img102.imageshack.us/my.php?image=iscpatrol6kr.jpg)


An ISC fighter:

(http://img102.imageshack.us/img102/9071/iscfighter11al.th.jpg) (http://img102.imageshack.us/my.php?image=iscfighter11al.jpg)

ISC stands for Inter-Stellar Consortium (a mercantile/trade assembly of various races of the Andromeda Galaxy)
If yo uknow the storyline of SFC2 then you know who they are and why you encounter them...


BTW can someone tell me why this happens to the lightning? I hadn't changed the effect but since last year it turned BLOCKY! 
(http://img223.imageshack.us/img223/7272/blockylightning9yn.th.jpg) (http://img223.imageshack.us/my.php?image=blockylightning9yn.jpg)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 04, 2006, 10:57:34 am
The ISC was like basically hired for the Organians to bring peace to the galaxy by blasting everything in sight. The Organians said that they leave to settle a matter elsewhere, and that in their absence we were reduced to war-mongering species. :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 05, 2006, 07:04:00 am
PREVIEW! 

Yes you've seen this befire but before open Gl mode, plus I had to alter the glows and add weapon textures.

Romulan FireHawk by Thulls (and thanks to him Feral Yards for supporting this mod!)

(http://i22.photobucket.com/albums/b321/Star-Dragon/firehawk.jpg)

If I get the ok you will see something jaw dropping (as in the ship that just fired that missile!) Thanks to the Wing Commander team for allowing the use of their "Plasma Cannon" (bow Trek Nuclear/energized Missile) Note that these do NOT replace photons , quantams or Transphasics! This is in addition to (as per SFC canon).

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 05, 2006, 06:03:43 pm
Hurray! The Klingons now have a main Carrier. Can U believe I found it buried on my SFC2 EAW disk? Most of it is very low poly, but there are some jewels in there...(plus the new engien is very forgiving as glow and shine can jazz up a otherwise lower poly model.)

(http://i22.photobucket.com/albums/b321/Star-Dragon/Khajwe1.jpg)

It has dual landing bays, very short but they are connected by a mid ship tunnel, you can fly around in there.

two other views:

http://i22.photobucket.com/albums/b321/Star-Dragon/Hajwe5.jpg

http://i22.photobucket.com/albums/b321/Star-Dragon/Hajwe6.jpg

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 05, 2006, 10:55:49 pm
That's... a Klingon D-7 with tubes attached. :wtf:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 06, 2006, 12:09:05 am
Talk to Taldren, THEY made it fo SFC2. I had to delete the attached fighters, I'm surprised thre wasn't some loose geometry from that.

ANYWAY, I waited most of the weekend to show this. In TMP era Starfleet still used slow high yield ordinance/explosives. No matter if they were just rockets or even nuclear ones the result is the same, devestating if you are unprepared for them...


"Romulans are opening fire!" - "First salvo plotted and away!"

(http://i22.photobucket.com/albums/b321/Star-Dragon/rockets2.jpg)


Missile striek suceeded, bow shields dropped "Now, give 'em a bloody nose!"

(http://i22.photobucket.com/albums/b321/Star-Dragon/rfhk.jpg)


"What the hell is that K'Tinga doing here?" - Between a rock and a hard place literally!

(http://i22.photobucket.com/albums/b321/Star-Dragon/rockhardplace.jpg)

You can akin this ship to the later Steamruner class, long range artillery support. However if you get too close it may be the end of you as you can;t manuever away from the rockets as well and they DO pack a punch. Plus it's armed with almost the standard phaser compliment. (plus it can fire 4 rockets rearward as well!).

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Ulala on March 10, 2006, 12:45:06 pm
Hawtness.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 11, 2006, 02:44:11 am
Ok I asked this a few weeks ago on GW but no one responded. Does anyone have the tiem to make an image witht eh invisible texture and make a thin ghostly pale white border around it? like a 256x256 with I dunno a 10 or 20 wide sqaure border?

When I mess with it it just turns green in game and loses invisible quality (ie the Nasa Earth background  that STILL won't work right in game I posted 6 months ago).

IF anyoen has a tutorial for backgrouns/textures usign IRFRANVIEW it would be nice...

No pointin saying why I want it if I never get it...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on March 11, 2006, 01:24:10 pm
That's... a Klingon D-7 with tubes attached. :wtf:

That is NOT a D-7 series battlecruiser hull. You need to do a little more homework.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 11, 2006, 02:13:44 pm
oh, i'm sorry, next time i won't say my opinion. :rolleyes:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Roanoke on March 11, 2006, 03:12:56 pm
I get very gittery when something is near my eyes. It took 5 tries just to get the pressure test done. :D

I was like that when I got contact lenses but you get use to it after a while. Funny watching people freak out when I poke the white of my eye with my finger. Other than the dark area there's no nerves in your eye anyway.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 11, 2006, 04:20:28 pm
@Cobra,   You were making a statement it seemed, not an opinion. Put an "I think" in front of it next time :D So don't get bent out of shape (besides HAVE, you done your homework?) lol

Capt was not overly rude, he just meant look up a D7, you can see they are not the same. If I remember correctly a D7 is more like a K'Tinga...

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on March 12, 2006, 12:07:14 am
The Q'tInga(K'Tinga) is known as the D-7T in Starfleet Command. The D-7s we saw in original Star Trek were referred to in the books as D-7C battlecruisers. They are closely related, but distinctly different. I refer you all to the following images:

(http://www.ex-astris-scientia.org/schematics/d7.jpg)
(http://www.ex-astris-scientia.org/schematics/ktinga.jpg)


Please note that the two ships are actually about the same size, even thought the images are not.

There are some distinctive differences, and neither looks like the above modeled Klingon carrier.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 12, 2006, 01:14:58 am
EAS site is constantly down image-wise.... Google is good enough, or go there directly.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on March 12, 2006, 01:17:51 am
It's not down. I can see the images I linked to just fine.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 12, 2006, 08:25:48 am
I see two black frames that say:

"High traffic costs have forced me to disable hotlinks - The EAS Webmaster"

this is not the first forum/thread about Trek I've seen that message.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 12, 2006, 02:09:47 pm
haha, i wonder what it would be like in-game when a constitution and a D-7 face off and the D-7's captain shouts "Heghlu'meH QaQ jajvam!" (It is a good day to die!) :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on March 15, 2006, 12:44:43 am
Or even better, bljegHbe'cHug vaj blHegH! (Surrender or die!)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 28, 2006, 01:55:35 pm

Updating this thread. The Klingons got some reinforcements...

  Had tio get this one casue it's so fricken beautiful. Dark BOP by Skinman (new model, not a re-skin).

(http://img72.imageshack.us/img72/2166/darkbop7of.jpg)


Omni also did a NeghVar I think, but I wanted to try my hand at converting a less "Cartoony" looking one. Did I succeed? I changed those yellow windows to white and the hull basicly to a blue/green instead of that bright forest green that looked IMHO really awful. I think it looks more serious and realistic now.

(http://img134.imageshack.us/img134/9320/neghvar16by.jpg)


Lastly not Trek but soon I will be trying my hand at multi-part turrets. Here is the base ship (anyone recognise it?)

