Author Topic: fursWiPs: TMP Enterprise  (Read 40147 times)

Offline Killallewoks

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Re: fursWiPs: Excelsior Pack
« Reply #180 on: April 17, 2011, 05:49:35 PM »
Can't wait to see them ingame!  Now, if only a certain mile-long arrowhead-shaped ship would be accompanying them. :angel

A stardestroyer?

Offline Shadowknight1

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Re: fursWiPs: Excelsior Pack
« Reply #181 on: April 17, 2011, 06:08:30 PM »
A stardestroyer?

Well...Yes, but think bigger too.  :P

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Offline Killallewoks

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Re: fursWiPs: Excelsior Pack
« Reply #182 on: April 17, 2011, 06:12:00 PM »
Well...Yes, but think bigger too.  :P

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Offline Dawg81

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Re: fursWiPs: Excelsior Pack
« Reply #183 on: April 17, 2011, 06:26:06 PM »
ahh u mean the eclispe

Offline Bones

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Re: fursWiPs: Excelsior Pack
« Reply #184 on: April 17, 2011, 06:43:37 PM »
ahh u mean the eclispe

The Executor ... but I'd love to see Eclipse in BC  :angel (no request intended ............................................. NOOOOOT :P )

Offline eclipse74569

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Re: fursWiPs: Excelsior Pack
« Reply #185 on: April 17, 2011, 06:48:28 PM »
But I don't want to be in BC :( :P

*runs*

Furswift excelent work on these :D
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Offline Bones

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Re: fursWiPs: Excelsior Pack
« Reply #186 on: April 18, 2011, 08:46:04 AM »
But I don't want to be in BC :( :P

*runs*

Furswift excelent work on these :D

haha run or be assimilated by BC :evil:

but seriously, Eclipse and Sovereign SSDs would painfully kick a$$ that's for sure

Offline furswift

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Re: fursWiPs: Excelsior Pack
« Reply #187 on: April 19, 2011, 04:18:48 PM »
As of now the ISD needs to be HP'd, but it will be released as there's no problem with the damaging. As for the Executor, that seems to have been a bit of a failed experiment. The vox nif is like 53 KB, making it quite unwieldy. If I could figure out a way to reduce that I'd love to port it. As for the other ships, I'd love to build them, but I'm convinced there's a gremlin in the nif exporter for Max 2010. If anyone knows of a way I could legally obtain Max 9 I'd love to hear it. I could probably use the student version since I don't make money from modding BC.

In the meantime I'm learning how to port the Excelsiors so those are the priorities.

Oh, can someone tell me how to export a .obj to a .nif in NifSkope?

Offline furswift

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Re: fursWiPs: Suez
« Reply #188 on: July 26, 2011, 12:53:22 PM »
Starforce2 asked me to build a ship so here it is. I didn't design the hull, but I did make up the textures. This ship is meant to be an escort so while she's small, she packs a bit of a punch. The model is 7,500 tris and 3 square texture sheets. She's ready to port so hopefully we'll be able to use her soon.

Offline sovereign001

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Re: fursWiPs: Suez
« Reply #189 on: July 26, 2011, 01:50:26 PM »
I don't know what to think of it. It looks a bit cartoony somewhere but the escape pods and thrusters looks absolutely incredibly. Don't know this is good but it could be coming from a 3d show!

Offline Darkthunder

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Re: fursWiPs: Suez
« Reply #190 on: July 26, 2011, 02:53:44 PM »
Okay, while the model is certainly good, there are a few "logic" issues to deal with:

- With a registry of NCC-1990, that puts this squarely as a TMP-ship, with warp drives known to be several decks long. Your design appears to have no logicial positioning for where the warpcore and engineering should be.

