Bridge Commander Central

BC Forums => BC Modding => Topic started by: tjoz on July 01, 2009, 05:43:40 AM

Title: New BC mod and mod team: Aftermath
Post by: tjoz on July 01, 2009, 05:43:40 AM
Introducing a new mod to venture into Bridge Commander; Aftermath.

As some people may already know, Aftermath is one of a few highly successful Legacy mods that revolutionized gameplay and mod creation within the Legacy modding community. With over 2years worth of modding for the Legacy engine, Aftermath will be making its first venture into other games starting with Bridge Commander.

However, instead of porting Legacy Aftermath directly into Bridge Commander; the BC version of Aftermath will have its own identity that differs to its Legacy counterpart. The same level of detail and work ethic that is displayed will be consistent in the BC version of Aftermath. Aftermath has always maintained fun and engaging gameplay with dark undertones and this style of gameplay will be transferred over to Bridge Commander. How exactly the transition goes is all under wraps but we have an extensive future planned out for BC Aftermath.

BC Aftermath will contain new ships that are balanced to provide all users a consistent gameplay experience without favoring a particular specced machine. This means all players of various computer specs will be able to have the same experience as higher end machines without sacrificing quality. This has always been a key feature of Legacy Aftermath and the same principle will be displayed in BC. The ships will be balanced to provide opportunities ranging from deep space exploration, one on one combat and right through to large scale fleet battles.

As is to be expected with any ST mod, canon values are always an area. This is an area in which we will follow the basic canon principles but have everything balanced without granting a race god-like abilities. We are aiming for fun, fair and balanced gameplay. We want to provide the player with variety and add new elements to tactical gameplay where people will have to make more careful decisions when entering combat scenarios.

One thing Aftermath has guaranteed are a reliable release flow. This means we will have regular releases without large and lengthy development times. We will have small scale releases that build a base for a much larger future.

Our home site is currently undergoing some site changes but will be fully operational soon.

(http://img12.imageshack.us/img12/8761/confederationwreckage.th.jpg) (http://img12.imageshack.us/my.php?image=confederationwreckage.jpg) (http://img12.imageshack.us/img12/9685/confedertaiondebries.th.jpg) (http://img12.imageshack.us/my.php?image=confedertaiondebries.jpg) (http://img265.imageshack.us/img265/4064/enhacnedsovereign.th.jpg) (http://img265.imageshack.us/my.php?image=enhacnedsovereign.jpg) (http://img265.imageshack.us/img265/5324/poseidonlegacy.th.jpg) (http://img265.imageshack.us/my.php?image=poseidonlegacy.jpg) (http://img265.imageshack.us/img265/3625/pretosusshood.th.jpg) (http://img265.imageshack.us/my.php?image=pretosusshood.jpg) (http://img265.imageshack.us/img265/207/romulanwarbird.th.jpg) (http://img265.imageshack.us/my.php?image=romulanwarbird.jpg) (http://img189.imageshack.us/img189/7627/stlconnie.th.jpg) (http://img189.imageshack.us/my.php?image=stlconnie.jpg) (http://img189.imageshack.us/img189/4845/usskelvin.th.jpg) (http://img189.imageshack.us/my.php?image=usskelvin.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Vanguard on July 01, 2009, 05:56:50 AM
/drool

I've seen your work on Legacy, awesome stuff... Here's too hoping the BC Aftermath will be equally as awesome =D.

Out of curiosity, will you be making your mod a 'successor' to the KM 1.0 mod... And will you be giving it things like multiplayer capability?
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 01, 2009, 06:30:51 AM
does this mean you will be porting alot of legacy models to BC? I had actualy planned on starting such a project for authors who were willing, so perhaps we can help eachother.

Does your team have modelers then, I assume?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 07:36:02 AM
yup their al ports from legacy or kitbashes, by me :P and i am the only one who know how to import them, your free to join ^^

also...i present you

The Confederation Refit...

(http://img145.imageshack.us/img145/6655/confederationrefitrende.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on July 01, 2009, 08:12:28 AM
good to see the team here!
*cookies*
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 01, 2009, 08:12:58 AM
Then why you won't you finally release that m3d importer of yours....

Also: Did you even get permission from MadDoc to port and alter their models?

Quote
i am the only one who know how to import them
Being the only one KNOWING and being the one with the only POSSIBILITY are kind of two major different things.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 01, 2009, 08:20:27 AM
yup their al ports from legacy or kitbashes, by me :P and i am the only one who know how to import them, your free to join ^^

You don't make a lot friends with that attitude...at least not in the Legacy Community...
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 08:25:08 AM
Look guys i didnt come here to have a discussion with you guys, furthermore, there is no importer...i use a diferent way..and did you ever bother to ask politly?

@Admins, could u please remove these posts, its not really ontopic.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 01, 2009, 08:31:18 AM
since when is it off-topic to ask if you got proper permissions?
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on July 01, 2009, 08:36:21 AM
I tend to aggree. Also legacy models are somewhat different to the bc ones. Some BC models are even of better quality then the legacy ones. Look for the ENT-Era ships. I think you can clearly see that (stock) Legacy was p81's work and that is somewhat outdated speaking of canon. You better kitbash the existing enterprise by Mark and those guys, which are of better quality. and what do you think you can do about the DJ galaxy or the CG sovereign? those models are even used in some larger legacy mods, so I farely dont see the point. atleast in the aspect of replacing existing mods. Its a tuffie to replace an even perfect model with an inferior one.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 01, 2009, 08:39:16 AM
Look guys i didnt come here to have a discussion with you guys, furthermore, there is no importer...i use a diferent way..and did you ever bother to ask politly?

@Admins, could u please remove these posts, its not really ontopic.

I talked to tjoz and muldrf...they both said you wouldn't share it. Is that enough? At least you have information on the binary fileformat we don't have, otherwise I doubt you could get the model into 3ds max. Also, if I was in your position, I wouldn't want a discussion as well.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 08:44:43 AM
@JTK, Some ships are lower quality in legacy yes, but this will make for performance in larger battles and on lower budget pc's this will be a mod designed for everyone. And allot of models will be upgraded model and texture wise.

@Gdata i dont use an importer i use a capture programm, i wont say the name but just google for 3d Screen capture programms, are you satisfied now? =P
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 01, 2009, 08:46:31 AM
Howdy Tim.

I may not have been extremely useful using the more modern and up to date tools available to help on texturing in Legacy. Mind if I rejoin the team for this venture into BC? I'm a little more experienced with the tools available and can also venture into the world of hardpointing again (and with more noticeable results and success, unless Fangoriously would rather do it).

I can do bridges fairly well and with you biting at my heels I should be able to crank them out with greater frequency. Grad school for me is over and I'll have a bit of free time on weekends (with no gaming to really take up all that much time).

I can do a lot more things through the BC engine than I can do with Legacy's and this might be real fun to have an overhaul mod that's based on gameplay rather than what's onscreen (and consequently better multiplayer).

I have not forgotten about my work with the Legacy mod. I'm about halfway through with the ship descriptions, just caught me at a time when I'll be moving in the next month so things will be a little hectic.

I hope I can be of some use this time around (since I kind of got of replaced by others' talented work the last time :P)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on July 01, 2009, 08:53:29 AM
I really like how some of those ships look. I'm curious. Are you planning on adding new systems and missions a la Aftermath? That would be really cool as one thing BC hasn't had in a while is system and mission mods. (They used to be popular.)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 01, 2009, 09:07:54 AM
It's also a good point to make that without the often frustrating limits of the Legacy engine (which was never designed to be easily moddable in the first place), this project should flourish easily.

Frankly, I'm excited about the prospect of having lower-detailed models in a large scale endeavor like this. You will be able to have more onscreen at any given time and the opportunities there make for exciting gameplay.

Tim, was this something you were planning to add that would go on top of other mods, like KM, or something we would be building from the ground up?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 09:52:02 AM
Well, im not Tjoz, but me and him were discussing it, we plan te encorporate "USS Frontier's Galaxy Charts" Mod and expaninding with more systems and places to go and dsicover, we hope we can add a mission structure.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 01, 2009, 10:06:25 AM
@JTK, Some ships are lower quality in legacy yes, but this will make for performance in larger battles and on lower budget pc's this will be a mod designed for everyone. And allot of models will be upgraded model and texture wise.

@Gdata i dont use an importer i use a capture programm, i wont say the name but just google for 3d Screen capture programms, are you satisfied now? =P

Indeed I am. Thanks very much...I owe you one. Would you mind if I created a tutorial on how to do that? With credits to you for that hint, of course.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 01, 2009, 10:08:39 AM
Also, because I am in geekgasm mode for this news:

The maps are going to be amazing if Tim is making them. He has done things with the Legacy engine regarding mapping that just have to be seen in person to be believed. Considering that BC maps are absolutely massive and in three full dimensions, this should be epic.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 10:13:14 AM
@JTK, Some ships are lower quality in legacy yes, but this will make for performance in larger battles and on lower budget pc's this will be a mod designed for everyone. And allot of models will be upgraded model and texture wise.

@Gdata i dont use an importer i use a capture programm, i wont say the name but just google for 3d Screen capture programms, are you satisfied now? =P

Indeed I am. Thanks very much...I owe you one. Would you mind if I created a tutorial on how to do that? With credits to you for that hint, of course.

No i dont mind, the credit...welll yeah would be nice ^^ and your welcome :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 01, 2009, 01:33:06 PM
stock legacy does indeed have some ship classes that are unique to anything else. I was, however, refering to modded ships. I am a single ship modder/release person here at BC. Certainly if I can get authors to contribute their models to BC, and even better if I can get the models in a format that's easier to convert (IE the original mesh before being ported to legacy and with the damage stuff removed) then you guys can also use them.


Also, as a moderator I feel I do need to make a couple things clear. There is to be no rdue arguements of any kind, and no questioning permissions publicly. Lets let the project leaders decide who and what is done. Maxloef, are you even on their team? At any rate, things need to stay civil and polite in here or this thread gets locked.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 01, 2009, 01:39:07 PM
stock legacy does indeed have some ship classes that are unique to anything else. I was, however, refering to modded ships. I am a single ship modder/release person here at BC. Certainly if I can get authors to contribute their models to BC, and even better if I can get the models in a format that's easier to convert (IE the original mesh before being ported to legacy and with the damage stuff removed) then you guys can also use them.


Also, as a moderator I feel I do need to make a couple things clear. There is to be no rdue arguements of any kind, and no questioning permissions publicly. Lets let the project leaders decide who and what is done. Maxloef, are you even on their team? At any rate, things need to stay civil and polite in here or this thread gets locked.

Starforce, i AM a member of the team, as a matter of fact i was the once that convided tjoz for the idea...plus...whod u think made those renders ;) also regarding permission. Bethesda stoped supporting Legacy and maddoc doesnt excist anymore, i asume credits will suffice in this matter concidering texture of legacy were used in releases on BCfiles and Armada 2 files (links: http://bridgecommander.filefront.com/file/USS_Coto_Poseidon_Class_NX_Era;74458 , http://armada2.filefront.com/file/USS_Kelvin_Proxima_Class;96389)
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 01, 2009, 04:49:21 PM
Well, as I am sure you know legacy community isn't exactly well recieved in other trek modding venues. I wont go into past history but thanks to people like phenoixfett bringing their modding here as well relations are a bit better. Showing up with an attitude of "I can do something nobody else can and I'm not going to tell you neener neener neener" is neither mature nor going to earn you or your team much credibility.


At any rate, I want to see this thread return to serious discusion on the project at hand. If it goes off topic again, I'm going to nuke this thread back to the first post and start it over.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 02, 2009, 02:30:49 AM
A little background information regarding the confederation refit...also explains why we will never see it again.