(http://img155.imageshack.us/img155/4639/gfd18ma.jpg)
L8tr!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 28, 2006, 02:35:20 pm
Gorn Battlecruiser?

ship design knowledge is a little rusty...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 29, 2006, 08:44:03 am
heh , notice I said non-Trek. If no one gets it by Friday I wil spill it.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on March 29, 2006, 08:47:58 am
****, i didn't see the word not. :nervous:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on March 30, 2006, 07:08:00 pm
Above pic was Federation Destroyer from Gundam series...


Anyway after a short talk with karajorma I went back to square one for my cloaking idea. I couldn't figure out why the basic green255 map with white border wouldn't work so I said F-it and randomly looked for a nameplat to test my theory... It works!

I fredded a dark BOP to be in game cloaked, then in 30 seconds uncloak.  this is how it appears in game while "cloaked" not exactly see-through BUT at least it has a ghostly white look and not pure white.. Close enough I say! (this is from Trashman's Archangel, mind if I adopt this for all ships Trashman?).

Needs more testing but I think I am well on the way to nailing down Trek style cloaking and decloaking...


(http://i22.photobucket.com/albums/b321/Star-Dragon/decloak.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Gregster2k on April 02, 2006, 04:28:43 am
meh, you wont REALLY have that until we get the kinds of shaders necessary to make explosions that seem to warp space itself around them...once we're capable of that, we'll be capable of making "perfect Klingon" cloaking :)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on April 03, 2006, 08:59:38 am
yeah I know, but if I waited for things to "happen" I'd be stuck where I was 3 years ago...

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on April 21, 2006, 07:21:45 pm
speaking of three years ago remember this?

Romulan Nightwind Armed Shuttle. (By Kt'Hyla)

(http://i22.photobucket.com/albums/b321/Star-Dragon/rnightwind.jpg)

I finally got it working again. This was one of the dozens of conversions I did for RETAIL FS2, but in 3.6 due to the texture limit many of them are no longer useable (ie like 49 textures average).. I was lucky this one had only 19 so I trimmed 3 off without losing much visual quality.

So now you know why much of my progress got backpedled, what was worked on llong ago now needs to be re-worded and needs skills (like baking textures) that I do not curently have... One giant step backward, but I persevere regardless....
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on June 29, 2006, 01:27:39 pm
Just a small update since I recovered from my last eye operation and got net access restored after a big move.


Fed Odysseus makes it's WIP debut. )I totally lost the original file so I will have to scramble to find the author)

(http://img254.imageshack.us/img254/7083/fodysseus6tg.jpg)


Skinman does it again! Klingon battlecruiser of the future, the "Kvort'cha" (Dark)

(http://img200.imageshack.us/img200/6866/darkvorcha8wn.jpg)


Lastly, Inter Stellar Concordium fighter#2 (turned a cruiser into a fighter with a slight retexture. I still need to tweak the cockpit).

(http://img254.imageshack.us/img254/6561/iscftr21id.jpg)

Had 3 Star Blazer WIPs in cob format with shape placeholders for texture (blow up tests) but the pics must have gotten overwritten (ops)

Also added bow and rear dorsal turrets to Hammer Head fighter (SAAB) BUT now fighter crashes on death. Good thing I saved the unturreted .cob and .pof.

That's about all for now.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on June 29, 2006, 01:56:03 pm
:jaw:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Ace on July 04, 2006, 04:36:35 pm
Maybe those earlier models of "The Race" could be given updated skins and made into Kzinti craft?

Then the main campaign deals with a Kzin invasion after the Dominion War? (i.e. blitzkreig the weakened Klingons and Romulans to seize systems, Federation is pulled in when a science vessel is attacked)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 04, 2006, 07:34:23 pm
Hmmmm that could work...

I was doing a sort of homage to old Trek and Wing commander with the idea of teh Mirak and Lyrans being "convinved" to put aside their differences (in other words browbeaten) and forge a new empire based on common heratige The Kizinti Empire. (based on the Kilrathi Empire).

Basicly they go through this transformation due to events against eh ISC Invasion and then after they help fight them off they basicly tell everyone "stay out of our borders" and go into mostly total isolation mode trade wise (they send ships out but none are allowed in). Very suspicious huh? that's how STA1 ends.

Now I was going to end it like that but I'll definately think about the Kizinti forces in the post Dominion era STA3(just before) or STA4 (after Nemisis).. I don't think they should be the main protagonists though, maybe secondary or even tritary.  (for the simple fact that although they boost their numbers a bit they still would be out numbered and out tech'ed by most everyone.) 

I might have them become the Nemesis era pirates (as you fight the Orions in STA1). Hmmmm how about an alliance between teh New Kizinti Empire and the Syndicate?  The Orions are pretty pissed about the beatdown they got in STA1.   (They have a Pirate version of the defiant concept, not hull, in game already).

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 16, 2006, 04:39:48 pm
OK table question time...

Don't yell cause I am using 3.6...

Why does this not work for ANImated torpedo?

Is i simply that 3.6 won;t support it or did I get something wrong?

;-------------------------------------

;Micro Photon
;
$Name: Micro Photon
+Title: XSTR("GU-13", 3317)
+Description:
XSTR(
"Special Issue
Fast-fire rate
Ballistic", 3318)
$end_multi_text
+Tech Title: XSTR("GU-13", 3319)
+Tech Anim: Tech_GTW-66_Maxim
+Tech Description:
XSTR("Federation photonic torpedo for fighters/shuttles.", 3320)
$end_multi_text
$Model File: none
@Laser Bitmap:                           microtorp
@Laser Glow:                           microtorp
@Laser Color:                           0, 0, 0
@Laser Color2:                           0, 0, 0
@Laser Length:                           1.
@Laser Head Radius:                     2.5
@Laser Tail Radius:                     2.5
$Mass:                                 0.10
$Velocity:                             400.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            10.0                             ;; in seconds
$Damage:                               500
$Armor Factor:                        1.0
$Shield Factor:                        0.6
$Subsystem Factor:                     1.0
$Lifetime:                             25.0
$Energy Consumed:                        0.5                              ;; Energy used when fired
$Cargo Size:                           0.100                              ;; Amount of space taken up in weapon cargo
$Rearm Rate:                    100.0 
$Homing:                               NO
$LaunchSnd:                            81                               ;; The sound it makes when fired
$ImpactSnd:                            85                               ;; The sound it makes when it hits something
$Flags:                                ( "player allowed" "shudder" "stream" "ballistic" )
$Icon:                                 iconNewton
$Anim:                                 Newton
$Impact Explosion:      ExpMissileHit1
$Impact Explosion Radius:  10.0
$Pspew:
+Count: 1
+Time: 17
+Vel: 0.31 ;0.9
+Radius: 2.25
+Life: 0.8
+Scale: 0.0
+Bitmap: microfedp
;-------------------------


Everything after [ $Anim:  Newton ] line copied from vp weapons pack and added to my old torp table, and yes in this mod fighter torps are micro versions that are primaries and ballistic (and they work)...

Aw crap as I write this I just realised I forgot to add "particle spew" to flags....sigh.. one more time hope this works... I got the microfedp animation in the effects folder.

BRB...


[a few minutes later]  EDIT!


Ok you all can laugh at me now...


