Author Topic: Cardassian Kelvas Shipyard  (Read 2204 times)

Offline vonfrank

  • Posts: 447
  • Cookies: 182
Cardassian Kelvas Shipyard
« on: August 21, 2012, 05:18:50 PM »
Has anyone ever made this model for BC?


Its a very nice design and look great replacing the Cardassian Station (the ds9 model with only 2 pairs of pylons) that comes default in the game.

If it does not exist, would anyone be up to the challenge of making it? I would be willing to do all the scripting.

Offline eclipse74569

  • Roger Smith of the U.S.S. Lollypop, a good ship
  • Webmaster
  • Posts: 2240
  • Cookies: 65535
Re: Cardassian Kelvas Shipyard
« Reply #1 on: August 21, 2012, 06:06:38 PM »
I don't think anyone has made that one yet.  However requests are usually frowned upon.
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Cardassian Kelvas Shipyard
« Reply #2 on: August 21, 2012, 08:36:19 PM »
I have one from a legacy author but I am not sure how to convert those type of meshes. If anyone wants to help with that I think I may have them on one of these computers. I'll do the hp.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline vonfrank

  • Posts: 447
  • Cookies: 182
Re: Cardassian Kelvas Shipyard
« Reply #3 on: August 21, 2012, 10:15:52 PM »
I have one from a legacy author....

Oh ya! I forgot about the one from Legacy. I have it in my install as well. Unfortunately there is no known way to import legacy's .m3d models into a 3d program (at least not that I know of).

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Cardassian Kelvas Shipyard
« Reply #4 on: August 21, 2012, 10:30:55 PM »
no, but if you get the pre-conversion meshes from the author and sort out the parts you don't need (the damage meshes and stuff leggy uses) then you certainly can. I'm just not sure how to sort all that crap out and I think a couple had multi part meshes or something. There are people here who can do this. I need to cruise legacy files ship selection and start bugging authors for models this fall lol. Need to find someone who can port'em for me or help me out with it so I can do it.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline starfox1701

  • Posts: 192
  • Cookies: 13
Re: Cardassian Kelvas Shipyard
« Reply #5 on: August 22, 2012, 12:16:51 AM »
There's another way if you have max. There is a program called 3d ripper that can get the mesh out of the actual game and converts it to 3ds files I think. either that or a max file. You still need permission to release it though and you have to process out things like Legacies damage meshes and stuff if it has them.

Offline Toa_Kaita

  • Posts: 478
  • Cookies: 58
  • Aspiring 3D Animator and Music Composer
    • Current Project - Earth-Link Origins
Re: Cardassian Kelvas Shipyard
« Reply #6 on: August 22, 2012, 01:48:01 AM »
Someone made one for a mod for Sins of a Solar Empire a while back.

http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2


Offline MajorPayne

  • Posts: 44
  • Cookies: 2
Re: Cardassian Kelvas Shipyard
« Reply #7 on: August 22, 2012, 09:33:27 AM »
http://armada2.filefront.com/file/Cardassian_Heavy_starbase;28823

Achilles made one for Armada. It might be a bit lower than BC is used to but should be sufficient until someone can get a high poly version made. Just need to convert it from SOD to something a bit more workable.

Offline tiqhud

  • BCFiles File Poster
  • Posts: 1763
  • Cookies: 1067
  • San Francisco Shipyards (HPer) file manuiplater
Re: Cardassian Kelvas Shipyard
« Reply #8 on: August 22, 2012, 02:06:08 PM »
Someone made one for a mod for Sins of a Solar Empire a while back.

http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2


dont look bad, I to was kinda curious.
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Killallewoks

  • RNR
  • Posts: 1179
  • Cookies: 175
  • Innuendo implier extordanaire.
Re: Cardassian Kelvas Shipyard
« Reply #9 on: August 22, 2012, 02:11:37 PM »
I hate those things in SoA2! Still it would be a welcome addition to BC, after all one can not have too many starbases. Could you contact the original moddler of the SoA2 version and see if they still have the raw format in 3ds Max or equivilant?