The ship was an experimental refit of the confederation class vessels, the refit was designed with the latest technology in warp propulsion, with experimental warp naccelles providing the ship with high warp speeds. Unfortunatly the experiment failed misserably, with to high cost, resource requirements and a staggaring six micro warpcores wich created instability in the entire warp drive system, the new bussard collectors had the exact oposite effect then desired instead of capturing more space particels it captured less, almost below minimum safety limits, this and all its other technical faults resulted in only 4 ships ever to be reffited before starfleet moved on to a more simple aprouch wich resulted in the highly succesfull constitution class.

(http://img145.imageshack.us/img145/6655/confederationrefitrende.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 02, 2009, 05:04:45 AM
Moving on...

With Aftermath using Legacy ships, the initial goal is not to source the best, most detailed things we can get our hands on but to provide equal gameplay opportunities for everyone and not have the mod limited to select machines. This is something I learnt with Legacy. We have an opportunity where we can provide consistent gameplay which will broaden the entry level for people to be able to play the mod. Aftermath has always been focused on core gameplay values with graphics sitting lower down the list. Even though Legacy Aftermath looks very nice, gameplay is main priority.

As for me mapping... Give it time. As the New Gen modders that are in BC know, Legacy is the only game Ive modded so BC is going to be something new for me. Yes I can come up with some incredible content for Legacy but Ive had coming up to 3years worth of experience working with Legacy. BC is something very new for me. Dont go expecting me to pass gold bricks on the first attempt. As I am currently still in learning with working with BC, content I make may not come on line till later on.

Now the team.. I head Aftermath in both Legacy and BC but leadership with the BC version is shared between Max and myself. We are looking at building a team but that would be handled privately. We look for people that want to learn and grow in the areas in which they can mod in. We like to see growth.
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on July 02, 2009, 11:41:52 AM
Considering how impressive your Legacy mod is, I look forward to your BC mod. I always though BC could benefit from an "all era" mod.  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 03, 2009, 11:54:27 AM
Nebula Class - Weapons Pod Edition

(http://img232.imageshack.us/img232/9687/nebulan.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on July 03, 2009, 12:51:33 PM
Wow, you guys work fast.  :o
Title: Re: New BC mod and mod team: Aftermath
Post by: Jb06 on July 03, 2009, 12:58:28 PM
Not too suer about the saucer texture, seems very blurry.

~Jb06
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on July 03, 2009, 01:03:25 PM
well... i know your point is not to make best mods ever made but as far as the model looks nice the textures look blured, most of BC players would handle 1024x1024 maps on decent models in big numbers
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 03, 2009, 02:58:23 PM
We will take that into consideration, but making a game capable of playing on any rig is our priority.

Well, there are three of us working on the project at the moment, so I guess it's time to recruit some help!

We are looking for people who would like to design and model (or contribute already created content) non Big-3 races (no federation, Klingon, or Romulan until they are all ported from Legacy, we have plenty). Have an idea for a Ferengi ship? Feel that the Kessok are a letdown? We need your input! Whether you are a BC veteran or just someone getting started in the world of modelling, we need your creativity and vision to help fill out the various races.

Since Aftermath is going to be the first foray into all eras (we are hoping to be the first to take advantage of Galaxy Chart's unique functionality in this era), we need unique ships to fill in the fleets. We prefer to keep model sharing between eras (aka "refits") to an absolute minimum. This allows for modders who are interested in creating new designs for familiar races to not be bound by established canon. For example, we would like to have Cardassians visualized in all of our proposed eras (ENT, Pre-TOS, TOS, TMP, TLE, and TNG). Since they have only been seen in TNG, the current ship classes are going to be confined to that era. If someone came along and thought "this would be a great opportunity to design a ship that's never been seen before) they could draw upon the visual styling of that race and give it a new flavor to suit the times in which it serves.

Granted we do have the ability to do these models ourselves, but it would take a very long time to do. Any contributions of pre-existing models are welcome, although we would love the opportunity to help an aspiring or veteran modeller to tailor their own signature into the total conversion.

Hardpointing is something that is going to take a lot of time, but our philosophy is that all ships should be balanced and serve a specific purpose. Each race in each era is going to have a dedicated scout, frigate, cruiser, and a battleship, along with a few support vessels that fit into the aforementioned categories. Each ship will be useful and have it's own strengths and weaknesses. Ships that have wider phaser coverage (like the Sovereign) will have less powerful weaponry while ships with directional weapons such as the K'Vort will pack a stronger punch. This way, both ships become valuable for their role, but do not serve as the "be all, end all" ship (especially in situations like multiplayer).

Therefore we are seeking experienced hardpointers in the community to help work on not only the ported Legacy ships, but also the new vessels and races that will be added over time. Hardpointing is tedious work, and we expect to do a complete job on every ship. Each vessel will make use of added technologies, realized ship crews, warp and speed limits, and the shuttlecraft launching framework. This will allow for extremely diverse gameplay as a cruiser like the Curry can unleash squadrons of Peregrine class fighters which will augment it's combat capabilities (rather than being a useless aging hulk). While we can do this ourselves, it would take an impressive amount of time. Again, this is a chance for those who are both experienced or complete newbies, and the latter is actually encouraged as a way of helping you learn more skills. Aftermath is dedicated to getting up-and-coming modders and teaching them new skills.

Any scripters who would like to see their work showcased in Aftermath should also consider applying. While we can start tracking down authors to gain access to already released classics, this is the opportunity to have your ideas realized as a part of a collective. We are going to emphasize the fact that scripts need to be able to play well with others and contribute to a more enjoyable game experience as a whole. Again, whether you are a pro at scripting, a beginner who has only created a few "wtf!pedoes," or Mleo who deserves his own frigging category, we salute you and encourage you to join the team or become an affiliated member.

We are also fairly new to the concept of mapping in Bridge Commander, as it is a much different system than what is used in Legacy. For one, we now have 360 degrees of freedom as opposed to a single plane of space. Anyone who has any amount of experience with mapping will be well received. We also plan on making every map to be Galaxy Charts ready, as to heighten the ability of exploration with that mod installed. 

So what are we looking for in this first recruiting run? First of all: dedication, teamwork, and a can-do attitude. Second, we need hardpointers, scripters, and talented modelers and mappers. And as always, anyone who has ideas and creativity and is willing to learn any of the above skills.

Aftermath's goal is to provide a completely new and unique experience to both Quickbattle and Multiplayer, and present the concept of era-combat for the first time. When people play multiplayer, we want them picking a ship they enjoy playing and not one that is guaranteed to get them kills. We want to build a stable platform for anything from flying some historical-based missions (something that is sorely lacking in BC as a whole) to revolutionizing fleet/clan combat in the multiplayer scene. We are going to need help to do that in a reasonable timeframe.


We are likely going to be making several releases following our business model in Legacy, so that you can have a chance to play the TC and see what it's about instead of only seeing the occasional media post. And you will get those, too. With our afilliate program, you do not have to join the mod team to contribute. All you need is creativity and a willingness to learn.

We may not be producing a mod that caters to winning you screenshot of the month at BC Files. But we are committed to bringing you gameplay that has been sorely lacking in every Star Trek game. Whether it's getting shot at by a cloaked B'Rel (which you can now actually fight back against) or flying into the mouth of Hell with O'Brien's Light Brigade in Sacrifice of Angels, you will be able to do it. And you will not need a Fatal1ty endorsed gaming rig to do it.

If you are interested in contributing to the team as an active team member, affiliate contributer, or just have a good idea (please no "dream" ideas, it needs to be something that fits into the mod's premise and is realistic within a reasonable timeframe), please contact me via private messaging on these forums.

Here's to the start of something new and extraordinary.

I apologize for my crimes against parenthesis.


Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on July 03, 2009, 06:15:56 PM
sonds more than great to me :)

I have some concepts in my head, i'll draw them and share with you (TOS Cardies) also I could offer you for future timeline era both USS Krakow and still unfinished Minotaur - USS Krakow styled Centaur class refit.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 03, 2009, 06:22:43 PM
Hold off on the Federation ships for now, like I said Legacy has given us a huge deal. We will try to fill out the other fleets first and then worry about adding more stuff. But thank you very much for the offer.

Drawings would be very much appreciated, though. If you could also try to model your work, that would be more than excellent :P. As we are focusing on mid-range poly models (6-8k max?) we don't need to worry about CGI quality models.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on July 03, 2009, 07:04:32 PM
Sure it's worth trying ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 03, 2009, 08:11:57 PM
On ships, all ships seen in Aftermath (Legacy version) will be in the BC version. Our main ship person is Max and a very large percentage are already 'BC ready'. As Max, Barihawk and myself have said; we are focused on balanced gameplay for everyone. We could go and get ourselves the highest polied ship we can get our hands on but that defeats the purpose of what Aftermath is.

The textures, alot of the textures will come from Aftermath versions of the ships (those have yet to be applied to the BC versions). The ships that have had the most transformations are the Romulan ships. Currently with the Legacy project, I am experimenting with different texture effects such as mirror effects, metal and so forth.

Ships like the ENT era ships, the Proxima class (both TOS and TMP version) and many of the Romulan, Klingon, Vulcan and Borg ships will be making their way into BC plus alot of new ship designs Max is coming up with. We are planning many different eras from ENT, Pre TOS, TOS, TMP, TLE and TNG and maybe Post TNG. But with the ships, we want to see original designs. Plus, ships designed may also be taken into the Legacy project as well so there is the added oppertunity of having your work showcased in both BC and Legacy.
Title: Re: New BC mod and mod team: Aftermath
Post by: Flux Capacitor on July 04, 2009, 03:24:32 AM
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 04, 2009, 05:21:19 AM
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)

yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 04, 2009, 06:23:50 AM
heres something to get your mouths watering ;)

(http://img178.imageshack.us/img178/4476/deepspace9.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 04, 2009, 06:31:38 AM
One of Legacy's best models. ;)
(imho)
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 04, 2009, 07:15:11 AM
Legacy's models aren't bad, but their textures are often low-quality and low-res...DS9 turned out pretty good though.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 04, 2009, 08:40:18 AM
Looks like a cool project...but I am wondering where the damage textures came from that were used in the first two shots posted in the original post. They look suspiciously like mine...

I have no problem with them being used if they are indeed mine, but would just like credit placed where it is due.  8)

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).
Title: Re: New BC mod and mod team: Aftermath
Post by: Flux Capacitor on July 04, 2009, 11:27:32 AM
yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).

Yeah, I'm all for mine being included. I would just ask you make sure you're using version 1.1, which has all the cool animation effects. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 04, 2009, 11:34:52 AM
yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).

Yeah, I'm all for mine being included. I would just ask you make sure you're using version 1.1, which has all the cool animation effects. :)

yeah im using 1.1 with the little explosions :D

meanwhile...PRESENTS!!


(http://img136.imageshack.us/img136/7123/neworleans1.jpg)
(http://img440.imageshack.us/img440/9941/neworleans2.jpg)
(http://img390.imageshack.us/img390/8609/enhacnedamabassador.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on July 04, 2009, 06:12:27 PM
The engineering hull on the New Orleans is set too far forward. It needs to rest behind the centre point of the saucer.
Title: Re: New BC mod and mod team: Aftermath
Post by: ACES_HIGH on July 04, 2009, 06:58:55 PM
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 04, 2009, 07:59:28 PM
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 

If gameplay is consistent from Legacy to BC, I doubt many rigs could handle several hundred ships onscreen. And as I am sure Tim is going to chime in and say, graphics are not our concern. Gameplay is the primary focus and to be honest, I think the models look fine. They are not CGI quality like we have been getting for the past couple of years, but they will look great ingame. Now, granted the Ambassador deflector looks a little non-circular but that's a detail that most are not going to notice when their ship is under heavy fire.