(http://img511.imageshack.us/img511/2400/anitestvt1.jpg)

kinda cool, but not what I want for players.... Any helpful suggestions?
Keep in mind I now just enough to mess myself up, even after all this time I barely know what I am doing :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 16, 2006, 10:34:52 pm
Check the lenght of pspew (+Life:) and also the lenght (or infact FPS) of the animation used (if eff) and edit those.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 17, 2006, 03:06:17 am
Animation was made out of 24 frames, 12 red and 12 white for alternating pulses. Looks fine when you run ani alone out of game @ rate of 20fps.  15 was a bit slow and 30 was too fast. Life is .8

Thought it was exactly like beam info... I might have misinterprited it... I will try.1?  I want to make sure it flahes from firing to impact max range 2000 meters (for fighter version caps will have 4-6km range and be slower).
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 17, 2006, 03:16:21 am
So do you want it to play the anim on the effect for 0.8 s and then start over? Like displaying only single particle instead of 'trail of particle blobs'?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 17, 2006, 03:55:31 am
You saw the Starfox trailer right?

Aside from the diff animation that's how it's suppose to be, just like the photons from trek. I used the images from Trek games to make all the torps I have but decided to go back and do them right this time and instead of static blobs (which look fine as is) see if I can get them to pulsate as the images show them rotating.

They are 8 bit pcx's... (remember I am modding about 2 years behind you guys until I finish them and then someone else can make the mods work with whatever current version SCP is by then) :)

This is what they look like static:

Fighter  (these came out awesome)
(http://img92.imageshack.us/img92/2866/micropfinal.jpg)


Caps (they look better than this now, older pic)
(http://img103.imageshack.us/img103/3871/microphotons.jpg)


All images of other race's torps are basicly done, just wanna go back and make them all animated since they can be it seems, and I have all the images I need to make them.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 17, 2006, 04:18:22 am
Well as it happens i'm part of the Starfox team... So yes, i have seen those effects :P.

If you are planning to use them as primary (=non-homing) weapons then animation is rather simple.. Just set the animation as weapon bitmap graphic, either ani or (preferably) eff, and it should solve the issue given that the fps is properly set. Dont use such animations in particle spew as they will form trails.

However if you are planning to make animated secondaries (=more or less homing) thats a bit trickier. Problem is quite simply that with secondaries we can not use weapon bitmap effects, not atleast in any proper way. So there is a real challenge. But it is possible and infact already done :)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 17, 2006, 05:52:15 am
Woot!

    That did the trick... I also slowed then down a little and made them bigger to see better but not so big they dwarf the fighter firing them. I'll just call it an optical trick if people think they are big.

   The problem with secondaries is that Static maps work (will try ani later) but they are HUGE!!! And currently not lookign good for fighters, just caps.

Anyway here is final result!!!

   (http://img95.imageshack.us/img95/8954/torptestjo4.jpg)

Thanks a bunch!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 17, 2006, 07:34:43 am
Hmmm.. What are those beam like things?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Colonol Dekker on July 17, 2006, 08:10:41 am
Rough guess- beam cannon made to look like phasers?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 17, 2006, 08:32:27 am
yeah the ai fighters move a LOT  so you have them firign moving runnign out of energy and shoot again. the trail in front is the previous shots fading. I ordered my wingmen to attack and took the screenie.

This is more what you see when you are reletively on target, and hold the trigger till energy runs out (thanks to TBP for the nial table). There are two versions, this one is the runabout style phaser...
(http://i22.photobucket.com/albums/b321/Star-Dragon/FighterPhaser.jpg)

the other is temporarily using the Defiant Pulse by Omni for Fighter Pulse Phasers.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 17, 2006, 08:50:45 am
I just wondered the edge that is seen in those effects... About halfway to the beam there is a clear 'step' in the earlier pic. Sometimes mipmaps seem to cause such things (though that was with missile trails).
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 17, 2006, 12:52:43 pm
Just a wild guess, but it could be mipmapping. Plus bilinear filtering of course. ;)

We've seen that problem with missile trails before.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 17, 2006, 05:16:39 pm
  Be slowing down for the week.

  Romulan plasma for fighters done, Fed Micro Quantums done.

  I got the Cap rom torp done but of course .ani  not implimented yet (uses stock Omni defualt red torp static image).

  IS there an easy process to enable it? Can you PM it to me or is it a trade secret?

l8tr!


(http://img480.imageshack.us/img480/6761/romulanfighterplasmami4.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 18, 2006, 01:42:14 am
Do you want to know how SoL is doing the animation for this?

It's no secret. ;)

Well... it involves a bit of work though.

(http://img84.imageshack.us/img84/4687/cl1testb2xg.jpg)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 18, 2006, 01:54:29 am
I didnt post that as i thought it was a secret... oh well..

Yeah, thats how you do it, the animated thing (the green one) is used as a map for the model (made out of three planes) to create the effect. If this is combined with several weapons.tbl options like "apply no light" flag and the transparency effect (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Transparent:) then you can make animated secondary weapon..

Though I have been thinking that it might also be possible to utilize scripting to create 'real 2D' animated secondary instead of our version
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 18, 2006, 03:02:38 am
It was secret... kinda...

But I think it's too much work for a simple effect anyway, so it will probably only get used by projects that need exactly this effect.
Which means: Starfox mods and Star Trek mods.

Could you send the charged laser files to Star Dragon if he wants to take a closer look at this?



BTW, we got way cooler secrets now. So I guess it's ok to give out some of the older ones.  ;7
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 18, 2006, 03:29:50 am
Sure.. as soon as i get back to my own cpu
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 18, 2006, 08:42:26 am
Cool, I think I understoof half of that though :P

Anyway, I have similar objects to the planar thingy you posted (thanks to Klingon Academy and the fact I am the ultimate cyber packrat hehe...)

Appreciate the help. I will have some things to test by the weekend, I'm gettign ideas..

BTW can BEAMS be replaced by .ani's? I tried to do the moving value thingy in table but never got it to work though I copied table entry as firecrack posted last year.

GOt something that migh look neat fro B5 vorlon ships (teh blue area that undulates)... One of teh experiemnts I plan to try...

l8tr!!! And be afraid, very afraid!

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 18, 2006, 08:57:20 am
I emailed the claser to you...  probably noticed already but more as a notice to DaBrain...

Beams can not be animated with anis or effs but it is possible to use translational elements within the beam that make it look like it would have been animated.

http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24BeamInfo:
And mainly the +Tile Factor: and +Translation:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: starbug on July 18, 2006, 10:48:56 am
just read the thread from the start and WOW!! i love the movie(TOS) style federation ships! always thought that they looked better than the TNG.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 18, 2006, 12:49:35 pm
Just finalized something.. Perhaps easier solution to the animated secondaries issue... I made a scripted version of it based on my scripted flak effect. So if you have the frames of the animation some where separate (like eff file set) i can easily make a functional animated and homing secondary weapon. :D

Scripting.tbl
Code: [Select]
#Global Hooks

$Simulation:

[

if missioninit == nil then
-- // MISSION INIT //
-- define and load anitexture01.. anitexture10
-- remember to //LOAD ALL// the required graphic files!
   anitexture01 = gr.loadTexture("blast_0001")
   anitexture02 = gr.loadTexture("blast_0002")
   anitexture03 = gr.loadTexture("blast_0004")
   anitexture04 = gr.loadTexture("blast_0006")
   anitexture05 = gr.loadTexture("blast_0008")
   anitexture06 = gr.loadTexture("blast_0010")
   anitexture07 = gr.loadTexture("blast_0017")
   anitexture08 = gr.loadTexture("blast_0008")
   anitexture09 = gr.loadTexture("blast_0004")
   anitexture10 = gr.loadTexture("blast_0002")
-- define nullvec
   nullvec = ma.newVector(0,0,0)
   missioninit = 1
end


