Author Topic: Reman dreadnaught WIP  (Read 2479 times)

Offline Kophjaeger

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Re: Reman dreadnaught WIP
« Reply #20 on: December 08, 2012, 07:15:20 AM »
The window placement isn't bad, but they white/black is a bit checkered, maybe if you randomized that a bit more you'd get a better effect. Or stagger the windows on the different decks more?

Offline moed

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Re: Reman dreadnaught WIP
« Reply #21 on: December 08, 2012, 01:48:03 PM »
Agreed.

Also, maybe adding a very light blue gradient effect on them would make them more dimensional.

Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #22 on: December 08, 2012, 08:11:57 PM »
Thanks for the suggestions WRT the windows.  I'll play around with it some more.  As it stands I am only using on texture block and mapping them all to the same block.  I'll see if there is room and try adding more or tow more and see if I can break up the pattern a bit more.

Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #23 on: December 16, 2012, 07:03:59 PM »
Going to call this one done and package her up for release.  Poly count = 5552 with 5 texture maps.  Plenty of optimization could be done to tighten up the textures and the like but I have run out of time and real life has a nasty habit of getting in the way.  BTW, the images will need alpha channels added.

I'll release the model files as well as the textures and grant permissions in the read me for editing (either the model or the textures).  If any one puts her in game, feel free to add an image or two to this thread to show the ol gal off.  :)














Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #24 on: December 18, 2012, 03:16:55 PM »
Model and textures can be downloaded here:

http://bridgecommander.filefront.com/file/;121461#Comments

Offline vonfrank

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Re: Reman dreadnaught WIP
« Reply #25 on: December 18, 2012, 06:06:10 PM »
Nice work!
She looks great!

Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #26 on: December 19, 2012, 09:53:49 PM »
THanks! 

Filefront is being a royal pain.  Anyone interested can try this link

http://www.mediafire.com/?h8d68d1hcbix5n5

In have created a second release that maps the mesh groups to a single 2048 x 2048 texture map.  This version of the release includes 3dMax and Milkshape versions of the model which have been mapped to a single 2048 x 2048 texture file.  High (2048 x 2048), medium (1024 x 1024) and low (512 x 512) version of the texture file have been included.  I also included a similar set that contains an alpha channel.  I didn?t spend a lot of time on it and admit some improvement could be made.  I?ll leave it to you all to set it up for the respective games.

http://www.mediafire.com/?q8j9t5b72711r2s

Offline Blackrook32

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Re: Reman dreadnaught WIP
« Reply #27 on: December 21, 2012, 02:08:35 AM »
@ pepperman:

I really like your ship, but the BCF release is missing a couple of textures "remanspi.tga & remwpn.tga". I noticed this when I tried to make a ship icon for the model in 3ds max. I was really looking to add this Dreadnought too my Reman Fleet. If you could post up a link to download these particular .tga textures, I'd really appreciate it. :)

Cheers,
BR32


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Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #28 on: December 21, 2012, 01:20:02 PM »
I think the mediafire links above should have all the textures.  In the first release, there should be five seperate texture files:

rdbody = main body
rdwingF = front wing
rdwing = main wing assembly, including the raised panels
rdwpn1 = weapons pods (2) towards the outer edge of the wings
redwpn2 = weapons pods (2) towards the main body

Let me know how it works.

Offline Blackrook32

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Re: Reman dreadnaught WIP
« Reply #29 on: December 21, 2012, 10:04:32 PM »
I think the mediafire links above should have all the textures.  In the first release, there should be five seperate texture files:

rdbody = main body
rdwingF = front wing
rdwing = main wing assembly, including the raised panels
rdwpn1 = weapons pods (2) towards the outer edge of the wings
redwpn2 = weapons pods (2) towards the main body

Let me know how it works.

@ pepperman:

Your a life saver, Thanks!! :thumbsup:

The Dreadnought shows up in all her textured glory! It shoud not be hard to convert this lovely one for BC.
I should have checked your links. :angel

I have plans for this one in my install. I'll post a pic here when I get her in game.