I would hope that most people would be playing from the Bridge, anyways. We will give the pilot plenty to do, as combat for both players and AI will advance beyond the basic "swing around in circles and spam torpedoes."
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on July 04, 2009, 08:17:32 PM
I love eye candy, I confess, but I really like your mindset and goals. These ships do very well at what they are designed to do, capture the most amount of detail, with the least amount of strain, on the widest range of computers. Keep it up. Ultimately, playability is more important than looks. You have my intrigue and support. I wish you all success as you branch out into BC.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 04, 2009, 08:21:37 PM
If it's any consolation, I'll be working on medium resolution bridge sets that are looking to be unique for EVERY SHIP *shoots self*

They will have normal 512 maps for environment textures and 1024 maps for panels. And they should look good while keeping the overhead down!
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on July 04, 2009, 08:28:17 PM
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 

I'm actually one of those people who have a very low end system (I'm still pushing a Pentium 3 processor just on my PC alone, my laptop would be able to handle more, and I thank the woman who gave me the Laptop lol)...I can push 2 or 3 CG Sovereigns as well as maybe 2 or 3 DJ galaxies with a reasonable ammount of framerate reduction specs and enhanced glows off of course.  This would be very logical for me till I'm able to get a higher end PC (which I won't be able to afford anytime soon on an 8 hour week paycheck).

To the aftermath Crew!  Good luck and you guys have my blessing :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 05, 2009, 12:11:07 AM
given everything you plan on doing, and the lenth of time it will take, cheam used PCs by then wiill have 1024meg video cards, 4gb ram and be atelast dual core 3.5ghz. 2 years from now we'll all be running 2 gig vid cards and 5gig processors with multiple cores.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 05, 2009, 12:34:11 AM
As Barihawk has said, us having a strict poly count limit on our ships gives us unique opportunities. Not only does it allow us to open up our mod to a much larger player base but it also reduces development time on ships. Us having ships with insane poly counts just is not practical for the mods needs.

The ship renders, they are just that. Renders. They dont take into consideration the game environment. The textures, Legacy has always had weird texturing for majority of the TNG era Fed ships. They look blurry in Legacy aswell. The Akira and Norway (Aftermath versions) have had alot of their texture issues resolved so they shouldnt look blurry when in BC. Textures can be changed at any time. The models themselves have been changing. There were issues with the Galaxy class model and some of the ENT era Fed ships too had some model issues and they have been corrected.

Fleet battles as that is something that has been touched upon. Yes there will be those aspects but I am not sure how BC will take them. I have a feeling they will be toned down for BC. The Legacy project has fleet engagements under the Armada modes (Heavy and Light) where you saw fleet battles where there were hundreds of ships. I personally think that style of gameplay would be too much of a shock for BC players. It is hectic, knife edged and fast styled combat.

We have our ModDB profile set up, link is below:

Aftermath BC (ModDB Page) (http://www.moddb.com/mods/the-aftermath-bc-version)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 05, 2009, 06:16:27 AM
Like tjoz said, his armada mode has a 100 some what ships i n battle at the same time and it lags on my rig if theres a 100 ships going on at once..i have a AMD 2X with 2.6 Ghz 4 gigs of ram and an ati 4850 512MB...soooo...i wouldnt say that out loud :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 05, 2009, 09:48:14 AM
given everything you plan on doing, and the lenth of time it will take, cheam used PCs by then wiill have 1024meg video cards, 4gb ram and be atelast dual core 3.5ghz. 2 years from now we'll all be running 2 gig vid cards and 5gig processors with multiple cores.

While that may be true for the people who can afford it or bother to, BC itself has limits. The game and engine itself were made seven years ago. It has no multicore support. It has no SLI support. And all being said and done, you will not notice.

The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

We are planning on attempting to bring in the Armada type gameplay from Aftermath, and that's going to be at least 50 ships at any given time in any set, with the potential to go up to 150-200 ships total. Even futuristic rigs can not handle that with BC's limits.
Title: Re: New BC mod and mod team: Aftermath
Post by: limey BSc. on July 05, 2009, 01:32:14 PM
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 05, 2009, 01:38:54 PM
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.

I actually think it might be Galaxy Charts 1.3 War Simulator, which is a shame because that's what keeps me playing BC :P.
Title: Re: New BC mod and mod team: Aftermath
Post by: Jb06 on July 05, 2009, 05:44:26 PM
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.

Who says limey hasn't got it GC V1.4 installed? We do have access to it :P

~Jb06

I actually think it might be Galaxy Charts 1.3 War Simulator, which is a shame because that's what keeps me playing BC :P.
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 05, 2009, 05:46:04 PM
Oh, a new release? Man, I should check in more often :P.
Title: Re: New BC mod and mod team: Aftermath
Post by: Jb06 on July 05, 2009, 05:48:48 PM
You should, but I would check your bcs-tng account pms first.

~Jb06
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 05, 2009, 05:52:55 PM
You should, but I would check your bcs-tng account pms first.

~Jb06

Just noticed. :( Do'h!
Title: Re: New BC mod and mod team: Aftermath
Post by: USS Frontier on July 05, 2009, 08:37:11 PM
Oh, a new release? Man, I should check in more often :P.
And post reports about it more often too  :arms:

lol
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 05, 2009, 09:33:41 PM
Oh, a new release? Man, I should check in more often :P.
And post reports about it more often too  :arms:

lol

Don't worry. I am going to break 1.4 or it's going to break my computer.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 06, 2009, 08:04:08 AM
That's the spirit!  :lol:

Anyways, I guess you are doing the whole Wolf fleet?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 06, 2009, 08:30:37 AM
That's the spirit!  :lol:

Anyways, I guess you are doing the whole Wolf fleet?

yes in time ^^
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 06, 2009, 09:20:14 AM
cool!  8)
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on July 06, 2009, 01:40:27 PM
Will any of the textures be getting overhauled? They look really low-res and fuzzy to me.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 06, 2009, 03:50:59 PM
The engineering hull on the New Orleans is set too far forward. It needs to rest behind the centre point of the saucer.

Could be a varient or something else. And also those pods are too far from the ship anyways.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 07, 2009, 06:54:52 AM
Will any of the textures be getting overhauled? They look really low-res and fuzzy to me.

Yes the textures will be overhauled. The main thing at the moment is to get the ships ready for BC, texture work comes later. Majority of the ships will get their textures lifted from the Legacy version of Aftermath.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 07, 2009, 10:43:12 AM
Will any of the textures be getting overhauled? They look really low-res and fuzzy to me.

Yes the textures will be overhauled. The main thing at the moment is to get the ships ready for BC, texture work comes later. Majority of the ships will get their textures lifted from the Legacy version of Aftermath.

Even though I appreciate your retexturing work in Aftermath I think that doesn't change a lot. Most of the Legacy textures for the Federation are 512*512 and having a simple retexture, won't make it look less blurry. I think creating a completely new texture in higher resolution would be more effective.
Title: Re: New BC mod and mod team: Aftermath
Post by: Darkthunder on July 07, 2009, 01:57:09 PM
For BC, these days a resolution of 1024x1024 is near minimum to be honest. Saucer textures should even preferrably be upwards of 2048x2048.
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on July 07, 2009, 03:23:54 PM
Even though I appreciate your retexturing work in Aftermath I think that doesn't change a lot. Most of the Legacy textures for the Federation are 512*512 and having a simple retexture, won't make it look less blurry. I think creating a completely new texture in higher resolution would be more effective.

That's what I was meaning. I think new textures at [as Darkthunder stated] 2048 x 2048 would be best. :)

Best luck to all involved in this project.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on July 07, 2009, 03:29:58 PM
heh I'd do all 3... get BC to use it's low/med/high options again! :P

512x512 / 1024x1024 / 2048x2048

I know a few people here who's systems don't like 2048x2048 (pointed out from the latest CG Sov re-texture)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 07, 2009, 04:51:11 PM
1024 would likely be the maximum. As stated, our goal is not visual perfection, it's gameplay.

There are several high-end modern games that use 512 maps to great use, Fallout 3 being a good example.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 08, 2009, 12:09:23 PM
time for some romulans ;)

(http://img150.imageshack.us/img150/8498/rwarbird.jpg)

(http://img134.imageshack.us/img134/5439/romulansciencevessel.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 08, 2009, 12:33:05 PM
what's that 2nd ship?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 08, 2009, 12:52:51 PM
A Romulan Science vessel :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 08, 2009, 01:05:29 PM
are you doing the other variant, from the defector?
Title: Re: New BC mod and mod team: Aftermath
Post by: szekeres2008 on July 08, 2009, 02:28:43 PM
 The warbird looks like if it was taken from legacy LOL
Title: Re: New BC mod and mod team: Aftermath
Post by: ACES_HIGH on July 08, 2009, 02:35:20 PM
1024 would likely be the maximum. As stated, our goal is not visual perfection, it's gameplay.

There are several high-end modern games that use 512 maps to great use, Fallout 3 being a good example.
unfortunately BC is not one of them, I agree with neb, you should do High, Med and Low textures, but 512 should be the absolute lowest setting
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 08, 2009, 02:39:36 PM
The warbird looks like if it was taken from legacy LOL

All of the models are(for now).;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 08, 2009, 02:50:01 PM
are you doing the other variant, from the defector?

Already have a version in 3ds Max havent rendered it yet, i actualy build this ship off of the scout.. ;)

also..a list of current ingame ships:

Federation:
- Akira
- Ambassador
- Galaxy
- Nebula

Romulan:
- Warbird
- Raptor

Close to completion:

Federation:
- Defiant

Romulan:
- Harpy
- Talon
- Talon Science variant (submenu)
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on July 08, 2009, 06:15:23 PM
nice science vessel.  I like the wear and tear of the textures, though the Warbird's incorrect proportions make it a touch cartoonish.
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on July 08, 2009, 06:26:30 PM
Thats why we already have LC's warbird. Cant get better than that.
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 08, 2009, 06:41:51 PM
nice science vessel.  I like the wear and tear of the textures, though the Warbird's incorrect proportions make it a touch cartoonish.

I dunno about incorrect proportions but that is better looking than any warbird in BC so far as details on the hull, but it captures the blue hue we saw atleast once in tng. I defenetly want that warbird.
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on July 08, 2009, 06:47:13 PM
the head is totally off is what I mean.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 09, 2009, 02:25:57 AM
only seems like it dj, its not as big as it seems ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: lint on July 09, 2009, 04:07:56 AM
the head is totally off is what I mean.

Yeah, i think i know what DJ means,
I think it looks a little to wide,
Also all the detailed parts seem to be too deeply imbedded
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 09, 2009, 05:06:30 AM
I like the Harpy the most out of all ships in Legacy, that better go well... Our Warbird will look strange compared to other BC offerings but I prefer it over others. Textures though as these are not the final versions, they may look different later on. If the Gryphon ever gets shown, I will show you what the final version of that will look like when the time comes.

As for resolutions, I like the idea of low/med/high settings and will be taking that into the mod so thanks for the idea. I personally dont see a need to go any higher than 1024x1024 with the ships we have and not all the ships are in the 512x512 format. At this point in time, looks are not a concern for us. That is something that is purely cosmetic and at this stage in development, cosmetics is at the bottom of the list.

I split development into two main areas, cosmetic and mechanical. Mechanical is mostly where I will be working in. There are things I want to try with BC to improve performance for everyone. Though Legacy and BC are different engines, I want to try and bring over some of Legacy's code to improve performance and less system strain. Legacy has a few bits of code that relax requirements, alter system calculations and multi load code that if it can be transferred and recognized by the BC engine I will have a huge headstart on development and would save around 6-8months of work.

I know one thing I really want to do is get rid of that interface... I will learn how to change BC's interface.
Title: Re: New BC mod and mod team: Aftermath
Post by: warp9engage on July 09, 2009, 07:29:36 AM
Right now in Legacy, Aftermath is the mod I play the most and really enjoy it  :D. Now that it's comming to BC, I'm even more interested because I'll finally be able to enjoy the content of Legacy with the features of BC (good ship physics, enemy and ally fleet selection etc..).