-- // PER FRAME // Simulation
-- get the proper weapons
for i = 1,mn.getNumWeapons() do
   frametime = ba.getFrametime()
   weapon = mn.getWeaponByIndex(i)
   weaponname = weapon.Class.Name
   if weaponname == "Hammerhead" then
      lifetime = weapon.LifeLeft
      -- set //LENGHT OF THE ANIMATION //
      anilenght = 0.3
      -- calculates the required frame number
      modulolife = math.mod(lifetime,anilenght)
      remntlife = ((modulolife - math.floor(modulolife)) / anilenght)
      -- '10' is the number of frames
      -- //ADD MORE// if additional frames are required
      remntlife = 10 * remntlife
      if remntlife > 9 then
         anitexture = anitexture01
      elseif remntlife > 8 then
         anitexture = anitexture02
      elseif remntlife > 7 then
         anitexture = anitexture03
      elseif remntlife > 6 then
         anitexture = anitexture04
      elseif remntlife > 5 then
         anitexture = anitexture05
      elseif remntlife > 4 then
         anitexture = anitexture06
      elseif remntlife > 3 then
         anitexture = anitexture07
      elseif remntlife > 2 then
         anitexture = anitexture08
      elseif remntlife > 1 then
         anitexture = anitexture09
      elseif remntlife >= 0 then
         anitexture = anitexture10
      end
      -- finally, be nice and draw the particle
      ts.createParticle(nullvec,nullvec,frametime,10,"bitmap",-1,false,anitexture,weapon)
   end
end

-- Odd method is used for rendering to prevent all the effects from being in the same 'phase'
-- Also this is to avoid possible issues of having too long affects that would 'keep' on the
-- effects course but which would not actually be attached to it

]

#End

In the example blast_0000... blast_0018 are frames from eff animation and "Hammerhead" is a name of a missile weapon (quite like "Harpoon").
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 20, 2006, 08:12:43 am
So I would have to turn the completed .anis to eff's?
   (Just to show you where I am at graphically. I tried to make an explosion .ani three years ago and finally got it right yesterday)   :shaking:


Hehe, thanks Starbug!  I kinda dislike TNG era ships myself. From best to last in my list are

1.) "Future Feds"
2.) TMP Era
3.) TNG
4.) TOS (except for the Connie, Connies rule!)

I decided that since I made Fighter versions of all standard and racial types of torpedos, fighters in the FUTURE era will have Micro Transphasics (for Borg), but I think that Micro Tri-Cobalts are overkill...

Fighters don't need to be armed with a torpedo capable of destroying a cap ship in ONE shot!  :P


[EDITED]

Spent a few hours on this.  Initial weapon works but not visible. Changed dds textures to .pcx, still not visible.

Edited pof to have romtorp ani. as texture,still not visible.

 Planar model I made works but only on front plane (mapping messed up on other planes, if possible can I send it to you?) I use normal cyclops table for it.


I caved inand made a romctorp (meaning cap) primary for now... Also going back and refining all existing torps to take the white flash frames out (tried both with and without for rom torp, I like it better pure) also messed around with framerates and found that 20 is best speed for what I want.

Yay last night of work!  l8tr...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 20, 2006, 10:49:59 pm
I can probably take a look at the that weapon... Just PM or email me the table entry and graphic files.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 21, 2006, 11:20:30 am
Hmmm had an idea. I took the cob , copied it and then double sided it, merged with original and saved.

It worked, all faces now show properly, however you can see the blackness around the square parts when it moves in front of a ship or lighter background... Is this normal? Same for the .ani I made from the dds to pcx's (unless I accidently stripped a quality from it by mistake by doing that, like transparency?)

NO matter, they work till a better solution is found :D



[attachment deleted by admin]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 21, 2006, 11:28:03 am
Did you put in the transparency table option?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 21, 2006, 11:32:00 am
er.... no. How does that work exactly? I can reset the tables to be the C-laser, but these are new flags to me.

Also, someone should really do (or finish) that weapons tutorial on expalining how the tables work aside from the obvious (range/damage ect.) so when people mess around with them they know what these values effect. :D
Might be able to try some more ideas out then..

Will edit in a few minutes if it worked..
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on July 21, 2006, 11:39:53 am
Did you put in the transparency table option?

don't you have to put in the transparency during the effect making?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 21, 2006, 12:01:24 pm
Well.. yes, but that transparency option in the table is a bit different. It can be used to create effect 'animation' via altering the alpha the effect has for example. So you can theoretically animate single frame shots with the tranparency option.

The problem is basically that if two effects (model textures) utilising blending are drawn on top of each other they cause the model textures and also weapon textures to have full alpha (ie. totally transparent). To avoid this it is currently possible to use -trans textures (models) or transparency option (weapons).

Weapon tutorial is a good idea though (i take the weapons.tbl in wiki is not clear enough).. I have some little things that i could put there and i'm sure others have much more and improved options as well.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 21, 2006, 12:29:59 pm
I'll leave that to the experts. Was just wondering a that does not effect primaries (no model) only the planar thingy.

Back to what I do best, gather and convert.

Thanks to Senior Citizen (from KA) we can expect a few very nice ships. For example:

Look in upper left corner, that was old stock shuttle.
Now below is the new ship... Glows custom of course... Can dual purpose as Lt fighter or single person shuttle (pending approval of retasking)

(http://i22.photobucket.com/albums/b321/Star-Dragon/seniorcitizen.jpg)

wings glows added later after pic was taken, two spotlights on symbols...

l8tr...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 24, 2006, 12:33:44 pm
I emailed the claser to you...  probably noticed already but more as a notice to DaBrain...

Beams can not be animated with anis or effs but it is possible to use translational elements within the beam that make it look like it would have been animated.


Thx. :)


BTW I think beams can use ANIs. I'm using an animation for some beams in the MV pack.
I don't know if it's supported in old builds though.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 24, 2006, 02:19:24 pm
I hope it's simply a matter of placing the ani name in the bipmap spot like other examples.


Regardless (and due to the fact HLP is currently slower than a glacier :D) I'm posting these here and now...

The EDF Arizona (a wip) is caught in the crossfire.
(http://i22.photobucket.com/albums/b321/Star-Dragon/Arizona1.jpg)


The Argo(Yamato) makes short work of a handful of Gamilon Destroyers...
(http://i22.photobucket.com/albums/b321/Star-Dragon/gamilondest1.jpg)


Stay Tuned!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Wanderer on July 25, 2006, 07:24:47 am
BTW I think beams can use ANIs. I'm using an animation for some beams in the MV pack.
I don't know if it's supported in old builds though.
Hmm.. both effs and anis function.. Wonder why it didnt work last time i tried that out... perhaps it was with badly outdated build.

Anyway, if using animations that change in the beam's longer dimension, make sure to use the tile factor or it will look very odd. That is... if you animated them in similar manner as in adveffects then you dont have to worry about that.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 30, 2006, 07:34:31 pm
35mb weapons test vid. Just wanted you folks to see the player photons and quantams, plus the romulan TMP Cap torps in action (they are primaries so you wont see the black boxes).