** Update** 12/22/12

Gave the Dreadnought some FTech to round her out with Auto-Targeting, Mutivector and Reflective Shields.
Definitely post Dominion War/Nemesis. :P



Cheers,
BR32


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Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #30 on: December 23, 2012, 09:02:17 AM »
Sweet  :) :)

Offline moed

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Re: Reman dreadnaught WIP
« Reply #31 on: December 24, 2012, 02:24:29 PM »
Release the HP'd one for the rest of us to enjoy  :yay:

Offline CyAn1d3

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Re: Reman dreadnaught WIP
« Reply #32 on: December 25, 2012, 12:42:49 PM »
id love to beta!  :thumbsup:
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Blackrook32

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Re: Reman dreadnaught WIP
« Reply #33 on: December 25, 2012, 07:38:36 PM »
Release the HP'd one for the rest of us to enjoy  :yay:
id love to beta!  :thumbsup:

I really didn't make a special HP for this ship. I only added some FTech to the ship's functions. I used the Romulan Ddmad HP by Starforce, just to quickly get her into the game. If pepperman is cool with me releasing the conversion I made, then I will. But it won't have custom hardpoints. Just the FTech, ship icon, scripts and the model of course.


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Offline CyAn1d3

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Re: Reman dreadnaught WIP
« Reply #34 on: December 25, 2012, 11:16:08 PM »
well if it has no hardpoint, how in the hell does it have a damageable hull??
or a power source?
or existance????????  :lostit:

you have a ruddy unedited dummy hardpoint in place, just to get it in game DONT YA?!????   :D

by the way... the in game model center is off.... :hide
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline pepperman

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Re: Reman dreadnaught WIP
« Reply #35 on: December 25, 2012, 11:16:36 PM »
Modify and release away guys.  Unfortunately, I don't have Bridge Commander but that doesn't stop me from trying to go the right thing and share out the models accordingly.  

Offline Blackrook32

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Re: Reman dreadnaught WIP
« Reply #36 on: December 26, 2012, 02:31:46 PM »
well if it has no hardpoint, how in the hell does it have a damageable hull??
or a power source?
or existance????????  :lostit:

you have a ruddy unedited dummy hardpoint in place, just to get it in game DONT YA?!????  :D

by the way... the in game model center is off.... :hide

I do know how to center a model, thank you very much. Besides, you do realize the ship was moving in-game. :facepalm:

Actually, I would not call Starforce's hardpoints "ruddy" he's one of the few I know, that can actually hp a ship. As I mentioned before, I made this for myself. :dontcare:

Modify and release away guys.  Unfortunately, I don't have Bridge Commander but that doesn't stop me from trying to go the right thing and share out the models accordingly.  

Thanks, pepperman. ;)


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Offline tiqhud

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Re: Reman dreadnaught WIP
« Reply #37 on: December 26, 2012, 02:38:04 PM »
well if it has no hardpoint, how in the hell does it have a damageable hull??
or a power source?
or existance????????  :lostit:

you have a ruddy unedited dummy hardpoint in place, just to get it in game DONT YA?!????   :D

by the way... the in game model center is off.... :hide
besides FTECH is controlled by the pluggin
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
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It is all the little details, that cause headaches.
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Offline CyAn1d3

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Re: Reman dreadnaught WIP
« Reply #38 on: December 26, 2012, 05:22:26 PM »
"model center" is the area where the 0,0,0 coordinate reside.
usually its in the center most part of the ship.
but i forgot that when you target a ship without selecting a subsystem, the weapons target the place where the hull property is located.

usually when i say "dummy" hardpoint, its another word for placeholder >.<

ignore my stupidity, it arises once in awhile  :banghead:
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline MarkyD

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Re: Reman dreadnaught WIP
« Reply #39 on: January 11, 2013, 09:06:58 AM »
Its a great looking model, far too late i know but ya really need to randomise the windows (as mentioned) and make them a different shape or summat. Overall though it looks fantastic, the textures are spot on and the mesh is a nice piece of work.

Cookie  :thumbsup: