Author Topic: New BC mod and mod team: Aftermath  (Read 84407 times)

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: New BC mod and mod team: Aftermath
« Reply #20 on: July 01, 2009, 01:39:07 PM »
stock legacy does indeed have some ship classes that are unique to anything else. I was, however, refering to modded ships. I am a single ship modder/release person here at BC. Certainly if I can get authors to contribute their models to BC, and even better if I can get the models in a format that's easier to convert (IE the original mesh before being ported to legacy and with the damage stuff removed) then you guys can also use them.


Also, as a moderator I feel I do need to make a couple things clear. There is to be no rdue arguements of any kind, and no questioning permissions publicly. Lets let the project leaders decide who and what is done. Maxloef, are you even on their team? At any rate, things need to stay civil and polite in here or this thread gets locked.

Starforce, i AM a member of the team, as a matter of fact i was the once that convided tjoz for the idea...plus...whod u think made those renders ;) also regarding permission. Bethesda stoped supporting Legacy and maddoc doesnt excist anymore, i asume credits will suffice in this matter concidering texture of legacy were used in releases on BCfiles and Armada 2 files (links: http://bridgecommander.filefront.com/file/USS_Coto_Poseidon_Class_NX_Era;74458 , http://armada2.filefront.com/file/USS_Kelvin_Proxima_Class;96389)

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: New BC mod and mod team: Aftermath
« Reply #21 on: July 01, 2009, 04:49:21 PM »
Well, as I am sure you know legacy community isn't exactly well recieved in other trek modding venues. I wont go into past history but thanks to people like phenoixfett bringing their modding here as well relations are a bit better. Showing up with an attitude of "I can do something nobody else can and I'm not going to tell you neener neener neener" is neither mature nor going to earn you or your team much credibility.


At any rate, I want to see this thread return to serious discusion on the project at hand. If it goes off topic again, I'm going to nuke this thread back to the first post and start it over.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: New BC mod and mod team: Aftermath
« Reply #22 on: July 02, 2009, 02:30:49 AM »
A little background information regarding the confederation refit...also explains why we will never see it again.

The ship was an experimental refit of the confederation class vessels, the refit was designed with the latest technology in warp propulsion, with experimental warp naccelles providing the ship with high warp speeds. Unfortunatly the experiment failed misserably, with to high cost, resource requirements and a staggaring six micro warpcores wich created instability in the entire warp drive system, the new bussard collectors had the exact oposite effect then desired instead of capturing more space particels it captured less, almost below minimum safety limits, this and all its other technical faults resulted in only 4 ships ever to be reffited before starfleet moved on to a more simple aprouch wich resulted in the highly succesfull constitution class.


Offline tjoz

  • Posts: 64
  • Cookies: 3
  • Aftermath series creator
Re: New BC mod and mod team: Aftermath
« Reply #23 on: July 02, 2009, 05:04:45 AM »
Moving on...

With Aftermath using Legacy ships, the initial goal is not to source the best, most detailed things we can get our hands on but to provide equal gameplay opportunities for everyone and not have the mod limited to select machines. This is something I learnt with Legacy. We have an opportunity where we can provide consistent gameplay which will broaden the entry level for people to be able to play the mod. Aftermath has always been focused on core gameplay values with graphics sitting lower down the list. Even though Legacy Aftermath looks very nice, gameplay is main priority.

As for me mapping... Give it time. As the New Gen modders that are in BC know, Legacy is the only game Ive modded so BC is going to be something new for me. Yes I can come up with some incredible content for Legacy but Ive had coming up to 3years worth of experience working with Legacy. BC is something very new for me. Dont go expecting me to pass gold bricks on the first attempt. As I am currently still in learning with working with BC, content I make may not come on line till later on.

Now the team.. I head Aftermath in both Legacy and BC but leadership with the BC version is shared between Max and myself. We are looking at building a team but that would be handled privately. We look for people that want to learn and grow in the areas in which they can mod in. We like to see growth.

Offline angryandorian

  • Posts: 156
  • Cookies: 5
  • Prepare for the future...
Re: New BC mod and mod team: Aftermath
« Reply #24 on: July 02, 2009, 11:41:52 AM »
Considering how impressive your Legacy mod is, I look forward to your BC mod. I always though BC could benefit from an "all era" mod.  :D

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: New BC mod and mod team: Aftermath
« Reply #25 on: July 03, 2009, 11:54:27 AM »
Nebula Class - Weapons Pod Edition


Offline angryandorian

  • Posts: 156
  • Cookies: 5
  • Prepare for the future...
Re: New BC mod and mod team: Aftermath
« Reply #26 on: July 03, 2009, 12:51:33 PM »
Wow, you guys work fast.  :o

Offline Jb06

  • Posts: 1295
  • Cookies: 968
  • JL Studios Co-Founder
    • JL Studios
Re: New BC mod and mod team: Aftermath
« Reply #27 on: July 03, 2009, 12:58:28 PM »
Not too suer about the saucer texture, seems very blurry.

