Author Topic: USS Contribution, Sovereign testbed **Update: NEW ARMOR  (Read 7222 times)

Offline JamesTiberiusKirk

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USS Contribution, Sovereign testbed **Update: NEW ARMOR
« on: August 15, 2009, 12:01:48 PM »
Guess what remake this is going to be!


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Offline King Class Scout

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Re: Ship Remake
« Reply #1 on: August 15, 2009, 01:03:16 PM »
a TE ISS Soverign class?
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Offline Centurus

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Re: Ship Remake
« Reply #2 on: August 15, 2009, 02:04:26 PM »
Are these full retextures or modifications to the existing textures?  Just curious.

Offline Jb06

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Re: Ship Remake
« Reply #3 on: August 15, 2009, 06:39:26 PM »
Are these full retextures or modifications to the existing textures?  Just curious.

By the looks they are edits of existing ones, but may be wrong.

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Offline Joshmaul

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Re: Ship Remake
« Reply #4 on: August 15, 2009, 07:20:59 PM »
I'm told that green nacelle grilles tend to be a sign of a transwarp ship, is this true?
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Offline Bren

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Re: Ship Remake
« Reply #5 on: August 15, 2009, 08:07:16 PM »
Generally, they're the sign of a retexture.  8)
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Offline Vortex

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Re: Ship Remake
« Reply #6 on: August 15, 2009, 08:50:03 PM »
Generally, they're the sign of a retexture.  8)

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Offline Bones

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Re: Ship Remake
« Reply #7 on: August 16, 2009, 03:43:21 AM »
The Contribution ! I still have your last version of it, still fun ship to play with ;)
If you're going to modify phasers try to recolor them from intensive blue to light blue just like on Kessok ships

Offline JamesTiberiusKirk

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Re: Ship Remake
« Reply #8 on: August 16, 2009, 07:08:08 AM »
Yep thats the Contribution. I have used my enhanced cg sovereign textures as a base, and im very pleased with the results so far. I thought about adding some additional armor, but im very open to suggestions. I have added some borg inspired cutting beams.

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Offline Bones

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Re: Ship Remake
« Reply #9 on: August 17, 2009, 04:11:24 AM »
try to avoid black armour, I found a nice way to make good looking imitation of End Game ablative armour but cover only few parts of the ship not whole. So to make such armor just fill area you want it there with grey paint (whatever shade you want) then select the area with magic wand tool, apply monochrome gaussian noise, very faint just to avoid plain area, next apply inner bevel to the edges (while still having armour area selected), after that you get nice armour on which you can draw patterns and use on them either outer bevel tool or inner bevel tool to get nice multi-leveled parts... looks much more unique ;) try it I bet it will look bada$$ when finished ;)

btw. you could talk with USS Sovereign so maybe he could help you with making transwarp technology, I guess only thing you need is to rescript Slipstream framework and recolor tunel texture, this could work as a pack ;)

EDIT : here's a basic idea of what I meant, it's just a 5-min work so quality is poor especially on bevels but if you would work on ultra resolution textures and then size them down to high res it would look a lot better

Offline King Class Scout

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Re: Ship Remake
« Reply #10 on: August 17, 2009, 08:10:04 PM »
that's about the only thing i miss from my breif run with Photoshop, and my use of Picture Publisher (wich won't work past a win 9x, even in compatability mode). if you need noise, you only get multicolored pixles, with no settings adjustment.  I'll remember that "armor" routine.
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Bones

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Re: Ship Remake
« Reply #11 on: August 17, 2009, 08:28:16 PM »
I also use some combinations of tools that I can't name ATM :D too many of them LOL

Offline Worf359Alpha

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Re: Ship Remake
« Reply #12 on: August 17, 2009, 08:32:39 PM »
Generally, they're the sign of a retexture.  8)

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Offline JimmyB76

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Re: Ship Remake
« Reply #13 on: August 17, 2009, 11:22:01 PM »
i dunno...  blue nacelles, blue impulses, not my cup of tea i guess..  ya i know i know "transwarp" such and blah...

Offline JamesTiberiusKirk

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Re: Ship Remake
« Reply #14 on: August 18, 2009, 07:39:37 AM »
Well, thats the problem with taste jimmy  :D

I rethinked the armor-plating, I might add some additional armor to some of the vital systems, Im just not sure where and how it should look. Maybe like the plating on the saucer?


oh and by the way!!!


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Offline JimmyB76

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Re: USS Contribution, Sovereign testbed **YouTube video added
« Reply #15 on: August 18, 2009, 02:27:18 PM »
Well, thats the problem with taste jimmy  :D
dont get me wrong - i dont mean to trash what youve done...  it does look interesting and seeing the vid brings a new light as well...  perhaps the blue wouldnt take as much to get used to as i thought :)

Offline JamesTiberiusKirk

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Re: USS Contribution, Sovereign testbed **YouTube video added
« Reply #16 on: August 19, 2009, 07:47:09 AM »
Just wait ;)...



General question: have you got any cool plasma-like projectiles to use for the rapid torpedo launcher? I kinda dont like my ones, they look to much like quantums. you can see them in the btw. ?

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Offline Bones

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Re: USS Contribution, Sovereign testbed **YouTube video added
« Reply #17 on: August 19, 2009, 12:59:24 PM »
there is one on BCF, I'm using it for some Klingon ships, it would look cool if recolored to white-cyan :D
here it is http://bridgecommander.filefront.com/file/Plasma_Torpedo;7733

Also there were some really cool projectiles in Future Technologies pack - chronoton, repulsion etc.etc. they all had cool projectiles and sounds ;)

Offline JamesTiberiusKirk

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Re: USS Contribution, Sovereign testbed **YouTube video added
« Reply #18 on: August 21, 2009, 06:42:17 AM »
I might aswell texture one myself, because thats not very hard to do with my current skills :D

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Offline MarkyD

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Re: USS Contribution, Sovereign testbed **YouTube video added
« Reply #19 on: August 24, 2009, 12:27:20 PM »
that's about the only thing i miss from my breif run with Photoshop, and my use of Picture Publisher (wich won't work past a win 9x, even in compatability mode). if you need noise, you only get multicolored pixles, with no settings adjustment.  I'll remember that "armor" routine.

Not true, after applying the noise, you could select the monochromatic radio button to ensure that the noise was not coloured pixels, alternitavely you could have applied the noise modifier to a duplicated layer, and treated it seperately adjusting your hue etc etc as you go.

Back on topic, I think this is a really good start, I like it.