Of course the Gamilons are having probs cause the roms have shields and they don't! lol

Excuse size of DL and small resolution, it's what I got to work with. Enjoy!

http://www.badongo.com/vid/174521
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 31, 2006, 02:42:52 am
Ah, you got the torpedos working. Nice! :)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 31, 2006, 03:50:07 am
yeah those are the Primary based torps, the red/blue were my fighter ones and the green one was rommy cap. Just wanted to let folks see them animated for a change.

The primary ones are ok but of course are just placeholders till I figure out that seconday proceedure (that black area blockage is too distracting and would take away from gameplay experience.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 31, 2006, 04:24:43 am
You got the model from Wanderer. It's really simple now. Open the model in Modelview/PCS and change the texture name to the name of your ANI.

That's it. You've got an animated secoundary! :)

Actually I did the same for a new SoL effect yesterday. Took me ... a minute... maybe two.

One thing you shouldn't forget: The ANI effect has to be in the /maps/ folder now. It's a map for a model now, isn't it? ;)

You can use my model for a release if you want.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 31, 2006, 05:19:33 am
yeah it works BUT when it pases in front of a ship, (unlike the primary ones I use), the model ones are surrounded by a black square on all angles and it is horrible looking! You can even see it in space as it is darker than teh surroundigns and also blocks out stars.

I will have to wait to see what's wrong and come back to it int he future when I get to a stage where I can port Trek to the newest build of 3.6.9 I just had the same thing happen for a Robotech test to try to fred a team demo and it totally crashed (token errors)...

So I am in no position to be worried about getting Trek in any form presentable ATM.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: DaBrain on July 31, 2006, 05:53:11 am
Well you can fix that in the tables, but I know you'll need a never build for that.

Try renaming the ANI to "name"-trans and don't forget to do the same in the POF. If you're lucky, that will do the trick. ;)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 31, 2006, 10:39:33 am
"You're DaBrain!" - In pinky voice

   Runs off to tinker... Cross your tails, er, fingers...  :D

One thing I thought, I had almost same problem with 3.6.9 when I got it working and started playign normal FS2. Media VP update fixed it. However I am afraid to try to update what I am working with now (media wise) in the fear of breaking it!

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 02, 2006, 11:28:20 pm
Just some pics to show to the author (KA's Senior Citizen)... Thought I'd share them with you guys.


Lyran Fighter (Hey scooby, ever notice how Lyrans and Kilrathi have very similar designs?

(http://i22.photobucket.com/albums/b321/Star-Dragon/lyranfighter.jpg)


Orion Pirate light fighter the "Harasser"

(http://i22.photobucket.com/albums/b321/Star-Dragon/opharasser.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Scooby_Doo on September 02, 2006, 11:35:24 pm
Oh ya!, Looks like a thinned down kilrathi.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Colonol Dekker on September 04, 2006, 05:44:57 am
I never tire of WC references, Lyran fighters do look Furrbally... But their Caps look like Lego. :nod:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: CaptJosh on September 04, 2006, 03:30:09 pm
As someone who has regularly played Starfleet Command Orion Pirates, I can agree with that assessment.  :lol:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Colonol Dekker on September 05, 2006, 04:59:28 am
In Starfleet command, Do you not think that appearance aside... The fighter heavy and Beam reliant Hydrans are a little GTVA'ish?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 05, 2006, 05:25:00 am
Er I never thought of it that way. I haven't played enough of it to get an impression like that.

 Persoanlly, I can't get beyond like the 3rd map of SFC2 (I bought it mainly to get the stock models).  The Hydrans are probably the ugliest mapped ships of all and I have never really seen any ships redone for them that looked better.

No offense to anyone...  :nervous:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Colonol Dekker on September 05, 2006, 05:31:07 am
Nah, dont't worry about it at all, The ships are ugly as hell, i know that. But they use lots of cruiser sized ships, Rely on a fighter based attack combined with heavy beam cannons.


See the similarities.


*spooky voice*
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on January 11, 2007, 09:02:58 am
Found a reason to bump. Reminder for new people.

This is the newer incarnation of the "Official Star Trek Thread" based on the project started in 2003, inspired by the works created by AZONIC & Carl the Shivan.

Ok that out of the way I temporarily lost access to many core files that had not been made into .pofs but in a way that's good. I know more now and can go back and redo them better. Hopefully I can access some of that data later. I started a new shipyard folder on my new drive and still had some backups on one of my older hard drives so not everything was lost.

Also all my FS2 GAME FILES apparently survived mostly intact. So the good news is everything that was already IN GAME for my projects seems to be just fine (that includes test .pofs in the ship tables that still crash, but at least I have them!).

Update: One of the new conversions I had been working on is another Space Dock Shuttle. This one was seen in TMP bringing Kirk to the Enterprise... Let say he had an accident on the way (Hey I needed to blow it up for testing right!?)  :drevil:  It works fine! Seems I just need to tone down the front spotlights a bit. The rest look beautiful.

http://aycu25.webshots.com/image/9784/2001802368621455518_rs.jpg

http://aycu21.webshots.com/image/9140/2001826377663092208_rs.jpg


That's all for now. Many things are happening behind the scenes so I am constantly jumping between Robotech and Trek a lot lately. Gundam has ground to a dead halt due to inability to extract the newest Gundam 3.0 .BIG file. I lost my old tools folder and for some reason the .big file always comes out corrupted.

[Shameless Tease time]: Plus there is a "Secret Project" I mentioned long ago I am now active and hip deep in that's about 1/4 done so that's all I'm gonna say about it for the moment...  ;)

l8tr!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 14, 2007, 10:07:50 am
Grrrrr....

Work trudges on slowly.

I got permission for a cool descendant of the Defiant and got it to convert but this is the message when you try to open it in MV....

"too many normals defined >= 30000....  What does that mean? The model is about 8,900 poly's

Files: Uss Courageous
http://upload2.net/page/download/kCRLXro7Ka1wWYR/Courageous.rar.html
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on February 15, 2007, 11:58:41 am
I was not planning on using these for anything really but here are some of the better models (IMHO) from StarLancer minus textures (they did not extract).

ALso 95% done with conversion of the assault tactical shuttle. It drops off mines and transports a small squad of boarding marines.


(http://i22.photobucket.com/albums/b321/Star-Dragon/fastshuttle.jpg)

edit upload folder is full, will redit after I upload the DL file for the SL ships...

Okay, like posted...

http://upload2.net/page/download/5IHvTAy1IkOTKZk/Starlancer.rar.html

.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on June 10, 2007, 10:07:30 am
*Bumped for Progress*

I was not happy with the look of the old Yamato Saucer's edge in screens. Compared to the rest of the ship it was skimping on the polys I think, so it was very rough and the window textures were skewed a tiny bit but that showed up a lot in the glows.

So I went searching and found a Saucer that also had the dual roll bars and a bit more detail (plus straighter window mapping).

This is the result. One of the Major Carriers of the Game:

USS Yamato (Klingon Academy Version from TMP which evolved from the TOS Richard Bohnam(SP?), not that Galaxy class crap) a literal "flying Fortress" of Trek...


(http://i22.photobucket.com/albums/b321/Star-Dragon/yamatoa.jpg)

(http://i22.photobucket.com/albums/b321/Star-Dragon/yamatob.jpg)

Mesh hull by Antivyrus, saucer by Rick Knox...

