Author Topic: Runabout - BETA release  (Read 16605 times)

Offline Bones

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Re: Runabout (type 11 remodel) WIP
« Reply #60 on: July 12, 2010, 06:47:33 AM »
nah, unfortunately no but thanks for the effort ;) ... the problem is the same as I encountered on some of my kitbashes (Sobieski / Cortez class), mesh somehow distorts mapping and this cannot be fixed easyli by distorting texture, here's a pic below, red line is where it bends, most likely it is foulty vert/poly whatever this triangular stuff is called  :funny (they tend to mess up during remodelling or smoothing.

Offline flarespire

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Re: Runabout (type 11 remodel) WIP
« Reply #61 on: July 12, 2010, 11:24:01 AM »
aww damn it.....well at least i got the texture in how lurok did......

Offline Lurok91

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Re: Runabout (type 11 remodel) WIP
« Reply #62 on: July 12, 2010, 02:24:06 PM »
geez, I'm working on those LCARS... just scroll down (or up ... I have reversed post order :) ) for pics :roll they are all proper early DS9 blue/yellow/white LCARS with TNG blue/violet/pink/orange/yellow animated screens ;) tho I'm right now on vacation and I've ceased all my projects for the time being.

here's the issue I have on both sides of the screens and keypads, front is looking good so far, no mesh problems or distortions, have a look at completed front stations (helm, nav, central panel)

I see, Bones  :facepalm:   When I get a moment I'll get back into that model and try and sort out those UVWs for you.  Could be fiddly but will do best.   Front ones looking v nice  :thumbsup:

Offline Bones

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Re: Runabout (type 11 remodel) WIP
« Reply #63 on: July 15, 2010, 01:10:37 PM »
Ok as I have some spare time inbetween holiday trips I was able to move on with LCARS a little bit, also I've replaced doors and windows texture, working on floor ATM. Although there are no distortions on screens no more there are some other model errors I'd like to point out : so there are some problems with right side window shield cuz it got cut out a bit, some rought verts on both sides of the corner helm stations and some minor mapping issues but these could be adjusted from texture, here are pics (still working on updating lightmaps)

Offline Lurok91

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Re: Runabout (type 11 remodel) WIP
« Reply #64 on: July 15, 2010, 01:41:41 PM »
oooh...nice work  :D    And major  :hithead: to me for mesh errors.  Tbh, when started this was a bit of a 'let's just throw this together to see if it can work'  approach rather than painstakingly building a model from scratch.  And I really didn't pay as much time on it as I have on others.  Now it's coming together, will try and fix those little errors (ps:  know about window prob, and will fix that easily) and the dodgy lightmaps  :facepalm:   And I need to give you some new fixed UVWs  (like a flip on the tactical side large panel)

Thanks for all work so far and looking forward to incorporating.   The extra retexturing (doors etc) a nice bonus  :D.    Hoping Villain/Prime still interested in the rear section when he has a break from his shipbuilding lol.  I know he said he'd started on it.   One small favour:  as this is the late variant Runabout, any chance you might be able to do the large front-side panels like pic?  Looks like three LCARS/monitors sharing large panel rather than one large screen.   But in your hands... :D  

How do you and others feel about reflections on LCARS?   Think work on some bridges, less so on others.   Because this quite a bright bridge, feel justified.  

Offline flarespire

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Re: Runabout (type 11 remodel) WIP
« Reply #65 on: July 15, 2010, 01:50:22 PM »
bones that awsome, and lurok, have you thought of releasing one without the aft section and one with (one withought having closed doors that would lead to aft) and have it set up so anyone who doesnt need to be there ends up muted and as a controll panel?
because i dont think pc's (like mine) that are more low edn would handle the aft section(cpu wise),and we dont wanna miss out on this one!

