Author Topic: Sentinel Class  (Read 18198 times)

Offline Hellsgate

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Re: Sentinel Class
« Reply #40 on: June 16, 2010, 01:59:18 AM »
~adds bumpersticker on the front docking collar door, "If you're close enough to read this: kiss your @ss goodbye."[/b]~
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Offline Locke

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Re: Sentinel Class
« Reply #41 on: June 16, 2010, 04:27:48 AM »
One more for the night.  Modeled in the RCS system.  Do they seem a little in the way?  BTW, how does the reg look? ;)

Offline Billz

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Re: Sentinel Class
« Reply #42 on: June 16, 2010, 05:52:24 AM »
That reg looks very strange. You might want to put them on the nacelles.

Otherwise, looka cool.
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Offline serverandenforcer

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Re: Sentinel Class
« Reply #43 on: June 16, 2010, 12:10:29 PM »
Don't model in any RCS thrusters.  I don't think any were really moddeled in on the Defiant or the Valiant.  And I agree with Billz, that registry does look a bit odd.

Offline Nebula

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Re: Sentinel Class
« Reply #44 on: June 16, 2010, 12:16:21 PM »
Don't model in any RCS thrusters.  I don't think any were really moddeled in on the Defiant or the Valiant.  And I agree with Billz, that registry does look a bit odd.

no modeled on RCS but they did have a few RCS stickers lol XD
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Offline Locke

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Re: Sentinel Class
« Reply #45 on: June 16, 2010, 11:25:44 PM »
Okay, here's today's progress.  I deleted the RCS model parts and textured the two on the "elbows".  Similar in design to the Nova class and there are only two.  Removed the registration and placed a single one on the nose and the name of the ship on the bridge.

Texture-mapped the bridge area and added MANY glowing windows.  It's really bright right now because I have all of the windows lit.  I need to know which ones to darken.  Definitely some of the small ones on the bridge section, possibly the whole back third of those.  I'm aware that the set at the front of the bridge is really bright, I'm gonna work on that.

Swear I'll get those nacelles mapped yet! :D

Offline Nebula

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Re: Sentinel Class
« Reply #46 on: June 16, 2010, 11:50:35 PM »
this is really turning out cool :D
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Offline Locke

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Re: Sentinel Class
« Reply #47 on: June 17, 2010, 01:13:00 AM »
Actually, the picture below is turning out cool . . . :dance

Love being able to load ships from the game and render them to my heart's content! :yay:

As you can probably tell, I "borrowed" the bussards from the Valiant.  Don't worry, DJ: I'll be replacing them before I publish. ;)

Offline Hellsgate

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Re: Sentinel Class
« Reply #48 on: June 17, 2010, 02:16:06 PM »
Shweet!
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Offline GMunoz

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Re: Sentinel Class
« Reply #49 on: June 17, 2010, 09:43:34 PM »
Hey, my Archer class made it in there  :yay:

Offline Locke

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Re: Sentinel Class
« Reply #50 on: June 18, 2010, 01:27:43 AM »
Hey, my Archer class made it in there  :yay:

That's a fun little ship to putter around in!  I think a "modern" version would be really neat.

In case you all didn't know, I love making renders, so here are a couple more.  I'm also very proud of my shadowing.  Particularly the shuttle- and cargobays.  That took some thinking through.

Offline dEjavU

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Re: Sentinel Class
« Reply #51 on: June 18, 2010, 04:24:29 AM »
Damn beautiful ship you got there(nice work!  :thumbsup: )any chance you can do two versions of this ship, one like this and another with the white hull distinction all around, no gray segments towards the rear? Maybe give both of them their own name and registries(just a thought).   ;)

Offline Locke

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Re: Sentinel Class
« Reply #52 on: June 18, 2010, 10:28:18 AM »
Damn beautiful ship you got there(nice work!  :thumbsup: )any chance you can do two versions of this ship, one like this and another with the white hull distinction all around, no gray segments towards the rear? Maybe give both of them their own name and registries(just a thought).   ;)

I haven't gotten to the engineering sections (the rear third of the ship) or the nacelles, so they aren't textured yet. They'll be the same sort of blending as the main hull, but slightly darker.  Just trying to finish off the parts in order from front to rear, so it might take awhile to get things complete.

Offline dEjavU

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Re: Sentinel Class
« Reply #53 on: June 18, 2010, 04:52:42 PM »
Oh okay, in that case then I'm really liking the flow for this design so far(keep it up)here have a cookie.   ;)

Offline Locke

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Re: Sentinel Class
« Reply #54 on: June 19, 2010, 01:32:20 PM »
Do all of the texture maps need to be the same size for a ship?  I want to use 2 1024 maps and one 512 or 768 map, plus a small 256 map later for the registries.  Would this work?  And is that too many maps?

Offline MarkyD

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Re: Sentinel Class
« Reply #55 on: June 19, 2010, 01:41:59 PM »
Just remember the power of two mate.

IE 1024 x 512 etc etc

needs to be the power of two, size important to the game, and quality req... quantity.... WELL the less maps you have the less the cpu has to load into the ram.. so  .. go figure  :D

Offline Locke

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Re: Sentinel Class
« Reply #56 on: June 20, 2010, 02:16:47 AM »
Well, lots of trial and error.  Mostly error . . .

Just the nacelles left to do, now.  And they are gonna be a royal pain.  If I want blanket textures, I can just go throw some white on there and be done with it, really.  But I want some paneling like on the rest of the ship, so it's gonna take a little while longer to get them done.  But rest assured, I'm fast approaching the HP stage.  And that will be much longer and much more annoying, I'm sure!

Offline Locke

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Re: Sentinel Class
« Reply #57 on: June 20, 2010, 09:49:19 PM »
I think I have the final textures done! :dance :yay:

I've included an ortho, so if you see any inconsistencies or errors, please circle them (if you would be so kind!).

Other than that, take a look and comments/crits are most welcome.

On to HPing! :facepalm: :roll

Offline Locke

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Re: Sentinel Class
« Reply #58 on: June 20, 2010, 11:32:13 PM »
. . . aaannnnddd I'm lost.

I realized that I know absolutely nada about scripting, save for that I can edit the python files using a text editor (I'm using Notepad++).  What part of the SDK should I be looking in to show me what all the numbers correspond to?

I'm also trying to convert at this point.  I'm using Max 2009 and I have the import/export scripts for NIF files as well as NIFSkope.  I'm just not sure how to implement all the tools together to get from Max to BC.  Handy guide, anyone?

Offline hobbs

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Re: Sentinel Class
« Reply #59 on: June 21, 2010, 03:17:59 PM »
if you take a hp like defiant which is similar to your ship then you can use it as a template.

i suggest you use mpe its the simplest way of hp but you will need to export the max file to nif then check the node hierachy... i'm afraid i can t help with the max-nif thing. i use gmax and i simply export as a nif file.

if you need any more help find me on msn

i can help with HP and i have the node heir-achy fix thanks to tiqhud i think

my main suggestion is to find BCUT which has MPE (model property editor) and also the TDE (tactical display editor) they will help alot
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