Standard, "we need experienced 3d help" applies as always... Takashi please don't respond to this, your on probation for RT already...  ;)
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: MetalDestroyer on June 10, 2007, 04:46:31 pm
Do you planning on releasing a Star Trek Campaign or missions with all the Star Trek stuff we could see/play ?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on June 10, 2007, 05:21:08 pm
Um yes, but unless the community gets off it's collective behinds (yeah I know the lack of talent got swallowed up by the hosted projects), it's gonna be another 3 years before I get to the Demo...  :D

I know I answered you before on GW on this very issue.

I have no skills and go as fast as I can with what I got.

I post updates here to get people with skills attention, impress new noobs, and also to remind older vets that this project is still around waiting for them to finish up whatever they are currently engaged in.  ;7


Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: brandx0 on June 10, 2007, 08:22:16 pm
I'd offer my help, but I'm all full up with the SWC.  Maybe when we get that done I can help, of course, that'll be in a year or two =P
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on June 10, 2007, 08:49:55 pm
hehe My point exactly.

I appreciate the offer (and note I will remember you said that)  ;7

There just isn't enough available talent pool to even justify asking Matt or anyone else for hosting officially.

Regardless I plug away and keep these threads alive (here and on GW).

A little early to post but a new fighter bash I did I am waiting permission for (it has a mesh error from my messy 3d surgery on it).

I call it the S.I.F. (temporary name: Stealth Interceptor Fighter)

It has a cloaking device (hence the power needs) and full length nacels for VERY fast long distance movement. the 4 impulse arrays in the rear are for superior close in maneuvering.

I altered a standard Valkyrie fighter (from Invasion modeled by Smiley, and bashed some nice looking sleek nacels from the USS Integra - I need to contact the author I did this on a impulsive whim and loved the results).

(http://i22.photobucket.com/albums/b321/Star-Dragon/fsif.jpg)

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Colonol Dekker on June 11, 2007, 03:30:44 am
This lookss great !


Fantastic work, Are you gonna do the Ummm, Scimitar form that film Nemesis? ;7
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on June 11, 2007, 06:05:48 am
probably, in fact you might not know this, but one of the earliest pics I posted was a sovy getting chased by the. Scimitar, but it was a Ludi release...

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Mav on June 12, 2007, 01:51:52 pm
Scimitar is nice. But I'd even more like it if you could throw in the D'Kazanak. It's a prototype from a book, basically with similar performance as the Scimitar, minus the "death ray" and plus the fact that it was produced earlier (and production halted too, but if you're interested just read the book ;) - or if it's sold out I'll try to remember more details...).
From what it looks like at the book cover (the German one, that is), it's like a more sleek D'Deridex (standard Warbird) that's mostly dark violet instead of green (thought the nacelles keep their green glow), and the "head" is partially grey/metallic (if you wish, I could try to scan it and post it here).
For dimensions, it's said to be about "double the size" of an D'Deridex - but I'm not sure if "size" means length in this case, or something lik volume...
As for the armament - it's not exactly detailed in the book, but it's an advanced prototype, so feel free to stuff it up with lots of nasty things... ;)
I made a quick recolour of the D'Deridex from F2S (those are the core models for this mod, right? :confused: ), but that I'd consider just a start. If you wish, I could post a pic or upload/send it.


And - yikes! :jaw: My favourite Federation ship (Yamato) in my favourite game engine (FSSCP) ? Yippie! :) (that screenie really looks great)




... a new fighter bash I did I am waiting permission for (it has a mesh error from my messy 3d surgery on it).

...

... - I need to contact the author I did this on a impulsive whim and loved the results).
That's two problems I know, too ;) . Should get off and finally get me some ST-forum account to solve this issue... :nervous:

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 28, 2007, 10:22:11 pm
Time for a sneak peek!.

  I had always been intrigued by the Klingon Academy LP design Romulan War Eagle. On a whim years later I just took Thu11's Killer/Firehawk model and mirrored the wings/nacels had a crp tons of errors from my butchering and posted it as a concept pic.

  Models Please (guy's nuts, he released like 20 ships last week!) looked at the pic and in a few hours did it from scratch (or the Feral Yards site DL, but I am not asking ;) ) he intends to release it.

  Of course I'll arm it and release for Fs2 (Muhahahah)

  Fear the might of the Romulan Empire!!!

(http://i22.photobucket.com/albums/b321/Star-Dragon/rwareaglemkII.jpg)

(Dose that answer your question Trashman?   ;7 )
Also I'm sure the BOTF crowd would rather have real modelers and the files already available to them from the various sites then my paltry hacks and texture butchering to make their meshes work in FS2 recycled back in a Trek game. Remember for some of these I am removing somewhere of 5-40 textures to meet the limit!!!

  I still have to make it look reasonable otherwise the whole effort is a exercise in futility (due to the lack of a mapper). It's either do that or nothing at all and I would rather keep working on the backlog of ships.

On a related note, do you want to arm DS9? I just don't have the motivation and the pof has been in the folder for like 2 years...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Black Wolf on July 29, 2007, 11:44:30 am
I see lots of fancy mods and such, but what common, canon Trek ships do you have working?

I recently began playing with Omnis old models again, which is fun, but I only have the defiant, Sovereign, Akira, Danube, Juday, Peregrine, BOP, Vorcha and Jem Hadar fighter. They all work and shoot and such, and It's always fun to play in Trek, but a bit more diversity would be nice...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 29, 2007, 12:07:18 pm
100% working? Omni's ships, one I won't name cause of a misunderstanding (thanks for nothing Ludi), the rest are (about 5) NOT cannon and fulfill roles I planned out for the mod based on era.

Soon as I can get a ship in game it goes on the back burner till I can get it properly armed and systemed. I hate placeholders, at least ones that aren't even from the genre, so I have concentrated on getting as many as psosible stable in game. IF the ships aren't there to support the storyline then what is the point?

People seem to forget I have a back log of a few hundred meshes, and I still have conversion/turreting issues...
Considering my lack of skills I have done a damn lot. (more than most people).

Sorry but I get a little defensive to questions like that.

I'm hoping by next year some more help will be available when some other mods get out the door.

Also aside from Robotech, I've gotten into C&C ZH Modding, so things will be slowing down even more.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Black Wolf on July 29, 2007, 12:37:06 pm
Sorry, didn't mean to come out snarky. Just hoping to get a few more ships to play about in FRED with, but if you don't have 'em, you don't have 'em. No problem :)

I might put together the tables and stuff I have (i.e. Omni's) and get them out there in a unified vp, maybe put together a few basic missions and whatnot. TBH, I doubt I could find 'em again for DL, so it might be prudent to have them easily available, especially if there's not much work involved.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on July 30, 2007, 11:40:38 am
Fricken attachment limit is annoying. Yet again i am just over the limit. Couldn't we get it bumped to and even 1mb?  ;) (kidding)

as you can see in the pics I have a lot of pof's from other projects for testing to make shots with ST ships, but the majority of them ARE ST ships (almost none of them are finished).

I am releasing the one of the mod's showcase ROMULANS, the TMP fan created Firehawk.  Just change the weapons in the table.
Enjoy!!!

http://upload2.net/page/download/qitqbcDfHUdQTvq/firehawk.rar.html
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Hades on July 30, 2007, 09:16:07 pm
Cool.I may have no idea what "StarTrek" is but they look great. :yes:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on July 30, 2007, 09:43:00 pm
You don't know what Star Trek is?!

BURN HIM!
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 09, 2007, 09:03:48 am
He could be kidding... I mean unless you lived under a rock for the like last 20 years or so (when the movies stared to get released and the fanbase grew internationally more)...

