Author Topic: New BC mod and mod team: Aftermath  (Read 84502 times)

Offline JamesTiberiusKirk

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Re: New BC mod and mod team: Aftermath
« Reply #360 on: December 29, 2009, 12:48:05 PM »
oh awsome :D thats great to hear :)

also another update :D

the Qonos 1

the impuls grills look pretty distorted

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Offline acidfluxx

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Re: New BC mod and mod team: Aftermath
« Reply #361 on: December 29, 2009, 11:29:45 PM »
Was that Quonos texture fresh, or recycled from UU?

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #362 on: December 30, 2009, 04:44:34 PM »
Fresh ;)

Offline Lionus

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Re: New BC mod and mod team: Aftermath
« Reply #363 on: December 30, 2009, 05:04:19 PM »
I wonder if some of those ships will be available separately from the aftermath mod..
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Offline deadthunder2_0

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Re: New BC mod and mod team: Aftermath
« Reply #364 on: December 30, 2009, 07:15:40 PM »
only the proxima, vladko made one
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Offline Lionus

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Re: New BC mod and mod team: Aftermath
« Reply #365 on: December 30, 2009, 08:25:31 PM »
Bugger. I was hoping for the Coeur de Lion.  :funny
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Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #366 on: December 31, 2009, 05:26:19 AM »
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey


Offline Adonis

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Re: New BC mod and mod team: Aftermath
« Reply #367 on: December 31, 2009, 05:38:45 AM »
can you spot something special about this excelsior?

The bridge shape on yours is wrong (isn't cylindrical but triangular) and the impulse crystal shape is wrong (it isn't as deep as yours, it's more like this -> \/\/ but shallow). Also, the teal panelling on the impulse engine sides is a different shape on the NX to the NCC (you have left the NCC's one). The Ent era ships of yours need the hull color darker.
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Offline JamesTiberiusKirk

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Re: New BC mod and mod team: Aftermath
« Reply #368 on: December 31, 2009, 05:57:27 AM »
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey




quite a nice design actually! can you try some different angles? or is the main hull the only change? if so i would try something with different with the head.

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Offline Vladko1

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Re: New BC mod and mod team: Aftermath
« Reply #369 on: December 31, 2009, 06:12:07 AM »
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey



Yep, she's crude because Rhino 3D have issues exporting to 3ds. Make many mesh errors :(

Offline Lionus

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Re: New BC mod and mod team: Aftermath
« Reply #370 on: December 31, 2009, 06:28:49 AM »
 Nooo, say that it isn't so.. :'( could anyone of the more experienced modders help with that?

or perhaps you could turn them into sketchup format, and then import from there to 3ds, I've noticed that sketchup->3dsmax causes no mesh errors whatsoever..
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Will go on forever.
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Remember, remember me."

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #371 on: December 31, 2009, 06:42:49 AM »
Nooo, say that it isn't so.. :'( could anyone of the more experienced modders help with that?

or perhaps you could turn them into sketchup format, and then import from there to 3ds, I've noticed that sketchup->3dsmax causes no mesh errors whatsoever..

im still gonna make it but! its probably not gonna be in the initial TMP release :P

Offline Starforce2

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Re: New BC mod and mod team: Aftermath
« Reply #372 on: January 10, 2010, 03:49:20 AM »
is that the same cour de lion as on bcfiles? The jackill one?

Oh and do you need any of these tmp's hp'd? You know I can run these out in like 15 minutes a peice, all you'd need to do is provide me the fx names and I could adapt my tmp hp's. You'd just need to adjust the stats when I'M done.
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Offline Lionus

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Re: New BC mod and mod team: Aftermath
« Reply #373 on: January 10, 2010, 06:43:32 AM »
yup, it's that same quad-nacelle beauty.  :D
Star Trek Quad-nacelle fanboy Extraordinaire

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"Beyond the rim of the star-light
My love
Is wand'ring in star-flight
I know
He'll find in star-clustered reaches
Love,
Strange love a star woman teaches.
I know
His journey ends never
His star trek
Will go on forever.
But tell him
While he wanders his starry sea
Remember, remember me."

Offline jonathansparta

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Re: New BC mod and mod team: Aftermath
« Reply #374 on: February 27, 2010, 12:32:50 AM »
is the Galaxy Class Venture refit going to be included in the full aftermath mod

Offline Psyco Diver

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Re: New BC mod and mod team: Aftermath
« Reply #375 on: February 27, 2010, 11:21:09 AM »
Hey I forgot about this, I just wanted to mention, not a problem, but something that bothers me. All the weapon arcs show up in the same arc on the weapons status screen in the bottom right corner when your in the tactical or free flight modes. Its kinda annoying cause I can't tell where my weapon arcs are and how charged they are. Can that be fixed for the full release. Otherwise I like this mod, everything is fairly balanced (not as bad as some of the ships in KM) I don't mind the texures at all since I can put more ships into battle, and honestly I'm usually to busy fighting to worry about how pretty other ships are. I can't wait to see the end result, it will give KM a good run for its money, I just can't wait for online play with this

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #376 on: February 28, 2010, 11:07:02 AM »
Hey I forgot about this, I just wanted to mention, not a problem, but something that bothers me. All the weapon arcs show up in the same arc on the weapons status screen in the bottom right corner when your in the tactical or free flight modes. Its kinda annoying cause I can't tell where my weapon arcs are and how charged they are. Can that be fixed for the full release. Otherwise I like this mod, everything is fairly balanced (not as bad as some of the ships in KM) I don't mind the texures at all since I can put more ships into battle, and honestly I'm usually to busy fighting to worry about how pretty other ships are. I can't wait to see the end result, it will give KM a good run for its money, I just can't wait for online play with this

Yes im away of this, it will be fixed later on in the mod.

On another note this mod is NOT dead I was sucked into star trek online a bit but I will continue working on this, as such a small update.

the Heavy Ktinga class

Offline JamesTiberiusKirk

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Re: New BC mod and mod team: Aftermath
« Reply #377 on: March 01, 2010, 07:58:31 AM »
these disruptors look like stargate weapons.... other then that its a nice design.

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Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #378 on: March 01, 2010, 08:40:04 AM »
yup, it would look alot better if you use double barrel disroptors from B'rel ;)

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #379 on: March 04, 2010, 09:39:45 AM »
Hmm...Xindi....not final texture/uv Credits to shadow for his public meshes