~Jb06

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: New BC mod and mod team: Aftermath
« Reply #28 on: July 03, 2009, 01:03:25 PM »
well... i know your point is not to make best mods ever made but as far as the model looks nice the textures look blured, most of BC players would handle 1024x1024 maps on decent models in big numbers

Offline Barihawk

  • Ninth Fleet STO Commanding Officer
  • Posts: 766
  • Cookies: 225
  • BC: The Aftermath Member
    • My Released Work
Re: New BC mod and mod team: Aftermath
« Reply #29 on: July 03, 2009, 02:58:23 PM »
We will take that into consideration, but making a game capable of playing on any rig is our priority.

Well, there are three of us working on the project at the moment, so I guess it's time to recruit some help!

We are looking for people who would like to design and model (or contribute already created content) non Big-3 races (no federation, Klingon, or Romulan until they are all ported from Legacy, we have plenty). Have an idea for a Ferengi ship? Feel that the Kessok are a letdown? We need your input! Whether you are a BC veteran or just someone getting started in the world of modelling, we need your creativity and vision to help fill out the various races.

Since Aftermath is going to be the first foray into all eras (we are hoping to be the first to take advantage of Galaxy Chart's unique functionality in this era), we need unique ships to fill in the fleets. We prefer to keep model sharing between eras (aka "refits") to an absolute minimum. This allows for modders who are interested in creating new designs for familiar races to not be bound by established canon. For example, we would like to have Cardassians visualized in all of our proposed eras (ENT, Pre-TOS, TOS, TMP, TLE, and TNG). Since they have only been seen in TNG, the current ship classes are going to be confined to that era. If someone came along and thought "this would be a great opportunity to design a ship that's never been seen before) they could draw upon the visual styling of that race and give it a new flavor to suit the times in which it serves.

Granted we do have the ability to do these models ourselves, but it would take a very long time to do. Any contributions of pre-existing models are welcome, although we would love the opportunity to help an aspiring or veteran modeller to tailor their own signature into the total conversion.

Hardpointing is something that is going to take a lot of time, but our philosophy is that all ships should be balanced and serve a specific purpose. Each race in each era is going to have a dedicated scout, frigate, cruiser, and a battleship, along with a few support vessels that fit into the aforementioned categories. Each ship will be useful and have it's own strengths and weaknesses. Ships that have wider phaser coverage (like the Sovereign) will have less powerful weaponry while ships with directional weapons such as the K'Vort will pack a stronger punch. This way, both ships become valuable for their role, but do not serve as the "be all, end all" ship (especially in situations like multiplayer).

Therefore we are seeking experienced hardpointers in the community to help work on not only the ported Legacy ships, but also the new vessels and races that will be added over time. Hardpointing is tedious work, and we expect to do a complete job on every ship. Each vessel will make use of added technologies, realized ship crews, warp and speed limits, and the shuttlecraft launching framework. This will allow for extremely diverse gameplay as a cruiser like the Curry can unleash squadrons of Peregrine class fighters which will augment it's combat capabilities (rather than being a useless aging hulk). While we can do this ourselves, it would take an impressive amount of time. Again, this is a chance for those who are both experienced or complete newbies, and the latter is actually encouraged as a way of helping you learn more skills. Aftermath is dedicated to getting up-and-coming modders and teaching them new skills.

Any scripters who would like to see their work showcased in Aftermath should also consider applying. While we can start tracking down authors to gain access to already released classics, this is the opportunity to have your ideas realized as a part of a collective. We are going to emphasize the fact that scripts need to be able to play well with others and contribute to a more enjoyable game experience as a whole. Again, whether you are a pro at scripting, a beginner who has only created a few "wtf!pedoes," or Mleo who deserves his own frigging category, we salute you and encourage you to join the team or become an affiliated member.

We are also fairly new to the concept of mapping in Bridge Commander, as it is a much different system than what is used in Legacy. For one, we now have 360 degrees of freedom as opposed to a single plane of space. Anyone who has any amount of experience with mapping will be well received. We also plan on making every map to be Galaxy Charts ready, as to heighten the ability of exploration with that mod installed. 

So what are we looking for in this first recruiting run? First of all: dedication, teamwork, and a can-do attitude. Second, we need hardpointers, scripters, and talented modelers and mappers. And as always, anyone who has ideas and creativity and is willing to learn any of the above skills.

Aftermath's goal is to provide a completely new and unique experience to both Quickbattle and Multiplayer, and present the concept of era-combat for the first time. When people play multiplayer, we want them picking a ship they enjoy playing and not one that is guaranteed to get them kills. We want to build a stable platform for anything from flying some historical-based missions (something that is sorely lacking in BC as a whole) to revolutionizing fleet/clan combat in the multiplayer scene. We are going to need help to do that in a reasonable timeframe.