Lets ask an innocent question, "Do you know what Star Wars is?"  ;7

Anyway...

I got this model from axem's dump (I think). Yes I know it was slated as a Zod Cruiser, but I am turning it into a Gorn Fighter.  ;)

I am trying to add textures to it as it was raw,  but no matter what it looks all splotchy and like squares and stripes. I've tried painting certain faces, painting over existing object, nothing seems to work.

In TS3.2 when you hit render you can see them in correct places and coverage, but outside TS3.2 it looks weird. can anyone tell me what's going on?

I posted a pic of what it looks like in 3dexploration. Also the .cob and the .bmp textures I have applied so far: The main hull covering (temp), the cockpit glass (temp), the impulse rear engines (temp), and the Gorn warp sides (also temp). I am just in the beginning phases of getting this model ported so NONE of this is the final look, it's just to work with...

On another note the Gorn Gecko main Fighter (by Raa) is almost done just to lazy to put in game and test it yet.  :p

Oh and lastly WTH is up with search. (Is it broken again?) I typed an entry in to search fro this thread and it CRASHED my Firefox??? I thought it was a fluke and it did it all three times I tried. I know I have popup killer on for 404 error pages etc... I had to find my thread manually (backwards page searching...)

Screw that guess I'll have to bookmark this.. :)


Prototype Gorn Hatchling WIP


[attachment deleted by admin]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Cobra on September 09, 2007, 01:48:09 pm
that doesn't look like a Gorn design. :P
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Depth_Charge on September 09, 2007, 01:56:45 pm
any chance of making the Reman Scimitar class???
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 09, 2007, 04:54:20 pm
Depth Charge: If you read even this page the scimitar WAS mentioned already...  :wtf:

As for YOU Cobra...
You got a date with a transporter and some open space...  ;7

Beware of transporter Chiefs asking, "Would you like to be one with the Universe?"  :lol:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: jr2 on September 09, 2007, 11:53:55 pm
You guys are making a Star Trek conversion?

If so, why don't you have your own thread on the main Forum page (like SWC)?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 10, 2007, 02:10:05 am
Checks sig, Checks date of this second thread as original was an idea thread and then bled into Omni's thread...

"Yes, I'm making a Star Trek TC..."

Welcome to the HLPBB!    :lol:

I was once offered hosting but never could get a cohesive team together so I turned it down at the time. Since then HLP soon stopped taking on new projects so I let the idea thread "die" and made ONE thread for each of my projects and when something happens I bump them with photos and some update dialog so people know it's still alive and what's what...


Have you seen the "Weapons Test" vid on Youtube?

Back on Track, I found an old model on my drive by Skinman!!!

I kept it around cause there was something about it that called out to me.

I messed around and here is the result, the Tholian DevilFish! Haven't decided if it's gonna be a fighter or SMALL Frigate (Patrol ship) yet.






[attachment deleted by admin]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 21, 2007, 10:33:40 pm
Need some priority help:

After a long extensive search I finally found a model I felt was appropriate for the name TITAN (and thus Captain William T. Troi's [Riker's] ship), as I despise the Luna class concept. The Titan is second in the new Aegis class line. The prototype was called the USS Patriot.

I had received permission from the BC modeler who created it but it sat on my drive for about a year until PCS2 was able to convert it for use. I just made teh glows and they need tweaking, but for now it's workable.

One major problem, it's fighter sized. I increased the size of the .cob but it causes pcs2 to crash. This is opposite of what pcs1 used to do (crash when you made a cruiser sized object a fighter sized one.)

I do not know if this is a direct mesh issue, but I need someone who's willing to look at it (nothing else unless they want to).

The main reason I am asking is because this ship is critical to my FANFICTION and I describe meshes in my scenes and post screenies as action stills. I can fudge things and move the mesh around to offset the size disparity but it would be nice to have the right sized mesh in game.

The Yamato/Argo, from Star Blazers has entered the Fed Sector 001 and Troi (Riker) is about to make first contact...

IF any modeler responds I will post the mesh.

Sneak Peek USS Titan:


[attachment deleted by admin]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Water on September 25, 2007, 07:30:22 am
I can take a quick look.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 25, 2007, 03:15:30 pm
Appreciated, file link PM'ed...
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Water on September 26, 2007, 04:34:22 am
There are quite a few parts where you can see gaps. I don't believe the modeler made those errors. Possible conversion problems?  Do you have an original source file? and if so, what format is it in?
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 26, 2007, 08:34:39 am
The original format is Bridge Commander .NIF used milkshake 1.710 to make into a .3ds file (only a few other choices like .lwo 5.6 or .obj, .vrml, .dfx,  for example, cannot go directly to .cob)

Used 3dexploration 1.88 to save .3ds into .cob. Works in game no crash on destruction, just resized pof (bigger) crashes.

I can get you the original .nif or a resave into one of the formats I mentioned.

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Water on September 26, 2007, 03:00:01 pm
The original format is Bridge Commander .NIF used milkshake 1.710 to make into a .3ds file (only a few other choices like .lwo 5.6 or .obj, .vrml, .dfx,  for example, cannot go directly to .cob)

Used 3dexploration 1.88 to save .3ds into .cob. Works in game no crash on destruction, just resized pof (bigger) crashes.

I can get you the original .nif or a resave into one of the formats I mentioned.


3ds should be fine. Are you aiming for 700m length? or a different size
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 27, 2007, 08:09:58 am
Interesting you should mention that number. I arbitrarily chose 735m for TMP Connie and thus sized all other craft according to that. (rough conversion of all trek ships I have done is about 2.5 times book value due to FS2's perspective problem. Also I park shuttle craft next to the hangars, if they cant get in I make the ship bigger!).

I looked at .3ds and the model is see through also so I went back and reconverted from scratch and made a .lwo and .obj also

The .lwo was blank, and holey, and .obj LOOKED solid! when you render it in TS3.2 it looks holey but otherwise appears solid so I converted it and it was already larger! (don't know why I did nothing different this time).

I tested it and it works in game fine, I also parked next to the front shuttle hangar and it's a good scale (1065m) so I'm not messing with size. I DID notice a few holes like the rear torp tube borders, but since it didn't crash, unless you stay just off the hull at that area you're probably NOT going to notice it.

Would you like to look at the Yamato for me? This is a WWII based Star Blazer (Anime) ship. I have one in game (Heru), but the one I have by Atra-Hasis is a more complex mesh? Swamp thing claimed to have converted it np with PCs1 2 years ago, but never posted the .pof. I have failed in every attempt using diff tools.

I totally screwed up the turret upgrade on the Heru one and the gun axis are fubared, so in other words I have to redo the ship anyway.

Pic of me in Enrinyes II at hatch for scale, FS2 fighters are often way larger than Trek shuttles/small craft, so this will work!



[attachment deleted by ninja]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Water on September 27, 2007, 07:50:05 pm
Would you like to look at the Yamato for me? This is a WWII based Star Blazer (Anime) ship. I have one in game (Heru), but the one I have by Atra-Hasis is a more complex mesh? Swamp thing claimed to have converted it np with PCs1 2 years ago, but never posted the .pof. I have failed in every attempt using diff tools.

