Author Topic: Regal Class  (Read 26059 times)

Offline Locke

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Re: [Regal] Class
« Reply #160 on: August 13, 2010, 12:24:09 AM »
Thanks, Mark.  Good to hear from an oldie in the biz! :D

Now she has glows! At least, a few.  Windows and such . . . :funny

Offline FarShot

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Re: [Regal] Class
« Reply #161 on: August 13, 2010, 12:48:26 AM »
I would look into putting some transparency into those big windows... looks like they could easily get sucked into space.

Offline Locke

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Re: [Regal] Class
« Reply #162 on: August 13, 2010, 01:55:21 AM »
Well, I've seen translucent materials.  I just need to know how to make them . . .

Offline Captain_D

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Re: [Regal] Class
« Reply #163 on: August 13, 2010, 05:27:48 AM »
It's alive,,,IT'S ALIVE!,,,,  :funny

Looking good to me. :thumbsup:

The blue window textures should have more detail though, like Voyager's windows, to go with the modeled rooms better.

Offline hobbs

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Re: [Regal] Class
« Reply #164 on: August 13, 2010, 07:48:14 AM »
wow! thats so cool!  :bow:  :bow:

cookie for your skill my friend!
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"


Offline Locke

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Re: [Regal] Class
« Reply #165 on: August 13, 2010, 11:40:39 AM »
Quote
The blue window textures should have more detail though, like Voyager's windows, to go with the modeled rooms better.

Working on that now!

EDIT: Lots of talk around here about STL Checks.  Why is this so important?  I ran a check on another mesh of mine a couple of minutes ago, and it came up with 436 errors, mostly open edges.  What's the deal?

Offline oldmangreg

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Re: [Regal] Class
« Reply #166 on: August 13, 2010, 05:09:25 PM »
Very interesting ship. I like how the nacelles are sort of a echo of the Akira's.
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Offline oldmangreg

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Re: [Regal] Class
« Reply #167 on: August 13, 2010, 05:17:41 PM »
Well, I've seen translucent materials.  I just need to know how to make them . . .

Easist way in Max is to set the material to antitrophic and apply a Falloff map to both opacity and refraction (you could set some to specular level, diffuse level, etc, but I usually don't bother with those settings). Play with the colors too. Of course, this works better if you have actual rooms to see.
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Offline flarespire

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Re: [Regal] Class
« Reply #168 on: August 13, 2010, 05:33:55 PM »
Lots of talk around here about STL Checks.  Why is this so important?  I ran a check on another mesh of mine a couple of minutes ago, and it came up with 436 errors, mostly open edges.  What's the deal?

im having the same problem on the solaris class it is fixable, just hard to figure out how, but you'll fix it i know that!  :thumbsup:

Offline Locke

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Re: [Regal] Class
« Reply #169 on: August 13, 2010, 05:38:15 PM »
im having the same problem on the solaris class it is fixable, just hard to figure out how, but you'll fix it i know that!  :thumbsup:

Actually, the mesh I was referring to is the final version of the Sentinel class I created a couple of months ago.  Converted just fine, and no one has said anything about it.  So why is it important to eliminate these "problems" if they aren't noticeable?

Offline flarespire

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Re: [Regal] Class
« Reply #170 on: August 13, 2010, 05:41:36 PM »
i dunno, i think its that when BC creates vox files it can kinda screw them up on damaging(and the usual delete and correct are created doesnt apply to it)....but im not entirely sure, hopefully its nothing though...

Offline Locke

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Re: [Regal] Class
« Reply #171 on: August 14, 2010, 03:51:40 AM »
There were no damage issues of any kind with the Sentinel.  I remember that it damaged quite well, in fact. :dontcare:

Anyway, back to the Regal!  New windows and glows for said windows.  How do they look?

Offline oldmangreg

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Re: [Regal] Class
« Reply #172 on: August 14, 2010, 04:10:03 AM »
Can't really tell, but I guess all the "glowing" windows have rooms that you can see? Other than that looks cool.
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Offline Locke

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Re: [Regal] Class
« Reply #173 on: August 14, 2010, 12:49:20 PM »
Actually, the windows are all texture illusions.  When you get closer the illusion breaks and it looks weird, but for BC, this should do nicely.

Offline oldmangreg

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Re: [Regal] Class
« Reply #174 on: August 14, 2010, 05:38:37 PM »
that's cool.
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Offline Captain_D

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Re: [Regal] Class
« Reply #175 on: August 16, 2010, 11:57:12 AM »
Much better. :thumbsup:

Offline hobbs

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Re: [Regal] Class
« Reply #176 on: August 16, 2010, 05:25:10 PM »
awesome work !  :yay: :bow:

(hey locke, you ever thought about useing your pic at the bottom of your posts... the Psycadelic pic... as the deflector array (after removing the symbol in the middle))
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"


Offline flarespire

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Re: [Regal] Class
« Reply #177 on: August 16, 2010, 08:48:49 PM »
yeah hobbs, if he monotones it to say a blue or yellow(Ent-E reference) it would make a brillinat deflector, or if monotoned red it could be a bussard texture too....

Offline Locke

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Re: [Regal] Class
« Reply #178 on: August 17, 2010, 04:27:35 PM »
Nope.  Can't say as I've ever thought about that before.  Although it might work . . . maybe on another ship . . .

"Anything you can do, I can do better!  I can do anything better than you!"

Seems that STO came up with the same idea (and indeed, the same name) as I did:

The Federation Diplomatic Corps

Oh, well.  Looks like a case of parallel evolution.  The release was in July, and that's when I started coming up with the FDC on my own.  Of course, I can't prove it, but whatever.  Hope no one gets in a tizzy over it.

Seems crappy, since I wanted the FDC to be my territory.  Guess I just got there a little too late.


EDIT: Credit to Nihilus for the prefix "FDC". ;)

Offline hobbs

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Re: [Regal] Class
« Reply #179 on: August 17, 2010, 04:38:33 PM »
Hate when that happens

you know what i think lol

It was a cool idea (the STO version is less cool lol)

and your ship is awesome anyway!
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"