We are likely going to be making several releases following our business model in Legacy, so that you can have a chance to play the TC and see what it's about instead of only seeing the occasional media post. And you will get those, too. With our afilliate program, you do not have to join the mod team to contribute. All you need is creativity and a willingness to learn.

We may not be producing a mod that caters to winning you screenshot of the month at BC Files. But we are committed to bringing you gameplay that has been sorely lacking in every Star Trek game. Whether it's getting shot at by a cloaked B'Rel (which you can now actually fight back against) or flying into the mouth of Hell with O'Brien's Light Brigade in Sacrifice of Angels, you will be able to do it. And you will not need a Fatal1ty endorsed gaming rig to do it.

If you are interested in contributing to the team as an active team member, affiliate contributer, or just have a good idea (please no "dream" ideas, it needs to be something that fits into the mod's premise and is realistic within a reasonable timeframe), please contact me via private messaging on these forums.

Here's to the start of something new and extraordinary.

I apologize for my crimes against parenthesis.



Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: New BC mod and mod team: Aftermath
« Reply #30 on: July 03, 2009, 06:15:56 PM »
sonds more than great to me :)

I have some concepts in my head, i'll draw them and share with you (TOS Cardies) also I could offer you for future timeline era both USS Krakow and still unfinished Minotaur - USS Krakow styled Centaur class refit.

Offline Barihawk

  • Ninth Fleet STO Commanding Officer
  • Posts: 766
  • Cookies: 225
  • BC: The Aftermath Member
    • My Released Work
Re: New BC mod and mod team: Aftermath
« Reply #31 on: July 03, 2009, 06:22:43 PM »
Hold off on the Federation ships for now, like I said Legacy has given us a huge deal. We will try to fill out the other fleets first and then worry about adding more stuff. But thank you very much for the offer.

Drawings would be very much appreciated, though. If you could also try to model your work, that would be more than excellent :P. As we are focusing on mid-range poly models (6-8k max?) we don't need to worry about CGI quality models.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: New BC mod and mod team: Aftermath
« Reply #32 on: July 03, 2009, 07:04:32 PM »
Sure it's worth trying ;)

Offline tjoz

  • Posts: 64
  • Cookies: 3
  • Aftermath series creator
Re: New BC mod and mod team: Aftermath
« Reply #33 on: July 03, 2009, 08:11:57 PM »
On ships, all ships seen in Aftermath (Legacy version) will be in the BC version. Our main ship person is Max and a very large percentage are already 'BC ready'. As Max, Barihawk and myself have said; we are focused on balanced gameplay for everyone. We could go and get ourselves the highest polied ship we can get our hands on but that defeats the purpose of what Aftermath is.

The textures, alot of the textures will come from Aftermath versions of the ships (those have yet to be applied to the BC versions). The ships that have had the most transformations are the Romulan ships. Currently with the Legacy project, I am experimenting with different texture effects such as mirror effects, metal and so forth.

Ships like the ENT era ships, the Proxima class (both TOS and TMP version) and many of the Romulan, Klingon, Vulcan and Borg ships will be making their way into BC plus alot of new ship designs Max is coming up with. We are planning many different eras from ENT, Pre TOS, TOS, TMP, TLE and TNG and maybe Post TNG. But with the ships, we want to see original designs. Plus, ships designed may also be taken into the Legacy project as well so there is the added oppertunity of having your work showcased in both BC and Legacy.

Offline Flux Capacitor

  • 1.21 GIGAWATTS!
  • Posts: 46
  • Cookies: 10
  • Making Time Travel Possible.
    • James Hodge Design
Re: New BC mod and mod team: Aftermath
« Reply #34 on: July 04, 2009, 03:24:32 AM »
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: New BC mod and mod team: Aftermath
« Reply #35 on: July 04, 2009, 05:21:19 AM »
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)

yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: New BC mod and mod team: Aftermath
« Reply #36 on: July 04, 2009, 06:23:50 AM »
heres something to get your mouths watering ;)


Offline Shino Tenshi

  • NG|mods Founder
  • Posts: 404
  • Cookies: 23
  • Aw, man...
    • NG|mods website
Re: New BC mod and mod team: Aftermath
« Reply #37 on: July 04, 2009, 06:31:38 AM »
One of Legacy's best models. ;)
(imho)

Offline gdata

  • STLegacyFiles Site Manager
  • Posts: 126
  • Cookies: 4
  • LegacyFiles Site Manager
    • Legacy Files
Re: New BC mod and mod team: Aftermath
« Reply #38 on: July 04, 2009, 07:15:11 AM »
Legacy's models aren't bad, but their textures are often low-quality and low-res...DS9 turned out pretty good though.

Offline Barihawk

  • Ninth Fleet STO Commanding Officer
  • Posts: 766
  • Cookies: 225
  • BC: The Aftermath Member
    • My Released Work
Re: New BC mod and mod team: Aftermath
« Reply #39 on: July 04, 2009, 08:40:18 AM »
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).