I would just like to ask a question: do you intend to create the same star systems, found in Legacy, on BC?
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 10, 2009, 06:30:11 AM
No, the maps that are found in the Legacy version will not be in the BC version. I dont think any of them can be re-created with the BC engine plus I want the BC version to have different maps. Of the two versions, the BC version will be the more 'canon' of the two.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on July 10, 2009, 11:44:21 AM
That kelvin is interesting, some kind of refit?
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 10, 2009, 02:51:02 PM
That kelvin is interesting, some kind of refit?

No doubt its an ENT era version of the class.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 10, 2009, 03:54:31 PM
That kelvin is interesting, some kind of refit?

No doubt its an ENT era version of the class.

Actualy, the kelvin esque ships are the Pre Tos era, its kindoff a way to ad new movie style things with my own personal twist ;) what they might have been, in the prime universe.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 10, 2009, 06:27:38 PM
update:

2 more ships now ingame,

Romulan Harpy: 1X Forward Disruptor Beam, 4X Single fire pulse disruptors, 2X Forward torpedo tubes
Romulan Talon: 2X Forward Disruptor Beam, 1X Forward Torpedo
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 10, 2009, 11:25:53 PM
Here is another ship that has just been built from us:

(http://img133.imageshack.us/img133/5153/romulanartilleryvessel.jpg)

No idea what it is called, so maybe someone over here would like to come up with a class name for it??
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 10, 2009, 11:33:48 PM
It's kinda ugly with the fat head lol. You should do more views on your promo's too, so we can see the underside, rear ect.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 11, 2009, 07:36:01 AM
maybe a "D'Braken"? Oo
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 11, 2009, 11:15:19 AM
Hm, interesting design, but when you compare it to the Raptor and the Harpy it looks too kitbashed.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 12, 2009, 11:05:14 AM
presents!

(http://img401.imageshack.us/img401/7905/vorcha.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on July 12, 2009, 11:09:11 AM
I like that Romulan ship.  Out of curiosity, will you guys be releasing these individually or as a package?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 12, 2009, 11:46:42 AM
at first a Big release, and as we move allong smaller more specific releases, for example...a wolf 359 or Dominion War Pack
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on July 13, 2009, 04:12:43 AM
I'm liking these ships... some of the details in the textures are nice even if they could use a higher-res overhaul. Be wary of fake bump-maps, though... if not done VERY carefully and subtly they can really break a set of textures imo. ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on July 13, 2009, 04:35:58 AM
If you are using some of the original, credit goes to rick knox. for all I know he was one of the modelers and texturers. Of course we can see this on the legacy akira class. its almost identical to the p81 akira here for bc. ever noticed how familar those textures look? :)
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 13, 2009, 10:09:44 AM
If you are using some of the original, credit goes to rick knox. for all I know he was one of the modelers and texturers. Of course we can see this on the legacy akira class. its almost identical to the p81 akira here for bc. ever noticed how familar those textures look? :)

Some of them are identical. The Ambassador for example.
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 13, 2009, 07:01:11 PM
He also did the A2 agean and repair ship which is why those 2 were so much better looking than the rest of the crap
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on July 14, 2009, 02:19:40 PM
Max u going to share ur importer since your not the ONLY one who knows how lol, nice job guys!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 14, 2009, 03:28:51 PM
Max u going to share ur importer since your not the ONLY one who knows how lol, nice job guys!

read back in the topic...i hinted gdata on what it was ;)...i had to find it myself so :P
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 15, 2009, 06:02:06 AM
The Aftermath home site is now ready for forum use. Its still empty as its only just been set up. We still be posting here though so we not up and leaving.

Now the site is still undergoing major changes but its usable. The site is still Legacy dominant (as that has been around longer than the BC version), the BC version has its own gallery. The galleries once things settle down they will be updated roughly few times a week. Forums will soon be split into BC and Legacy categories.

Below is the link to the Aftermath site

Aftermath Main Site (for BC and Legacy) (http://theaftermathmod.star-trek-games.com/)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 16, 2009, 02:37:14 AM
Small update, no screenshots sorry.

Here is a small list of ships currently ingame! EDIT: list updated

Federation
- Akira "cruiser"
- Ambassador "battleship"
- Galaxy "battleship"
- Nebula "cruiser"
- Sovereign "battleship"
- Defiant "frigate (special)"
- Excelsior - War Refit "cruiser"
- Norway "destroyer
- Miranda - War Refit "frigate"
- Steamrunner "Cruiser"

Klingon
- B'rel "frigate"
- K't'inga "destroyer"
- K'vort "cruiser"
- Vor'cha "cruiser"
- Negh'var "Battleship"

Romulan
- Talon "scout"
- Harpy "frigate"
- Falcon "destroyer"
- Raptor "cruiser"
- Warbird "battleship"

Cardassian
- Galor "cruiser"
- Keldon "battleship"

Ships currently planned:

Federation
- Intrepid "cruiser"
- Oberth "scout (special)"
- Nova "scout"
- Curry "cruiser (special)"

Klingon
- Death Rite Refit "cruiser (special)"
- Raptor Refit "scout"

Romulan
- Science Vessel "scout (special)"
- Heavy Defender refit "battleship"
- Winged Defender refit "cruiser"

Cardassian
- Hideki "scout"

Misc
- Vulcan Surak "cruiser"
- Vulcan Timur "destroyer"

Stations
- Federation Regular Type "outpost"
- Federation Starbase "Base station"
- Federation Drydock Type 1 "Repair facility"
- Federation Drydock Type 2 "Repair facility"
- Federation Defense Turret "weapon platform"
- Klingon "Ty-Go-Kor" Type "Base station"
- Klingon Drydock "Repair facility"
- Klingon Defense Turret "weapon platform"
- Romulan Starbase "Base station"
- Romulan Drydock "Repair facility"
- Romulan Defense Turret "weapon platform"
- Cardassian Nor type station "Base station"


Comments?


Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on July 17, 2009, 01:25:06 PM
Awesome! Good mixture of canon/non-canon ships. Has a nice pre-Dominion War feel to it.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 20, 2009, 06:16:16 AM
Something for you all :)

(http://img404.imageshack.us/img404/7978/aftermathdesktop1280800.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: X_TheUnknown_X on July 20, 2009, 06:20:34 AM
 :shock: :o
Whoa! ... Just looks excellent! But please tell me those torpedoes aren't photoshopped in.
This looks like it's going to be an amazing addition to ol' Bridge Commander.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 20, 2009, 06:23:46 AM
:shock: :o
Whoa! ... Just looks excellent! But please tell me those torpedoes aren't photoshopped in.
This looks like it's going to be an amazing addition to ol' Bridge Commander.

its a render, but ive managed to make the bc torps look somewhat like that :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 20, 2009, 07:10:44 AM
If I am not mistaken, all the VFX are from Legacy :P.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 24, 2009, 07:09:28 AM
Intrepid Class

(http://img170.imageshack.us/img170/4431/eintrepidclass.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on July 24, 2009, 08:07:11 AM
That's great! Very nice.
Title: Re: New BC mod and mod team: Aftermath
Post by: Billz on July 24, 2009, 09:23:37 AM
That Intrepid could do with the texture resolution being a lot higher.
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on July 24, 2009, 09:37:29 AM
You do realize that they have stated time and time again that they will not be making higher resolution textures. They are low res. so everyone can have good quality and good frame rates. Of which, I will take the later over the former any day.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 24, 2009, 10:10:18 AM
You'll see that she can look good.
Just wait for the AM version of those textures. ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on July 24, 2009, 12:24:57 PM
That Intrepid could do with the texture resolution being a lot higher.

Not to be outdoing Kirk, but we have stated time and time again that we will be REDOING the textures of every ship after we have them ingame and hardpointed. It's easy to pick out flaws in a render, but if you take a look at the ingame shot a few posts above the render, you will notice that when there is a lot of action onscreen, you tend not to notice the gritty details.

We will be redoing the textures. We have not decided if they will be 512 maps or 1024, although I'd prefer to keep them at the lower end to save precious VRAM.

Keep in mind that BC ships texture's look exactly as messy as these when they are ported into Legacy. The model has been ported and we are simply showing what it looks like with placeholder textures until we redo them (they will be the exact same standard of textures as are in our Legacy mod, which are considered some of the finest available.)

So for the last time, please do not make posts simply chastising a model for having a low resolution texture. It sounds like a broken record, and is unnecessary.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 24, 2009, 06:37:05 PM
The AM Legacy textures will not be applied to our ships until much later in development. That is a cosmetic feature which at this point in time is not very high on our to-do list. With the textures themselves, I starting my little projects in that area that hopefully can improve system performance. For the Intrepid, here is a look at the AM Legacy version of the ship:

(http://img300.imageshack.us/img300/5070/arsuane4.th.jpg) (http://img300.imageshack.us/my.php?image=arsuane4.jpg)

I also starting to work with AI too. I might give BC a different AI signature that is different to the Legacy version. Now interface, I do want to change it badly but not sure if BC people want an AM type interface. Below are a couple shots of the interface from various versions of the Legacy version.

Aftermath Cycle 3 interface (Aftermath 3.0)

(http://img220.imageshack.us/img220/4982/inter1.th.jpg) (http://img220.imageshack.us/my.php?image=inter1.jpg)

Aftermath Cycle 2 interface (Aftermath 2.0 and all add-ons)

(http://img503.imageshack.us/img503/6843/mainscreenkd1.th.jpg) (http://img503.imageshack.us/my.php?image=mainscreenkd1.jpg)

Aftermath Cycle 1 interface (Stage 1, Public Beta, 1.7)

(http://img145.imageshack.us/img145/8103/updatedshipselectlc1.th.jpg) (http://img145.imageshack.us/my.php?image=updatedshipselectlc1.jpg)

Or would BC people like an interface made specifically for the BC version?

------------

Also another area that has raised concern is the whole ship nonsense that happened a long time ago... I will just clear up any confusion BC modders have with regards to Aftermath.

Everyone knows the issues that exist between BC and Legacy. We do not need to go into that... One thing though that does piss me off is when people start making assumptions that are not true and posting them in public. It comes with the territory but once you have a few years of modding under your belt it becomes monotonous to deal with. Issue today being the whole porting issue...

Aftermath (Legacy) contains no ports. Ask any Legacy modder. The Legacy version of Aftermath is the only TC mod in Legacy that does not port ships. That means no BC ships exist in the Legacy version of Aftermath. So comments like we are wasting our time porting back BC ships from Legacy are complete bull****. The ships contained in the Legacy version are stock Legacy ships except for the new ones that were made. Not one port from any game exists in the Legacy version. We have permissions for alot of BC ships yes but we never used them. So the comments like Legacy is 98% BC ships does not apply to Aftermath. It had no ports to begin with...

I want this to be the last time this issue gets brought up.

moderator edit-cussing not allowed
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on July 24, 2009, 07:33:15 PM
um... i don't believe anyone made a comment about ports man.
Title: Re: New BC mod and mod team: Aftermath
Post by: Ryles on July 24, 2009, 07:51:13 PM
However, I do believe some of the stock ships in Legacy were made by Rick Knox and are virtually identical to the ships he made for BC. :)

I'm loving the work so far, though.  8)
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on July 24, 2009, 08:02:35 PM
agreed.  i like the idea of having a big battle lower end mod on a separate install.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 25, 2009, 01:47:48 AM
um... i don't believe anyone made a comment about ports man.

ehm, yea, I couldn't find any port related comment, as well?
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 25, 2009, 02:16:00 AM
um... i don't believe anyone made a comment about ports man.

ehm, yea, I couldn't find any port related comment, as well?

Lets stop this arguement regardless. Arguing over ports is silly. There's nothing bad about using them, or not using them. Hell, BC was built on them, so whatever issues are happening in this thread concerning ports...get over it...or I'll be deleting posts.