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Cardassian Kelvas Shipyard
« Reply #10 on: August 22, 2012, 02:42:00 PM »
and whats the poly count. that might be a cgi.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline vonfrank

  • Posts: 447
  • Cookies: 182
Re: Cardassian Kelvas Shipyard
« Reply #11 on: August 22, 2012, 02:45:53 PM »
Ya, the one from SoA2 looks way better than the one that is in Armada 2, and even better than the one from Legacy.

Offline MajorPayne

  • Posts: 44
  • Cookies: 2
Re: Cardassian Kelvas Shipyard
« Reply #12 on: August 22, 2012, 03:34:42 PM »
The one from the sins mod is likely to be around the 30k mark or perhaps a bit higher. I know from my dealings with a couple of modders for sins that the game engine can handle up to 100k for any single model.

Offline Killallewoks

  • RNR
  • Posts: 1179
  • Cookies: 175
  • Innuendo implier extordanaire.
Re: Cardassian Kelvas Shipyard
« Reply #13 on: August 22, 2012, 03:54:03 PM »
The one from the sins mod is likely to be around the 30k mark or perhaps a bit higher. I know from my dealings with a couple of modders for sins that the game engine can handle up to 100k for any single model.

30K is pretty decent for a starbase.

Offline fungun

  • Posts: 34
  • Cookies: 0
Re: Cardassian Kelvas Shipyard
« Reply #14 on: August 22, 2012, 04:46:26 PM »
I have the (I think) original in 3ds format and here is the readme if anyone wants to contact him.

Tim

Quote
Please give proper credits in either pictures or animations
that uses this mesh!
Thank You!

Also i would like to see Pictures or Animations with my
Models, so it would be very kind if anybody who uses it may
email me :D

Model: Cardassian Dominion Shipyard V1
3ds Max 4.2

by I_E_Maverick

eMail: I_E_Maverick@gmx.de

Now go and some kickass art with my baby! :D


ps-how do I attatch a picture? :doh:
Forgot I had a pic at the Celestia Motherload-

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Cardassian Kelvas Shipyard
« Reply #15 on: August 22, 2012, 09:30:24 PM »
I can try to get achilies too, for a low poly version and is I can get this one converted, assuming the model uses all textures, great. If it uses mesh materials instead of textures for it's skin like when you render a cgi in max then it may be difficult to use it, as BC doesn't like that stuff.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline MajorPayne

  • Posts: 44
  • Cookies: 2
Re: Cardassian Kelvas Shipyard
« Reply #16 on: August 23, 2012, 08:30:59 AM »
Achilles maybe difficult to get hold of. I've sent him a couple of emails and haven't received any kind of response. Starforce. If you do have trouble eating in contact with him give me a shout. His permission requirements are to just provide correct credit, or at least they were and my latest armada project has that structure in it so reverse converting the model is no problem.

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Cardassian Kelvas Shipyard
« Reply #17 on: August 23, 2012, 10:52:35 AM »
if he released an sfc version of it I may even have it. Though I've seen a couple of his bases shatter and turn inside out on me so if it's not in sfc formatt I may have trouble with it. I am working on his klingon base on and off (infact I have 2 of them). Sometimes he answers pm's on dynaverse or posts occasionally. Otherwise I catch him on msn.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline Kophjaeger

  • Posts: 142
  • Cookies: 24
Re: Cardassian Kelvas Shipyard
« Reply #18 on: October 31, 2012, 07:40:26 AM »
A bit behind on these forums, but I have the original ms3d's, easily converted and permitted to 3ds/nif for release if someone is interested. Also available are the shipyard arms such as the Monac SY's.

Offline vonfrank

  • Posts: 447
  • Cookies: 182
Re: Cardassian Kelvas Shipyard
« Reply #19 on: October 31, 2012, 05:19:09 PM »
A bit behind on these forums, but I have the original ms3d's, easily converted and permitted to 3ds/nif for release if someone is interested. Also available are the shipyard arms such as the Monac SY's.

What version is that for? The one from A2, SOA, or Legacy?