Author Topic: FSB Shipyards - WIP list in first post.  (Read 43577 times)

Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #100 on: February 13, 2012, 04:37:14 AM »
I'm not exactly sure what I'm going to be doing with the ventral ribbing.  Most likely change would be to shorten each spine by about half, thereby adding more flat hull space.  Would be good for fitting in more escape pods.

Anyways, working on the ventral sensor dome.  It's obviously based off the Sovereign quantum turret / captain's yacht assembly.  But instead of a yacht, it'll have a glowing sensor dome like the one on top of the Vendetta.  Also added phasers.

Bones, you know how to script a pulse weapon to fire quantums?  I want a similar quantum launcher to Wiley's and CG's Sovereigns.



Offline starship

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Re: FSB Shipyards - WIP list in first post.
« Reply #101 on: February 13, 2012, 06:30:51 AM »

... As you can clearly see, the middle model is a rip from STO.  I try not to rely on rips for reference (I didn't use one for the Exeter) but I nabbed it just to show a little something...

The ripped model was around 10k tri's.  I say "was" because by just messing with the saucer, I was able to remove a good five thousand triangles.  STO models have a different way of smoothing than what we do with BC ones.  STO's meshes all use only one smoothing group.  At areas that need hard edges, like the rim of a Sovereign-like saucer, there are actually entire bunches of minuscule polygons that make it appear sharp.  Without these micro-polies, the entire mesh would look like a blob, but with them the poly count is excessively high for a relatively low quality mesh.

Basically, a rip is nearly useless for BC without heavy modification.  And assuming all these useless polies are removed and the smoothing groups are remade, you come out with a mesh of five thousand triangles or less, definitely on the lower end of current BC standards.

Did I understand it wrong, or you?re saying you sucessfully imported a STO mesh in Studio Max? If you did, can you tell me how it is possible? My plan is to use a few STO meshs as a reference when building higher polly versions. :)

Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #102 on: February 13, 2012, 07:15:01 AM »
Bones, you know how to script a pulse weapon to fire quantums?  I want a similar quantum launcher to Wiley's and CG's Sovereigns.

That's lame :D just need to put quantum torpedo projectile instead of pulse phaser ;)

Offline King Class Scout

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Re: FSB Shipyards - WIP list in first post.
« Reply #103 on: February 13, 2012, 07:19:01 AM »
what bones said, but turn down the charge and fire speeds.
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Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #104 on: February 13, 2012, 07:25:50 AM »
yep, that's right :)

Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #105 on: February 13, 2012, 07:32:12 AM »
Did I understand it wrong, you you?re saying you sucessfully imported a STO mesh in Studio Max? If you did, can you tell me how it is possible? My plan is to use a few STO meshs as a reference when building higher polly versions. :)

http://lmgtfy.com/?q=3d+ripper&l=1

That's lame :D just need to put quantum torpedo projectile instead of pulse phaser ;)

Oh, well I don't know the first thing about hardpoints, so yeah, just as long as it works. :P

Offline starship

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Re: FSB Shipyards - WIP list in first post.
« Reply #106 on: February 13, 2012, 01:13:52 PM »
http://lmgtfy.com/?q=3d+ripper&l=1


Thank you !  Cookie for you. :thumbsup:
I was looking for something like a STO plugin for max, with no lucky, and completelly forgot about options for capture the mesh data.   :banghead:
I?ll take a look and try to use the 3D Ripper. :)

Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #107 on: February 13, 2012, 04:58:28 PM »
Beta testers report in via PM.

Vendetta is ready for trial runs.

Last updates to the textures, added black armoring around nacelle front (mainly ventral area) and some escape pods on ventral hull.

I've also discovered that specualars without alpha channels look really weak, so I kept both and alpha channels on specualrs, now the hull is mainly grey but at certain angles it shines with fain teal tint on some panels ;)



Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #108 on: February 13, 2012, 07:52:19 PM »
Wait, am I not automatically assumed to be a beta tester? :P

Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #109 on: February 14, 2012, 02:22:28 AM »
that's right :P

Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #110 on: February 14, 2012, 06:12:36 AM »
I wanted to try something else with the deflector, something like the Sovereign's.  So I made these, a blue one and a yellow one.  I'm thinking of one or the other.  Which looks better?


Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #111 on: February 14, 2012, 06:13:29 AM »
Yellow fits better ;)

Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #112 on: February 14, 2012, 06:19:57 AM »
Guess it's yellow then.  Back to the Excalibur I go. :P

Offline Killallewoks

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Re: FSB Shipyards - WIP list in first post.
« Reply #113 on: February 14, 2012, 09:29:25 AM »
Quick report, everything works fine don't know about the ballancing though. I have major difficulty defeating the Exeter but I can smash DJ's Enterprise. You want screenies?

Offline Bones

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Re: FSB Shipyards - WIP list in first post.
« Reply #114 on: February 14, 2012, 09:53:27 AM »
Sure, we could use some for BCF download page ;)

I'm gonnabalanceher against Exeter and Defiant, she won't be maybe a little bit stronger than Defiant andabout equal in fire power than Exeter (maybe even a lil bit stronger)

Offline Killallewoks

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Re: FSB Shipyards - WIP list in first post.
« Reply #115 on: February 14, 2012, 09:57:27 AM »
Ok then, time to get taking.

Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #116 on: February 14, 2012, 10:02:18 AM »
Perhaps you should get the updated textures first.

Offline Killallewoks

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Re: FSB Shipyards - WIP list in first post.
« Reply #117 on: February 14, 2012, 10:25:49 AM »
Ok il sit tight.  :funny

Offline Lionus

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Re: FSB Shipyards - WIP list in first post.
« Reply #118 on: February 14, 2012, 10:34:51 AM »
Quick betatest report: She's quite a little spitfire. Handles just fine but IMHO weapon charge rates should be turned up as I end up waiting for a long while in the middle of battle when all torps and phasers are recharging. I'd ramp it up by 25-50% to avoid feeling naked when going against battleships.. Speaking of battleships..

She did well against Klingon Negh'Var, Cardassians, Romulan D'deridex and dominion cruiser and battleship. Those torps pack a punch but their tracking has odd delay which causes them to miss over short distances. Ship damages well, but god help it if the shields fail, she won't last long..
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Offline FarShot

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Re: FSB Shipyards - WIP list in first post.
« Reply #119 on: February 14, 2012, 10:50:07 AM »
All torpedo modes besides single create a delay before torpedoes begin tracking.  Either set it to single or fire them from a distance.  It's the same for all ships with torpedo pattern options.  Try a Galaxy class set to full spread and you'll see.