Edit: Since it has come to my attention that this whole issue of porting is comming from some youtube aftermath slam video, I'd also like to remind you that disputes off forum disputes are to stay "off forum".
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 26, 2009, 06:39:10 AM
The Sisters Nova

(http://img233.imageshack.us/img233/9213/ensisters.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 26, 2009, 02:34:30 PM
make the aft phaserbanks show up a little better...otherwise great job.
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on July 26, 2009, 07:55:19 PM
Finally a decent looking Rhode Island.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on July 27, 2009, 11:13:50 AM
Finally a decent looking Rhode Island.
I would argue here... textures look too wheathered and I can clearly see they were sized up and down (blurred not pixelated lines) which means even with 512x512 maps you could achieve better, model is indeed better than the only Rhodie available on BCF
JLS Nova and Rhode Island are the best so far
yet these could look way better with new textures
Title: Re: New BC mod and mod team: Aftermath
Post by: Shadowknight1 on July 27, 2009, 11:19:46 AM
Finally a decent looking Rhode Island.
I would argue here... textures look too wheathered also the model is outdated... JLS Nova and Rhode Island are the best so far
yet these could look way better with new textures

Yeah, agreed.
Title: Re: New BC mod and mod team: Aftermath
Post by: sbpaabck on July 27, 2009, 11:48:08 AM
Hey to the new team,

Been reading the thread and it seems like a really great idea what you are doing. I am very grateful !

I think the new models look fantastic and once the textures are sorted out they will look even better. I think a lot of people would be happy if you decided to definately go with the low / med options for resolutions, myself included. However I do appreciate what you are doing and will definately be using this mod whatever the outcome ;)

There is no masive need to have "high" texture resolution because as you say BC is limited as a program, however to at least have the option of at least medium resolutions then you are catering for a lot more of the "market" for this mod, which is something that you are doing for the ppl with weak machines so why not include the people who paid for their eye candy when they got their rigs?

I like the way this is being approached concerning the project implementation - very professional so far! I am sure we can all stay constructive and encouraging for our new guests, after all they are doing something nice for us here...

Keep up the great work guys :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on July 27, 2009, 11:54:54 AM
I do have one question which I'm not sure has been answered yet (but probably has been and I missed it):

Will this work like KM 1.0 or like BC Supermod? Not in the way that they're QB - MP/SP based but how moddable they are. Will it be compatible with other mods like KM is or is strictly a standalone thing like BC Supermod?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 27, 2009, 03:57:46 PM
its gonna be...a piece of its own, probably compatible with SOME other mods but were not gonna build it to be modable, its going to be kindoff like KM 1.0 where its allot already on its own.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on July 28, 2009, 06:04:11 AM
No. Aftermath will not be compatible with Kobyashi Maru. Aftermath will be packaged in a way where only ships/maps will be compatible with the mod. Similar fashion to the Legacy version. There are area's where we dont need to spend too much time in as we can leave some things up to the end user. I dont particularly like mods (especially large ones) being compatible with each other, it dampens a mods identity and brings down consistency in the product. Not to mention the amount of errors that can result in it. I also dont like the idea of riding someone elses coat-tails which is abit hypocritical as the BC version of Aftermath is riding on the Legacy versions coat-tails.

I prefer to make identity based mods as opposed to mods that have everything including the kitchen sink. Having an identity with the product sets itself apart from other mods. It gives one a unique opportunity.

As for textures. This is an area where we are going to need some beta testers on. I need to set a benchmark for each setting and within reason too. None of this insane resolution textures where only a select few can utilize it. From having a look around these forums and over on BC Files I have made the following idea on resolutions:

256x256 for Low
512x512 for Medium
1024x1024 for High

Now if we can add an extra two settings (havent had a chance to see what I am working with yet...), we will add in the following:

128x128 for Entry Level
2048x2048 for Maximum

Those last two are a very big if... We will work with what we got so far before I start ripping apart BC. Im still learning how BC file structure works and I having difficulties... Everything is a learning curve.

Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on July 28, 2009, 06:47:12 AM
I don't think you need 256px textures. Especially since most of the BC stock ships have that resolution and if you think of the polycount of the Legacy ships, you can keep medium sized textures (512-1024) for BC, as that won't make a lot of difference.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 29, 2009, 11:07:21 AM
Can Anyone guess what this is becoming? ;)

(http://img252.imageshack.us/img252/1383/warpdelta.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on July 29, 2009, 11:08:37 AM
Um...nope.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on July 29, 2009, 11:10:21 AM
uuuh Norway?
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on July 29, 2009, 11:17:07 AM
An early John Eaves concept ship for the opening of ST:Enterprise?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 29, 2009, 11:34:11 AM
An early John Eaves concept ship for the opening of ST:Enterprise?

Close...1 cookie...new image...might show it a bit more ;)

(http://img529.imageshack.us/img529/4408/wapdelta2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on July 29, 2009, 11:34:54 AM
OOOOH that ship!!! COOL
Title: Re: New BC mod and mod team: Aftermath
Post by: X_TheUnknown_X on July 29, 2009, 11:40:59 AM
Hmmm...

It looks suspicously like the saucer of a ship like the Prometheus or Norway. Or maybe the pod thingy on the top of an Akira ship...

Either way I'm eager to see what it'll become.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on July 29, 2009, 11:49:49 AM
nope....

what he is making is this ship here from Ent:
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 29, 2009, 11:57:32 AM
The Challenger. :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 29, 2009, 12:19:13 PM
Correct :D the earth ship known as Warp Delta. also known as challenger as Shino correctly mentioned :D

(http://img182.imageshack.us/img182/7569/warpdelta3.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 29, 2009, 03:53:50 PM
Oh, cool the Neptune class.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on July 29, 2009, 04:00:51 PM
Nice, I always liked the look of that ship.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on July 29, 2009, 04:37:43 PM
Oh, cool the Neptune class.
Wasn't that the Intrepid? oO
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 29, 2009, 04:41:17 PM
Wasn't that the Intrepid? oO

Nope, the Intrepid is the other one with the fins coming off of the nacelles.

http://drexfiles.wordpress.com/2009/06/02/intrepid-class-half-saucer/
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 29, 2009, 05:32:55 PM
Update ;)

(http://img248.imageshack.us/img248/7840/warpdelta4.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on July 30, 2009, 01:24:50 AM
that looks good.
Title: Re: New BC mod and mod team: Aftermath
Post by: StarTrekMike on July 30, 2009, 01:59:04 AM
I like how this mod is turning out...I may have to make another BC install for it when it comes out.

  I greatly appreciate the consideration for low end machines...while my machine can do a couple of high poly/high res texture ships...it cannot do anymore than that.

  This is going to be a popular mod I suspect.

  Mike
Title: Re: New BC mod and mod team: Aftermath
Post by: Vortex on July 30, 2009, 11:48:20 AM
I'm liking the look of this mod. :) Great work!!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 30, 2009, 12:19:04 PM
again update!

(http://img407.imageshack.us/img407/169/warpdelta5.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: sbpaabck on August 01, 2009, 07:27:56 AM
Very "saucy" - beautiful lines
Title: Re: New BC mod and mod team: Aftermath
Post by: Johnnymuffintop on August 01, 2009, 01:28:04 PM
An early John Eaves concept ship for the opening of ST:Enterprise?

^I'm hoping it's this.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 03, 2009, 08:36:18 AM
Another ship from scratch, made it before but i enhanced it.

(http://img2.imageshack.us/img2/4495/kentd4.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on August 03, 2009, 08:38:21 AM
Hooray, the ENT BoP. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on August 03, 2009, 09:17:47 AM
Oh good! I don't have to fake it like I had to do in the Legacy version :P.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 03, 2009, 02:22:01 PM
More shots :D

(http://img219.imageshack.us/img219/9782/entboptex1.jpg)
(http://img142.imageshack.us/img142/907/enboptex2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on August 03, 2009, 08:50:08 PM
An early John Eaves concept ship for the opening of ST:Enterprise?

^I'm hoping it's this.

Read my post above. ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on August 04, 2009, 02:26:59 AM
The model is excellent, but the textures somehow look blurred. What res is that?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 04, 2009, 04:08:09 AM
1024, BUT the render is 800 by 600 :P
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on August 04, 2009, 04:12:27 AM
The render itself is sharp, but the texture on the wings is somehow distorted. well, I guess you won't notice that ingame.
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on August 04, 2009, 04:36:19 AM
Unless you're like me, and highly concerned with appearances. Like the model though. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on August 04, 2009, 04:45:21 AM
Unless you're like me, and highly concerned with appearances. Like the model though. :)

What I meant is that during standard gameplay you won't get that close that you would notice (same in STL you won't see that some ships only have 512 textures, unless you use the free cam and get closer to the model).
Also that's something I never liked about BC, the camera angles, they only confuse me. (Or I've always been to stupid to find the correct settings)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on August 04, 2009, 07:39:06 AM
And always remember that these are not the final textures, just a preview of what they should look like when finished. We have a lot of polishing to do and we haven't even started thinking about speculars yet.
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on August 06, 2009, 06:34:14 PM
And always remember that these are not the final textures, just a preview of what they should look like when finished. We have a lot of polishing to do and we haven't even started thinking about speculars yet.

With you at the helm I'm sure things'll turn out fine. :] Good work so far in any case, guys.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 07, 2009, 08:23:16 AM
Klingon D-5, im planning on the tanker variant, on a side note. special thanks to RGSX for a great 3d reference :D

(http://img218.imageshack.us/img218/6055/kentd5.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on August 07, 2009, 10:50:56 AM
great :D
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on August 11, 2009, 05:03:00 AM
A render for you all today and a little bit of news. What we have today is three renders of three different Klingon ENT era ships that will be out sometime maybe late this year/early next year in one of our ENT era packs. Also we are getting closer to our first release, it will be a TNG based release. We are still deciding on a name for the first release as we are moving away from numeric designations for releases (something we doing with both BC and Legacy versions of Aftermath). During development we use numeric designations but for public releases each release will get a proper title.

We have also started playing around with the interface... It only small progress but we slowly building features for future releases. What we have done is changed some elements of the BC interface for Aftermath elements. They only small but progress is progress.

(http://img196.imageshack.us/img196/6360/kentgroup.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on August 11, 2009, 05:31:01 AM
Looking great guys.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on August 11, 2009, 06:08:02 AM
Good job fellas, those klinks look great.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on August 11, 2009, 10:10:03 AM
Uhm.. I don't see any renders..  :(
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on August 11, 2009, 03:46:42 PM
Here it is, uploaded
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on August 11, 2009, 04:04:14 PM
Ah, thank you :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Aeries on August 18, 2009, 04:59:46 PM
The models look good guys.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 21, 2009, 07:17:28 PM
My appolagies for the lack of updates recently, i have been home alone for 2 weeks and was taking full advantage of it :P expect lots soon. ive updated the kelvin and will be posting a rendered video soon. Also a beta/First release will be made soon.
Title: Re: New BC mod and mod team: Aftermath
Post by: sbpaabck on August 25, 2009, 07:18:50 AM
cool  :arms:  :lol:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 26, 2009, 05:44:19 AM
Beta 0.75 Posted on Moddb

http://www.moddb.com/mods/the-aftermath-bc-version
Title: Re: New BC mod and mod team: Aftermath
Post by: Vanguard on August 26, 2009, 06:50:08 PM
Downloading now...