Offline hobbs

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #66 on: July 15, 2010, 01:57:29 PM »
i agree with that sentiment.

very cool bridge

 :bow:
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"


Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #67 on: July 15, 2010, 02:09:20 PM »
lol hobbs, and lurok if it was just noticable reflections without the crew in it because it would get annoying if it had BC's default crew in reflections and your playing as the ST excalibur crew or retextured the default crew.
and you and bones both rock. :yay: :bow: :yay:

Offline Kirk

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #68 on: July 15, 2010, 02:55:50 PM »
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.

Offline JimmyB76

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #69 on: July 15, 2010, 03:08:13 PM »
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.
i agree...

Offline Bones

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #70 on: July 15, 2010, 03:10:11 PM »
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.
I could throw reflection like mist into lcars, the way 3rd era team did on Intrepid v.3 bridge, what do you think about that ? they aren't really reflections but still they add a little more life to them :P

Don't worry Lurok, I'll deal with modifications, my idea was to make early DS9 runabout and then the one that appeard later (stand station, transporter pad, different LCARS, more screens) so I'll first finish this one and then modify it ;)

I'll make door texture instead of corridor pic and see how it turns out.

Offline Lurok91

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #71 on: July 15, 2010, 03:23:31 PM »
Thanks, J & K.  I raised reflections because I've got mixed feelings too, and def no crews-in-reflection, but I think if done subtlely can help lift a bridge.  Like in the Type9 I'm working on, think def helps.  Mainly because viewpoint is seated at tactical.  But I see your points and I'll be interested to see what Bones can come up with...

Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #72 on: July 15, 2010, 03:24:55 PM »
nice and bones i think thats gonna look good
i hope the low end version get released asap as i might do a bridge commander movie with it in...

Offline Kirk

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #73 on: July 15, 2010, 05:10:41 PM »
Lurok, I would take the level of reflection down quite a bit and soften it up a lot. That way the lack of a character model isn't quite as noticeable and it makes the display look more functional. I know that having that massive reflection on my screen would making my job much harder.

Offline Villain

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #74 on: July 15, 2010, 05:14:06 PM »
Actually, I had been thinking about the runabout bridge recently, I'll drop some renders here, possibly tonight, after I put the table in.

Flarespire: The Runabout/T11 bridge as it stands is quite small in terms of polycount, the back end of the 'bridge' wouldn't put any noticeable strain on your PC if you can play on normal bridges, which I assume you can.


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Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #75 on: July 15, 2010, 05:21:39 PM »
yeah but if you think most people have larg install, and some pc's (like mine) usine bridges like the runabout in fill can cause a strain on the cpu after using QB and having lagged load ups, so having a "bridge only" runabout set is a good idea, villain. as an extra release or a runabout bridge pack.

Offline Villain

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #76 on: July 15, 2010, 05:27:53 PM »
I run mine on an old sempron with two burnt out ram slots. Incidentally it's the same pc I use to do my 3d work. Trust me, it'll work just fine.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

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Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #77 on: July 15, 2010, 05:34:16 PM »
trust me it isnt, the only reson your still runs is because it has 2 built in RAM boards in the motherboard(not in the slots but an actual part of it) and my install is around 6GB and most for most people 7GB is the limit, even on new pc's, the lagg on the load up conbined with good quick battles can slow things down so its a good idea for the lower end pc's villain. plus some people may only want the "bridge" and nothing else.

Offline Bones

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #78 on: July 15, 2010, 07:01:25 PM »
I'm not an expert it modelling but wouldn't it be easier if there were at least four (yes 4) version of this set ? early DS9 set with and without rear section and then late DS9 with/without rear section, Lurok already has both of these without the rear, now Prime.... er sorry mate... Villain would add the rear and we could realease them as a pack with mutators or even withouth them but htere would be 4 additionl sets. I can provide ya with closed corridor doors texture, making it will be a walk in the park ;)

Offline flarespire

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Re: Runabout (type 11 remodel) WIP - new LCARS
« Reply #79 on: July 16, 2010, 02:32:01 AM »
thx bones that was exactally what i was talkin about  :funny