Ok I had a look at the Yamato. (you posted in pcs2 thread)

Most of the problems are the same. Look at the first picture on this page.
http://www.blender3d.it/index.php?filename=lab/nonmanifold.html (http://www.blender3d.it/index.php?filename=lab/nonmanifold.html)
Basically the inside and outside get mixed up around these types of mesh joins.

Now your sig says you're not a modeler. With the meshes you are sourcing, being able to edit, at the face and vertex level and having good uv tools is a must for sorting these "render models" into gaming models.

So what modeling and uv tools do you use? and are you willing to learn more?

Fixing these problems is not hard -- just time consuming.
A tool to find these problems is http://meshlab.sourceforge.net/ (http://meshlab.sourceforge.net/)
(http://us.f13.yahoofs.com/bc/46fc47de_12723/bc/fs/meshlab.jpg?BCsxE_GBbyl_PKV3)
Render>shaders>xray - and then
Render>colour>colour Non Manifold faces.

That red patch in the centre is 4 faces messing up what PCS2 thinks is the inside/outside. In this instance, the faces will never be seen from the outside, deleting them would solve the problem.

The one at the tail would require a small rebuild. It would require adding extra faces, deleting the bad ones, and a small change to the uv map. The one at the bow is messed up -  probably from a boolean operation.

So yes I can fix this one, but the ideal solution is for you to be able to ID and fix them.  :nod:

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on September 28, 2007, 07:38:35 am
Ideal yes, but I'm not going to try riding that horse again.
I think I'll make a prophesy and await the "Chosen One", a young buck who can absorb knowledge like a sponge and sick him on the meshes... [Insert a Yoda Smiley Here]

I did DL Meshlab though (TY for the link!). usually I only use the following tools:

Preconversion/Extranction: MilkShake/Gmax saved to a 3DEploration friendly format.

.Cob Conversion from outside format: 3DExploration

Orienting, minor texture painting/changing: Truespace 3.2

Other Image/Texture change stuff: Irfranview

That's my process.  On occasion I have gotten enough nerve to try a few Kitbashes (most of them have been well received for the CONCEPTS, not the Execution though - too sloppy)

I have my hands full as it is Running a few projects and helping out a few more (like SG-1), and I am very comfortable with the fact I am limited (even if by choice). It still hasn't diminished what I have done over the last Five years.  :nod: I definitely have improved since the first day I got here regarding conversions.  :yes:
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Water on September 28, 2007, 04:47:28 pm
Ideal yes, but I'm not going to try riding that horse again.
Ok, no problem. It should be back to you in a week. pm me if it isn't.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 22, 2007, 04:39:08 pm
Origonally a cruiser, this actually came from a vf-22s jetpack!

Thanks to Kt'Hyla I have a made a few variants out of it, this is the Gunboat one.

No official name yet, but it is a JDF concept (Joint Defense Force) way post Nemesis.

 2 underside torp launchers, 7 scattered phaer mounts, 2 medium disruptors on sides but forward facing.

I will also be retexturing it to conform to FS2ish type ships as this reminds me greatly of a Zeus type bomber... ;)





[attachment deleted by admin]
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Hades on December 22, 2007, 05:45:06 pm
Hey, are you making the Arrow?
Arrow:(http://www.scifi-meshes.com/meshes/gallery/arrow_01.jpg)
And can it be high poly? ;7
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 23, 2007, 02:13:13 am
No, I think three others are tying to tackle it, (but my money's on MARKYD) as poly reducing models over 100k is something I am not very good at. And once I screw up and delete the wrong face I need later on I have to start all over again (or from my last save, assuming I didn't save a screw up).

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: MetalDestroyer on December 23, 2007, 05:42:38 am
Will you try to put Normal Maps ? ^^ And then show it/them to us :D
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: jr2 on December 23, 2007, 07:10:37 am
That sucker doesn't look like it'd need much in the way of normal maps.. looks like a Blackbird.  ( SR-71 )
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 23, 2007, 07:55:44 am
I have no idea what you call a normal map. The textures I see on models look pretty normal to me.  :lol:

Read my siggy people!!! I don't do anything!  ;7

Anyway I did find one on my drive but it's lile 299k polys. check back in 6 months. MARKYD already gave me permission once he gets done with it (He's back from IRAQ for the holidays.) He started it almost 2 years ago so try to be patient. He's building it for SFC3.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: MetalDestroyer on December 23, 2007, 09:05:54 am
Normal Maps are another texture layer (just add -normal to the dds).

Without Normal Maps you get this :
(http://pix.nofrag.com/4/0/0/42a41844d0063eee828c4d78892aftt.jpg) (http://pix.nofrag.com/4/0/0/42a41844d0063eee828c4d78892af.html)


With Normal Maps you have this :
(http://pix.nofrag.com/0/3/1/72689ca88d157822319ef4724e5d7tt.jpg) (http://pix.nofrag.com/0/3/1/72689ca88d157822319ef4724e5d7.html)

For the explanation, just look to DaBrain post :D
http://www.hard-light.net/forums/index.php/topic,25406.820.html

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Hades on December 23, 2007, 09:45:33 am
Release those ship already!
:P
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 23, 2007, 11:30:56 am
my comp cant handle the new video cards, so if I need any shader crap other than what a generic ati 256mb 9250 can handle I am SOL... I got a floor fan blowing on my comp to keep it from shutting off and my sound card is almost dead (I need to use line out to hear)..

I bought a powerball ticket though...  :lol:

Seriously in 2 years things should get back to normal, I hope...
 (wont have a car payment then and not renewing my health insurance for a year or two).

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: jr2 on December 24, 2007, 02:18:59 am
my comp cant handle the new video cards, so if I need any shader crap other than what a generic ati 256mb 9250 can handle I am SOL... I got a floor fan blowing on my comp to keep it from shutting off and my sound card is almost dead (I need to use line out to hear)..

I bought a powerball ticket though...  :lol:

Seriously in 2 years things should get back to normal, I hope...
 (wont have a car payment then and not renewing my health insurance for a year or two).



Whatcha got, 8X AGP port?  4X?  2?  Pp :shaking: -PCI??
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 24, 2007, 04:09:38 am
Hehe a HP 1.8gh p4
a generic 9250ish ATI 256mb (up from my all in wonder 32mb I see no diff and old card had more capabilites but I lost software, the dl's on ati site all suck and none work 100% for my video makign needs)

256+128 2100ddr ram

Blizzard (walmart) floor fan...  :lol:

I used to run SCP on my p2 400mh, 756 SD pc100, 4mbvodoo rage
(remember my BOE pics)  ;7
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: jr2 on December 24, 2007, 07:46:29 am
What's the model number?  Then I can find out the AGP port type, if it has any.
Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: Getter Robo G on December 24, 2007, 11:17:24 am
HP pavillion 750c

AFAIK it's x4 AGP

Title: Re: FS2 (Star Trek Academy) WIP thread.
Post by: jr2 on December 24, 2007, 11:33:39 am
Hmm, you were right... this (http://h10025.www1.hp.com/ewfrf/wc/prodinfoCategory?lc=en&cc=us&dlc=en&product=71007&lang=en) says it's 4X AGP... :/  yuck.

But, you may want to try:

It depends. It's faster [speaking of GeForce 7600 GS], but they're both next to useless for any recent games, and if you're looking for 2D only then they will both work equally well, so the 6200 is a better deal in that case. :p

I see a couple of AGP 2600 Pros on the egg for only a little more ($90-100). Those are two to three times as fast and would actually provide passable performance on many recent games.