Out of curiosity, is this version compatible with KM 1.0, and is it functional online (with or without)?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 27, 2009, 05:03:01 AM
i dont know if its compatible i think itl overwrite some ships and also it wont work online
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on August 27, 2009, 10:39:36 PM
I have question. I see that the pack doesn't come with Foundation. So if I'm using BCUT, do I use the full installation or the basic one?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 28, 2009, 05:12:14 AM
Full, cause youl get Ftech and such
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 31, 2009, 06:18:31 PM
Some New renders for you guys :D this is from the upcoming wolf 359 pack

for the ones who missed it 0.75 has been released on bcfiles

(http://media.moddb.com/images/mods/1/14/13251/F_TNG_CHALLENGER.jpg)

(http://media.moddb.com/images/mods/1/14/13251/F_TNG_CHEYENNE.jpg)

(http://media.moddb.com/images/mods/1/14/13251/F_TNG_SPRINGFIELD.jpg)

(http://media.moddb.com/images/mods/1/14/13251/F_TNG_MELBOURNE.jpg)

(http://media.moddb.com/images/mods/1/14/13251/F_TNG_NIAGARA.jpg)

(http://media.moddb.com/images/mods/1/14/13251/neworleans1.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on September 01, 2009, 02:46:24 AM
Nice work mate, I really like the nebula.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on September 02, 2009, 06:10:21 AM
Some small bit of news, next pack will be called Wolf 359. It will be an add-on to the current beta release. Other news is that the AM Legacy textures of the ships will not be transferred into the BC version. BC versions will get their own set of textures different to the Legacy version. BC Legacy texture work begins maybe after another couple of releases. We like to show progress between releases.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on September 02, 2009, 02:26:35 PM
My only question is, what Springfield is that? Is it the standard config(no addons), the SWAC varient(sensor module) or the varient with the engineering section? Just curious.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 02, 2009, 02:33:02 PM
standard no pod, might make the engineering one.
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on September 03, 2009, 02:31:19 PM
IIRC, the Springfield made for Best of Both Worlds did have a pod.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 03, 2009, 04:09:46 PM
yes i realised that, but the ship is already ingame and to modifie it again would be kindoff to much atm since the 359 pack is almost complete... only 1 more ship left to do, the all important cube...

the cube in the 359 pack will be labeld "locutus cube" since its going to be more powerfull then the later going to be released standard cube.
a full list of ships for the wolf 359 pack goes as follows

Federation:
- Niagara Class
- Melbourne Class
- Woden - Refit Class (excelsior 4 nacelle study)
- Springfield Class
- Cheyenne Class
- Challenger Class
- Saratoga Class
- New Orleans Class

Klingon:
- Raptor - Refit

Romulan:
- Winged Defender - Refit
- Heavy Defender - Refit

Bases:
- Federation Starbase (upscaled regula type as seen on DS9)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 04, 2009, 02:28:25 PM
Some ingame wolf 359 shots

(http://img98.imageshack.us/img98/9749/wolf359carnage.jpg)

(http://img215.imageshack.us/img215/1678/wolf359carnage2.jpg)

(http://img56.imageshack.us/img56/7580/wolf359results.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Vanguard on September 04, 2009, 05:55:00 PM
Oooo

Sparkly... Cookie!
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on September 04, 2009, 06:01:15 PM
The Borg Cube in Wolf 359 actually wasn't particularly green. There were just loads of internally yellowey coloured lights.
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on September 04, 2009, 08:01:21 PM
yeah, c2x cube is already the best and im not sure if there is a way to make a better one
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2009, 09:46:21 AM
The Borg Cube in Wolf 359 actually wasn't particularly green. There were just loads of internally yellowey coloured lights.

yeah i'm treing to get the borg more consistent, so in looks they will be equal to the "normal"  borg but streanght wise itl be stronger., meanwhile the TMP pack is in progress, im guessing it might get even bigger then the TNG pack cause im gonna go kitbash crazy on all races. and i might include some music from legacy.

either way here is a preview screenshot

(http://img98.imageshack.us/img98/7814/tmpphasers.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on September 05, 2009, 10:12:02 AM
Could you put up the Wolf 359 stuff on Moddb? I can't seem to download it from bcfiles. And nice Miranda  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2009, 10:27:04 AM
yeah itl be fixed in a bit it seems filefront is being a bit slow, if i had to put it up on moddb now idt take a couple of days to be aproved
Title: Re: New BC mod and mod team: Aftermath
Post by: Zephram on September 05, 2009, 03:45:57 PM
your borg ship looks mean.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 06, 2009, 08:14:39 AM
TMP Pack proposed Federation Ship List

Scout:
- Saladin
- Polaris
Destroyer:
- Akula
- Charger
Cruiser:
- Miranda - Refit
- Constellation
- Constitution - Refit
Battleship:
- Excelsior
- Excelsior - Refit
- Ascension

hope you enjoy it :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 09, 2009, 03:37:17 PM
It would be nice to have Okinawa in scouts (SFC frigate) and Ulyssess in battleships (SFC Dreadnaught)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 10, 2009, 02:33:34 AM
probably not the dreadnaught but i always liked the okinana ;) ill have a look into it
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 11, 2009, 06:44:54 PM
...Walks away while whisteling...


(http://img21.imageshack.us/img21/6517/nailinthekelvin.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Johnnymuffintop on September 11, 2009, 07:12:31 PM
(http://img193.imageshack.us/img193/9770/1zokn85.gif)
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on September 11, 2009, 08:45:02 PM
Why Grandma, what big mining freighters you have.
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on September 11, 2009, 11:30:30 PM
I would like to say thank you for making the Narada. It was a pain the the *** to build. When I see it ingame, you shall get a cookie.
Title: Re: New BC mod and mod team: Aftermath
Post by: gdata on September 12, 2009, 02:53:01 AM
Do you intend to modify that stock Borg texture to look more like the actual Narada? Nice model btw.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 12, 2009, 05:54:27 AM
Im having some problems with getting it ingame, it loads in MPE just fine but ingame so far is a difeent story
Title: Re: New BC mod and mod team: Aftermath
Post by: Jb06 on September 12, 2009, 06:20:31 AM
What's the problem exactly?

~Jb
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 12, 2009, 08:46:03 AM
i jsut doesnt load it freezes up....when i click start in the quickbattlemenu...so either it takes over 15 minutes to load or theres something wrong.
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on September 12, 2009, 08:54:39 AM
It's a size issue. If anything is bigger than roughly a BC planet, it won't scale any bigger. I think BC is trying to scale it down. If you wait (very patiently) for BC to load, then the next time you include it ingame, it should load at relatively normal speeds.
Title: Re: New BC mod and mod team: Aftermath
Post by: genty on September 12, 2009, 09:00:40 AM
When something like that happens I would just lower the damage resolution in the pluging in the scripts/ships folder. I do it for most large ships I download and it gets them to load quicker. I can't quite remember how to do it as I haven't done it for a while but I think you increase the number for each of the damage parts.
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on September 12, 2009, 11:06:13 AM
Might I ask, are going to add any Cardassian and/or Dominion ships?
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on September 14, 2009, 07:58:37 PM
...Walks away while whisteling...


(http://img21.imageshack.us/img21/6517/nailinthekelvin.jpg)

Can we pleeeaaassseee pretty please get a side view render of this beast?
Title: Re: New BC mod and mod team: Aftermath
Post by: Zephram on September 15, 2009, 12:43:39 PM
Textures dont look quite right, but it does look awsome. very very good work
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 17, 2009, 04:31:59 PM
Something new.....

Ambassador Class Prototype (Uss Ambassador. Uss Enterprise)
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_AMBASSADOR.jpg)

Excelsior Refit Class
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_LAKOTA.jpg)

Renaissance Class
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_RENAISSANCE.jpg)

Alaric Class (not final)
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_ALARIC.jpg)

Apollo Class (Weapons Pod variant)
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_APOLLO.jpg)

Belmont Class
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_BELMONT.jpg)

Ambassdor Class (Uss Yamaguchi, Uss Zhukov
(http://media.moddb.com/images/mods/1/14/13251/F_TLE_AMBASSADORREFIT.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Darkthunder on September 17, 2009, 07:40:10 PM
The Nebula Class has only 1 name, BOTH for the Sensor Pod version (USS Phoenix), and the Weapons Pod version (USS Farragut). There's no such thing as an Apollo Class.

Just looks a bit odd to me, seeing P81's ships from BC, which were remade (partially) for Legacy's stock ships. And now getting back-ported to BC. If you compare the textures on some of these ships in Legacy, to the textures he made for BC, much of it is damn near identical. Except for the colors looking a bit washed out, and that Legacy supports bump maps.

The Ambassador Class for example, has pretty much the same textures (but washed out), that the BC P81 Ambassador has. Don't take my word for it, just compare the two.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 17, 2009, 08:06:02 PM
The Nebula Class has only 1 name, BOTH for the Sensor Pod version (USS Phoenix), and the Weapons Pod version (USS Farragut). There's no such thing as an Apollo Class.

Just looks a bit odd to me, seeing P81's ships from BC, which were remade (partially) for Legacy's stock ships. And now getting back-ported to BC. If you compare the textures on some of these ships in Legacy, to the textures he made for BC, much of it is damn near identical. Except for the colors looking a bit washed out, and that Legacy supports bump maps.

The Ambassador Class for example, has pretty much the same textures (but washed out), that the BC P81 Ambassador has. Don't take my word for it, just compare the two.
Figures why I had that strange feeling playin' Legacy that I've seen these models somewhere :wtf that explains much for TNG ships... that grey/purple/beige colors known form P81 ships looked familiar, yet Ambassador model looks mhhh ... updated ... especially nacelles they are thicker, other thatn that it's indeed P81 textures but desaturated...
Title: Re: New BC mod and mod team: Aftermath
Post by: majormagna on September 17, 2009, 08:08:29 PM
The Nebula Class has only 1 name, BOTH for the Sensor Pod version (USS Phoenix), and the Weapons Pod version (USS Farragut). There's no such thing as an Apollo Class.

I'm guessing you haven't noticed that that isn't a Nebula at all? It's one of those:

"The Apollo class is to the Ambassador class, as the Nebula class is to the Galaxy class." Sortah things.

Anyway, I like these ships, yay for people who seem to understand there are those of us with 256mb graphics cards  :funny    (And I am one of those people)
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on September 17, 2009, 08:18:30 PM
The Nebula Class has only 1 name, BOTH for the Sensor Pod version (USS Phoenix), and the Weapons Pod version (USS Farragut). There's no such thing as an Apollo Class.

I'm guessing you haven't noticed that that isn't a Nebula at all? It's one of those:

"The Apollo class is to the Ambassador class, as the Nebula class is to the Galaxy class." Sortah things.

Anyway, I like these ships, yay for people who seem to understand there are those of us with 256mb graphics cards  :funny    (And I am one of those people)

Doesn't matter they are basically using p81's textures, BUT IIRC They did say they were going to update and make their own textures evenutally....of which i can't wait to see
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 18, 2009, 07:07:05 AM
@ darkthunder...that isnt a nebula class ;)...its an apollo class..made of ambassador parts...

and indeed the modl has been updated and the textures will be updated over time
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on September 19, 2009, 02:12:35 AM
I like the Renaissance one the most and the Alaric. Max knows about the rest of Ambassador siblings and my opinion on them  :)

As we have both said, textures will not be changed until much later. All ships will change in due time so put up with it. If we have to then so does everyone else. P81's work (I have no idea who he is, Im new to BC) or Santa, textures will be changed later. Patience is all that is needed. All current ships visuals are placeholders until a BC identity is made for them.

The first ship that will get its textures heavily worked is the Intrepid. You will see how that one shapes up in the coming weeks. I usually do one ship per week (texture work) for Legacy, and with around 90 something ships minimum coming across into BC, I think I have to boost my productivity up  :funny . Ive also just started learning to map using BC... Very very different to what Im use to...
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 20, 2009, 01:26:18 PM
Some ingame screenshots of the first custom starsystem.

