Author Topic: Regal Class  (Read 24079 times)

Offline Captain_D

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Re: [Regal] Class
« Reply #180 on: August 18, 2010, 12:56:10 PM »
STO is set in the future from Nemesis, You can be in charge of the beginnings of FDC.  :D

I like your take on it with this ship better too.

Offline Locke

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Re: [Regal] Class
« Reply #181 on: August 27, 2010, 02:48:28 PM »
A new update!  Not much else, but I thought I'd get this thread resurrected so I can get some feedback.  All this is without glows (I'll be adding those soon) but what do ya'll think of the "vents" on the pylons, as well as the blue stripes at the rear edges?  Other than that, I've decided to go ahead with the modeled-on escape pods for now.  If I find that they just don't render well in-game, I'll go ahead and texture-bake them into place.

Offline Villain

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Re: [Regal] Class
« Reply #182 on: August 27, 2010, 03:41:18 PM »
Actually, I quite like that.


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

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
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Offline Locke

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Re: [Regal] Class
« Reply #183 on: August 27, 2010, 04:36:54 PM »
I'm in need of assistance with scripting for this.  If there's anyone with projectile script experience that would like to help me create a script, please PM me.

Offline MarkyD

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Re: [Regal] Class
« Reply #184 on: August 28, 2010, 09:34:44 AM »
If you show a wire of the escape hatches, I will see there is anything i spot, include the hull area around them. I like the forward observation lounge, good job.

Offline deadthunder2_0

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Re: [Regal] Class
« Reply #185 on: August 28, 2010, 05:01:58 PM »
What color do you want your torpedo to be?
Choose a script of a torpedo of the same color, and change the damage and speed properties
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Offline Locke

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Re: [Regal] Class
« Reply #186 on: September 02, 2010, 07:35:55 PM »
Things are starting to get close to beta.  I've gotten nearly all the modeling finalized, and the texturing is about a week away from finished.  Other than that, I've been working on glows.  How does it look so far?

Offline oldmangreg

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Re: [Regal] Class
« Reply #187 on: September 02, 2010, 08:07:41 PM »
Looks great. Still not sure about the front end of the nacelles, but whatever.
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Offline shade_30

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Re: [Regal] Class
« Reply #188 on: September 03, 2010, 06:27:14 AM »
She looks great. :thumbsup:

Something about the tip of the nacelles bugs me however, maybe try making the red part less wide? (so it doesn't look like it melts in with the blue, and it matches with the bands above/below)

Offline Locke

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Re: [Regal] Class
« Reply #189 on: September 04, 2010, 03:08:50 AM »
She looks great. :thumbsup:

Something about the tip of the nacelles bugs me however, maybe try making the red part less wide? (so it doesn't look like it melts in with the blue, and it matches with the bands above/below)

Actually, I was trying to go for just that effect: the merging of the bussard and the warp coils/field emitters.  But you're the second person to say you don't like that, so maybe I should take a second look into it . . .

Offline Captain_D

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Re: [Regal] Class
« Reply #190 on: September 04, 2010, 03:22:30 AM »
Coming along very nice to me. Great job.  :thumbsup:

Offline MarkyD

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Re: [Regal] Class
« Reply #191 on: September 04, 2010, 09:56:43 AM »
Looks great  :thumbsup:

Offline shade_30

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Re: [Regal] Class
« Reply #192 on: September 04, 2010, 03:18:48 PM »
Actually, I was trying to go for just that effect: the merging of the bussard and the warp coils/field emitters.  But you're the second person to say you don't like that, so maybe I should take a second look into it . . .

I don't particularly dislike it but, yeah, it just looks, odd imo, the idea is fine =)

Offline Locke

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Re: [Regal] Class
« Reply #193 on: September 07, 2010, 05:12:30 PM »
Closing in on a finalized set of textures.  Still need to add some detailing (tansporter emitters, tractor emitters, etc) but the main bits are nearly done! :dance

EDIT: I'm trying to decide what to do about those "bay windows" at the rear of the lower hull section.  They just don't seem to fit, but I can't decide what else could go there.  Any ideas?

Offline hobbs

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Re: [Regal] Class
« Reply #194 on: September 07, 2010, 05:47:02 PM »
personally i like it (them windows i mean)
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Offline shade_30

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Re: [Regal] Class
« Reply #195 on: September 08, 2010, 04:21:57 PM »
They are quite nice, but I can agree with you, they do look a bit out of place.
'fraid I don't have any ideas about it thought =(

Offline Locke

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Re: [Regal] Class
« Reply #196 on: September 08, 2010, 10:03:46 PM »
A few more.  Panels are done, along with lighting.  Just sensors, transporters and little stuff left.

Offline Captain_D

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Re: [Regal] Class
« Reply #197 on: September 10, 2010, 12:56:49 PM »
Man, that looks so sweet. Outstanding work. :thumbsup:

A well earned cookie for you.

Offline Locke

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Re: [Regal] Class
« Reply #198 on: September 12, 2010, 03:04:36 AM »
Okay, I need to know if anyone sees any texture problems or areas that need retexturing.  I'm about to start the HP for this bug. ;)

Offline 007bashir

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Re: [Regal] Class
« Reply #199 on: September 12, 2010, 06:14:33 AM »
Looks good. But the area between the impuls engines and the shuttlebay looks a bit naked. Some plating would be nice.