- The stardrive is barely large enough to house the deflector assembly, much less a lower shuttlebay (Excelsior-style)

- Last but not least; With this obviously being a TMP-era design, why doesn't the ship use the "ball-style" phaser turrets? TNG-era phaser strips weren't in use until the Ambassador Class
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Offline ACES_HIGH

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Re: fursWiPs: Suez
« Reply #191 on: July 26, 2011, 03:01:42 PM »
I would get rid of the open windows on the topmost deck, with the size of this design, this deck looks like the only logical place for the bridge and engine room, but these rooms with the windows are taking up too much space, and the Bridge and Engine room themselves wouldn't have windows.

I don't see that aft hatch as a shuttlebay so much as an exit when the ship makes planetfall.

Offline Dalek

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Re: fursWiPs: Suez
« Reply #192 on: July 26, 2011, 03:16:22 PM »
Unless furswift has permission to edit the model, what you're seeing I think is what you're getting. :P
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Offline furswift

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Re: fursWiPs: Suez
« Reply #193 on: July 26, 2011, 03:53:50 PM »
Okay, while the model is certainly good, there are a few "logic" issues to deal with:

- With a registry of NCC-1990, that puts this squarely as a TMP-ship, with warp drives known to be several decks long. Your design appears to have no logicial positioning for where the warpcore and engineering should be.

- The stardrive is barely large enough to house the deflector assembly, much less a lower shuttlebay (Excelsior-style)

- Last but not least; With this obviously being a TMP-era design, why doesn't the ship use the "ball-style" phaser turrets? TNG-era phaser strips weren't in use until the Ambassador Class

This is actually a TNG refit of a TMP era ship. The TMP version is coming soon. The ship's warp core is located (I imagine) underneath the glowing disk on top of the ship. I'm guessing whoever designed this was thinking of an Oberth, which is also a very compact design who's engine room is in the saucer section. Again, not my design; I built it by request.

I would get rid of the open windows on the topmost deck, with the size of this design, this deck looks like the only logical place for the bridge and engine room, but these rooms with the windows are taking up too much space, and the Bridge and Engine room themselves wouldn't have windows.

I don't see that aft hatch as a shuttlebay so much as an exit when the ship makes planetfall.

You're right about the hatch. It's really more of an access port than a shuttle bay, though maybe a small shuttle or two could be stored there. You make a good point about the rooms on deck 1. While I pictured the engine room and bridge being in the middle, the outer rooms seem to be too deep. I may have to change that. Thanks for the C&C everyone. :)

Offline tiqhud

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Re: fursWiPs: Suez
« Reply #194 on: July 26, 2011, 04:10:34 PM »
nice ship
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Offline Locke

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Re: fursWiPs: Suez
« Reply #195 on: July 26, 2011, 05:49:32 PM »
To make this much more realistic, create some window frames in those holes.  Right now the hull is a 2D plane, so it looks paper-thin.  Adding a frame around each window would give it some depth.  If you need examples, I would be happy to help.

Offline furswift

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Re: fursWiPs: Suez
« Reply #196 on: July 27, 2011, 01:15:28 PM »
To make this much more realistic, create some window frames in those holes.  Right now the hull is a 2D plane, so it looks paper-thin.  Adding a frame around each window would give it some depth.  If you need examples, I would be happy to help.

Lol derp. I can't believe I missed that. Here's the model with the window frames and I think it's a big improvement. I also narrowed the rooms on deck 1 so there's room for engineering and the bridge in the middle.

Offline Vortex

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Re: fursWiPs: Suez
« Reply #197 on: July 27, 2011, 03:09:05 PM »
There's no people on this ship. :p

The scale may seem off, but I like the overall shape. Great stuff.

Offline CyAn1d3

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Re: fursWiPs: Suez
« Reply #198 on: July 27, 2011, 04:43:31 PM »
There's no people on this ship. :p

idk.. its a catch 22... having static people is almost as weird as having none at all....
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Offline Locke

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Re: fursWiPs: Suez
« Reply #199 on: July 27, 2011, 06:26:35 PM »
Pretty sure he was joking . . . ;)

Looking at that shot again, it seems a bit odd to have the windows intersecting hull plating lines.  Makes the lines seem too fake, I guess.