(http://media.moddb.com/images/mods/1/14/13251/STBCAN_promo_1.jpg)

(http://media.moddb.com/images/mods/1/14/13251/STBCAM_Promo_4.jpg)

(http://media.moddb.com/images/mods/1/14/13251/STBCAM_Promo_3.jpg)

(http://media.moddb.com/images/mods/1/14/13251/STBCM_Promo_2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on September 20, 2009, 03:45:26 PM
Pretty cool, new maps are always a plus.
Title: Re: New BC mod and mod team: Aftermath
Post by: CyAn1d3 on September 20, 2009, 03:54:19 PM
Pretty cool, new maps are always a plus.

most definitely
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 23, 2009, 03:20:36 AM
Be prepared for more solar systems in the near future. Ps im making this post with my my iPod touch 
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 24, 2009, 04:22:55 PM


Recently I have been working on rebalancing all ships for the upcoming packs, I already started working on the TMP pack when i realize the values of Hitpoints had to be so low it would be almost impossible to make it balanced in the earlier era's.
Doing that took a while mainly because I just put off the work. But finaly it has been completed.
However during the rebalancing i did continue work on new models wich some of you may have seen in the screenshot galery, more on that later on in this article.
Also i have started to outfit all excisting ships with the ability to launch shuttles and fighters, this freature also allows for more ship designs for other races (a klingon Vorcha with a diferent pod for fighter launching.
What is soon to come.

Soon you will maybe see a small release with new hardpoints and shuttle launching capabilty. If not it will be included in the upcoming TLE pack. The TLE pack will contain ships from the "missing" era of star trek, between star trek 6/beginning generations and TNG this will include ships as the Enterprise B Excelsior Refit class and Enterprise C amassador Prototype class, also for other races will there be ships with some unique ships never seen in Star trek Bridge command or Legacy. Included in this pack will also possibly be some addons to the TNG era, such as the Venture Class (Galaxy subtype) and the Sovereign Refit (nemesis sovereign) and some Nebula class variations as the Phoenix and NX-Nebula. For other races this will probably mean things like Vorcha and Neghvar Variants with the possiblity of a D-7 Variation pack. If all goes well the TLE pack will be out within 2 months, the reason for this long time is the simple fact that it will be HUGE.

Stay tuned
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 28, 2009, 05:31:29 PM
VORCHASSS!!!

(http://media.moddb.com/images/mods/1/14/13251/vorchavariants.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: CyAn1d3 on September 28, 2009, 05:48:35 PM
VORCHASSS!!!

OF DOOOM!!!!!  :eek  :hide
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 30, 2009, 05:46:16 PM
Allright time for another update.
I've been working on something else then federation for a change, I've been working on the mighty Klingon empire. From vorcha variants to some tmp/tle era refits like the stalker and k-14.   
Chanses are that instead of a tle pack, I came to this idea when I realized that the federation is extremely overdone. after the Klingons the romulans are next in line with the possibility of vulcans and the Terran empire. Also a media update is coming soon.

Stay tuned
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 15, 2009, 11:48:51 AM
(http://media.moddb.com/images/mods/1/14/13251/Connie.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 17, 2009, 07:55:56 PM
more screens!

(http://media.moddb.com/images/mods/1/14/13251/TOSFLEET2.jpg)
(http://media.moddb.com/images/mods/1/14/13251/TOSFLEET1.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on October 17, 2009, 08:10:19 PM
Not bad! Though I'm not a fan of the bussards.
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on October 24, 2009, 08:30:56 AM
The one and only part i would recommend changing is the Main deflector, its lack of glow is very similar to the Yamamato i downloaded, the ship as a whole looks sharp but the lack of glow on that Deflector ends up being really distracting and noticeable when i play, if that were Lit up a bit more itd be BINGO spot on. :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 24, 2009, 09:08:30 AM
uhm its not suppoed to glow?
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on October 24, 2009, 09:12:11 AM
Are you sure? it seems off...maybe your right in TOS maybe it didnt TMP on it did.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on October 24, 2009, 09:23:38 AM
In TOS no deflector was lit as they were just copper/bronze colored antennas while in TMP they lit blue (mostly)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 24, 2009, 12:22:43 PM
Bones is right ;) tmp version will have blue deflector ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 25, 2009, 09:20:25 AM
Update: Triton Class Light Cruiser, Enterprise Era

(http://media.moddb.com/images/mods/1/14/13251/F_ENT_TRITON.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on October 25, 2009, 10:54:10 AM
Very Nice. I thought they were called Poseidon?
Title: Re: New BC mod and mod team: Aftermath
Post by: Judge King on October 25, 2009, 01:00:25 PM
Very Nice. I thought they were called Poseidon?

The Triton-class is a variant of the Poseidon-class.
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on October 25, 2009, 01:10:08 PM
Ahh ok. cool. :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 25, 2009, 06:06:41 PM
Very Nice. I thought they were called Poseidon?

The Triton-class is a variant of the Poseidon-class.

has someone been reading the Moddb page?;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Judge King on October 25, 2009, 07:19:16 PM
Very Nice. I thought they were called Poseidon?

The Triton-class is a variant of the Poseidon-class.

has someone been reading the Moddb page?;)

I have Legacy so noticing it was a variant was easy.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 27, 2009, 07:38:01 PM
TOS era update:

Ingame:
Federation -
- Saladin (scout)
- Akula (destroyer)
- Miranda (cruiser)
- Constitution (cruiser)
- Federation (battleship)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on October 31, 2009, 11:51:19 AM
D7 :)

(jb76 edit - images uploaded...)
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on October 31, 2009, 07:03:42 PM
That looks awesome! Any chance of some better lit shots?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 07, 2009, 06:58:39 AM
this picture has been submitted to BCFiles with the caption

Outpost 27 to USS Potemkin you are cleared for departure, good luck out there.

(jb76 edit - image uploaded...)
Title: Re: New BC mod and mod team: Aftermath
Post by: Biggins on November 07, 2009, 07:18:41 AM
Thats gorgeous!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 20, 2009, 09:47:09 AM
as you all saw the TOS pack was released...(fed Kli) but i FINALY got somthing ingame :D


(jb76 edit - images uploaded...)
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on November 20, 2009, 09:53:46 AM
You sir get a much earned cookie. I do not remember the Narada having a spherical engine area. Nice starsystem. It looks new. Did you make it yourself?
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on November 20, 2009, 09:55:32 AM
ive uploaded the images - in the future if you dont mind, can the images please be uploaded rather than hotlinked to?
thx :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 20, 2009, 10:53:59 AM
I do not remember the Narada having a spherical engine area.

It did. It's most obvious when the Narada chases after the Jellyfish (it looks like its got a big rocket engine) near the end of the film.
Title: Re: New BC mod and mod team: Aftermath
Post by: baz1701 on November 20, 2009, 10:57:05 AM
here you co should help

Good looking ship though better than mine.
Title: Re: New BC mod and mod team: Aftermath
Post by: Lord Tribble on November 20, 2009, 11:00:36 AM
The back end definitely need some extra bits around it. Just to cover up the obvious sphere

Trekcore has some excellent hd screenshots

http://movies.trekcore.com/gallery/albums/xihd/trekxihd1131.jpg
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 20, 2009, 11:49:48 AM
More narada screenies :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 20, 2009, 12:01:23 PM
Very pretty...and pinecone-ish. :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on November 20, 2009, 02:27:54 PM
My goodness, you're actually approaching doing the Narada justice! A retexture with less generic textures might be all it needs!

(No offence to anyone else making the Narada...)

I'm on tinterhooks awaiting release.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 23, 2009, 02:55:11 PM
Yeah small problem with the narada, it doesnt always attack you O.o byt thats more a scripting thing models works fine...and when it doesn attack you ur screwed...i took my kelvin through the tentacles...
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on November 23, 2009, 03:02:26 PM
 :eek poor Kelvin, so young, and so.. tentacle raped..   :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 23, 2009, 03:07:58 PM
Yeah small problem with the narada, it doesnt always attack you

Does the Narada have torpedoes?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 23, 2009, 03:29:56 PM
yes and pulse weapons wich use the torpedo script
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 23, 2009, 03:32:47 PM
Hmm ok. Can't think why it doesn't always attack then.
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on November 23, 2009, 03:38:45 PM
Have you considered using borg scripts to? it is a Borg modified vessel :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on November 23, 2009, 09:05:10 PM
More accurately, a heavily Borg-modified Romulan mining vessel. But I'm just picking nits, point taken.

Carry on.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 27, 2009, 03:31:23 PM
to correct u all, a by talshiar modified standard romulan mining vessel with salvaged borg nanite technoligy.

also new screenies of TOS rommies.

Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on November 27, 2009, 05:09:37 PM
Cool really looking forward to all of it. :whenitsdone
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 28, 2009, 07:58:50 AM
Those are actually pretty interesting Rommie designs.
Title: Re: New BC mod and mod team: Aftermath
Post by: majormagna on November 28, 2009, 10:47:01 AM
Re-using old hulls for newer designs? The earliest Romulan 'Warbird' design? (Double hull)

I like! Although for the double hulled one I wouldn't have the image of the bird on the dorsal side, it just doesn't look right.
Title: Re: New BC mod and mod team: Aftermath
Post by: acidfluxx on November 28, 2009, 04:51:14 PM
Loving some of the content!

Nice one guys!
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on November 30, 2009, 09:37:34 AM
i was wondering was the belknap class going to be included with the tmp ships and love the work so far i have all the ships keep up the good work
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 30, 2009, 11:46:48 AM
yes it will be the Romulan pack is finished, and is undergowing internal Beta testing. the TMP pack has started with 5 ships already ingame. The TMP pack is going to be VERY big, with allot of ships from STL Aftermath but also ALLOT of new designs.

Ingame:
- Constitution - Refit (Cruiser)
- Miranda - Refit (Cruiser)
- Charger (Destroyer)
- Polaris (Scout)
- Saladin - Refit (Scout)

Planned:
- Oberth (Scout)
- Glancer (Destroyer)
- Akula - Refit (Destroyer)
- Akyazi (Destroyer)
- Soyuz (Cruiser)
- Lantree (Cruiser)
- Challenger  (Cruiser)  (might get a new name due to BC Plugin System)
- Belknap (Battleship)
- Proxima - Refit (Battleship)
- Coeur de Lion (Battleship)
- Federation - Refit (Battleship)
- Excelsior (Battleship)

if anyone has any requests for ship now is the time, i will be taking requests for TMP Federation, Klingon and Romulans

on a side note, the TMP ships wont have TWOK pulse beams but SOLID red beams, the reason is the BC phaser system. Unlike the legacy phaser system where the texture goes forward, in BC the Phaser texture goes forward for half of the duration then goes backwards wich looks odd imo. That is why we have chosen for 2 solid red beam wich looks better.
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 30, 2009, 04:10:02 PM
in BC the Phaser texture goes forward for half of the duration then goes backwards wich looks odd imo.

What?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on November 30, 2009, 04:12:44 PM
you never noticed? with tmp phaser textures the texture first goes forward towards the target then goes backwards.....looks crap...
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on November 30, 2009, 04:16:18 PM
I never noticed because no-one else has noticed or if they have they've never considered it a problem. If anything, they downloaders of this will probably be disappointed if they don't get pulsey phasers like there should be.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 01, 2009, 01:55:23 AM
A little preview ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 01, 2009, 02:00:56 AM
you will include the Lionheart?! :eek do want.. just for that ship.. as long as there's no alignment issues with the nacelles, rollbars and textures like the ancient one at filefront has..  :roll not to mention quadruple shuttle bay doors, when there should be two..
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on December 01, 2009, 04:53:20 AM
Hey I think you should consider placing these ships aswell :
Okinawa class (escort/scout)
Constellation (heavy cruiser)
Ark Royal (fighter carier)
Ulysses (Dreadnought)
Yamato (battleship)

tho these are SFC ships (except for Constellation which is late TMP design) they would fill some gaps in your list and IMHO they are a must-have for any TMP pack ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on December 01, 2009, 05:20:40 AM
There have actually been pulse-phaser textures, and they look pretty god. I think the Swordfish used it, as well a couple of other TMP ships.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 01, 2009, 08:15:19 AM
How about a Loknar class.

http://bridgecommander.filefront.com/file/SFP_Loknar;100619 (http://bridgecommander.filefront.com/file/SFP_Loknar;100619)

That's What they look like.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 01, 2009, 11:41:54 AM
Akula Class Destroyer =D
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on December 01, 2009, 01:24:09 PM
nice =D
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on December 01, 2009, 01:27:58 PM
it's raining akulas
Title: Re: New BC mod and mod team: Aftermath
Post by: Lord Tribble on December 01, 2009, 01:33:55 PM
it's raining akulas

hallelujah!...




I'm so sorry.
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on December 02, 2009, 09:29:21 AM
Hey Max...in the original Aftermath 0.75 was there a reason that the Saber wasn't included? The reason I'm asking is because these models are also perfect for ports to Armada2 as they are excellent quality but dont cost a high Poly Count...Im also asking permission to port these and other aftermath ships to A2. Full credits will be given if my mod is ever released LOL its a WIP thats been going on for almost 4 years I'd say going on 5 LOLOL so yea SABER!! SABER!! SABER!! LOL TTYL
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 03, 2009, 06:40:56 AM
more renders ;D;D...oh ps: romulan pack is on Moddb D: http://www.moddb.com/mods/the-aftermath-bc-version/downloads/romulan-incursion-addon
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 03, 2009, 12:12:58 PM
The back section of the Soyuz extend to be in line with the nacelles.

http://www.ambarenya.net/st/main/ships/fed/soyuz__u.jpg

http://stdarkfate.craigcurtis.us/images/stsfc2272SoyuzM.jpg
Title: Re: New BC mod and mod team: Aftermath
Post by: Vladko1 on December 03, 2009, 12:15:40 PM
The Proxima looks great!  :)
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on December 03, 2009, 02:01:12 PM
The bridge of the Soyuz has to be changed as well...its not the same bridge module as the Constitution and Miranda class...
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on December 03, 2009, 02:12:11 PM
I like the color scheme.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 03, 2009, 03:48:22 PM
The back section of the Soyuz extend to be in line with the nacelles.

http://www.ambarenya.net/st/main/ships/fed/soyuz__u.jpg

http://stdarkfate.craigcurtis.us/images/stsfc2272SoyuzM.jpg

it does it just doesnt show at this angle ;) also the bridge..well simply i dont care i didnt like the Official bridge :P

I like the color scheme.

are you referring to the renders or Romulan pack?
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on December 03, 2009, 04:25:15 PM
LOL okay then...what about the Saber
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on December 03, 2009, 04:31:03 PM
The back section of the Soyuz extend to be in line with the nacelles.

http://www.ambarenya.net/st/main/ships/fed/soyuz__u.jpg

http://stdarkfate.craigcurtis.us/images/stsfc2272SoyuzM.jpg

it does it just doesnt show at this angle ;) also the bridge..well simply i dont care i didnt like the Official bridge :P

I like the color scheme.

are you referring to the renders or Romulan pack?

those connie variants.
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 03, 2009, 04:51:59 PM
*eagerly waits for Lionheart to appear*
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 03, 2009, 08:07:02 PM
Man I've only seen the renders on the romulan ships, and they look great.
EDIT
Will there be weapons on the Soyuz class?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 04, 2009, 02:10:41 AM
yes it has 12 regular phaser turrets, but it also has enhanced sensors, and NO torpedoes
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on December 04, 2009, 03:01:12 AM
you left spacedock without torpedoes?
.
.
.
.
.
.
out of curiosity, when will they be installed?
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on December 04, 2009, 04:26:59 AM
you left spacedock without torpedoes?
.
.
.
.
.
.
out of curiosity, when will they be installed?

 :funny Creepy, I watched that again last night.
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 04, 2009, 10:58:29 AM
The Soyuz never had any visible torp tubes so I think it's always been assumed it never had them. Visually anyways.
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on December 04, 2009, 11:07:32 AM
I think you missed the joke.  :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 04, 2009, 11:12:54 AM
Oh I saw the joke, however there was a degree of seriousness here :P :

Will there be weapons on the Soyuz class?

yes it has 12 regular phaser turrets, but it also has enhanced sensors, and NO torpedoes

Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 04, 2009, 06:40:23 PM
Little something i doodled up
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on December 04, 2009, 07:19:04 PM
Saber??? LOLOL Im gonna keep sayin it til you answer me lol
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on December 04, 2009, 10:34:30 PM
He's got a point! That does look a little like a pre-TOS Sabre.
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on December 04, 2009, 11:03:30 PM
Hmm, looks a lot like the old Kestrel.
(http://screenshots.filesnetwork.com/8/files2/35984_2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 05, 2009, 01:54:48 AM
We have a winner, it is indeed the kestral. And the paris
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on December 06, 2009, 07:08:43 AM
Paris looks like a deformed archer class scout =D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 06, 2009, 08:53:15 AM
on popular request.

Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 06, 2009, 09:58:12 AM
The okinowa engines look wrong, they should be like this
(http://www.btinternet.com/~ady1971/torishima_angle1.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 06, 2009, 12:28:46 PM
yh since the okinawa s not canon i dont really care xD
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 06, 2009, 12:42:43 PM
It might just be me but those pylons look a little spindly. Perhaps widen them a bit?
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on December 06, 2009, 02:30:13 PM
we can always modify it to use the correct nacelles later...
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on December 06, 2009, 02:51:51 PM
on popular request.



Yay :D finally some SFC stuff :D
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on December 06, 2009, 04:31:34 PM
with the new engines it looks like a refit
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on December 06, 2009, 05:06:57 PM
I'm fine with the Connie nacelles on Okinawa, like Maxloef said its non-canon. Almost any custom Okinawa model is better than the POS low poly model from the Starfleet Command games. Also Maxloef, nice work on the Starfleet Museum ships.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 06, 2009, 06:14:09 PM
from starfleet museum to Enterprise....i re-introduce you to the NCC-05 USS Atlantis, NX Atlantis Class - Final NX Design. this design became the future for all federation vessels with it being the first ship with a secondary engineering hull storing the warp core and shuttlebay.

the original engineering rooms were changed to science labs and cargo holds allowing for more advanced studies and storage on long term voyages.
As the first of her class was under construction the United federation of Planets charter was signed, with it the Atlantis was painted with UFP markings.

th Atlantis was the first ship capable of reaching the top speed of Warp 7

Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 06, 2009, 10:36:29 PM
Wow, look just as good as the lc ones
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on December 06, 2009, 11:12:34 PM
i sure do hope your going to give me credit for my battle bird name/design
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 17, 2009, 05:42:49 PM
After carefull concideration i DID went for pulsy phasers for the TMP pack

SCREENIE :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on December 17, 2009, 05:53:18 PM
NICE
Title: Re: New BC mod and mod team: Aftermath
Post by: Vladko1 on December 17, 2009, 06:04:02 PM
The Miranda is a bit low poly.
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 17, 2009, 06:05:31 PM
The Miranda is a bit low poly.

That is the purpose of this mod. :) To be friendly to all computers and allow the slower older ones to have less laggy fleet battles.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 17, 2009, 06:14:30 PM
yes, i use it on my main install, just the addons, with a hp tweak, and deleting most of the 1.0 files from the newer addons, but this is great for people like me who like low poly ships for fleet fights, also question for Max-Will there be a dominion alliance ship pack (jemhadar, breen, cardassians, and sona), and a new Surak class, a port  of Truell's (did i spell her name right) Selyla, from ENT campaign, and minor races that are fun to fight?
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on December 17, 2009, 06:38:40 PM
Pulsey phasers for the win  :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 18, 2009, 08:08:31 AM
yes, i use it on my main install, just the addons, with a hp tweak, and deleting most of the 1.0 files from the newer addons, but this is great for people like me who like low poly ships for fleet fights, also question for Max-Will there be a dominion alliance ship pack (jemhadar, breen, cardassians, and sona), and a new Surak class, a port  of Truell's (did i spell her name right) Selyla, from ENT campaign, and minor races that are fun to fight?

short awsners: Yes, Yes, Yes and i dont know when :P

long awnser:

Yes i plan on doing a Dominion Alliance pack but its far from seeing the light, its probably going to be the fist pack ill do AFTER ENT TOS TMP TNG are done.
the pack wont be just dominion but a complete "Deep Space 9 Pack" the pack will concist out of allot of ships from both the cardassians dominion and breen, also some new federation and klingon ships will see the light of day.
As for the vulcans, their gonna get an entire race seperatly. like all major legacy mods did i will make refits of the 2 ships available in legacy.

And now the minor races, yes they are plannen i have the Xindi at the top of my list. I created a bunch of Xindi for UUM and i plan to bring them to legacy after some serious modifications. and other stuff like the Talarians (and varaints) are also on my...minor stuff to do list.

Also with the TMP pack wich im working on now will include most LIKELY allot more space stations then my previous packs. Here is what i have planned.

Federation:
Oribital Space Facility (ST: TMP)
Regula Type Space Labs (ST: TWOK)
Spacedock 1 (ST: SFS)
Maya Type Drydock (ST: TMP)
Sensor Satalite (ST: TNG?)
Defense Turret (ST: Leg)

Klingon:
Starbase (ST: Leg)
Outpost (ST: Leg)
Shipyard (ST:Leg and Armada)
Klingon Turret (ST: Leg)
Mining Station (ST:Leg)

Also heres a list of ships currently planned and their status

Green = Complete
Yellow = Needs HP
Red = Not exported

Federation:

Scouts:
- Saladin
- Strider
- Okinawa
- Polaris

Destroyers:
- Glancer
- Akula
- Charger
- Abbe
- Akyazi

Cruisers:
- Constitution
- Miranda
- Constellation
- Belknap
- Contestor (known as Challenger in my Legacy TMP pack)
- Soyuz
- Saratoga

Battleships:
- Excelsior Prototype
- Excelsior
- Federation
- Proxima
- Couer de Lion

Klingons:
CLASSIFIED!


edit: List updated
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 18, 2009, 04:57:46 PM
I can work with some hps, send me the Saratoga model and Miranda hps and it will be done in about 20 min
and i guess you won't include klingons in the pack,
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 19, 2009, 06:24:24 PM
i present you my scratch made Jupiter/Delta Class Destroyer.

Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on December 19, 2009, 07:53:42 PM
Nice, though the light blue bridge thingy doesn't mesh with the hull color, the contrast of color makes it seem a bit cartoony. But again, nice work.  :)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on December 19, 2009, 10:24:21 PM
And officially its Neptune as the class name.;)

Also I agree that the blue on the bridge just doesn't work.

But those are two minor things that can be quickly corrected and everything else is fine. Good job on it. Looks pretty good.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 20, 2009, 03:05:04 AM
And officially its Neptune as the class name.;)

Also I agree that the blue on the bridge just doesn't work.

But those are two minor things that can be quickly corrected and everything else is fine. Good job on it. Looks pretty good.

it was never officialy named... x] only fan speculation, the people that worked on it refered as Warp Delta ;) and Nepute is what i named the "intrepid" reason is just because a starship is named intrepid doesnt mean its an intrepid class. and im trein to keep as many original shipnames ;)

and yes the bridge is gonna change, its supposed to be yellow and smaller and some wierd extension behind it. Im not gonna do the freaky extension thing i dont like it. Also mine is more based on the concept art :)

http://drexfiles.wordpress.com/2009/04/24/ste-warp-delta-pictorial/ < official renders

http://johneaves.wordpress.com/2009/04/27/the-starships-of-expance/ < Concept art

PS: im planning on making ALL those ships Except the Doughnut ship
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 20, 2009, 10:49:46 AM
That one dreadnought is an Akira ripoff, another one for that fact

Also will you include the huge pasma cannon that truell made the klingons?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 20, 2009, 04:40:57 PM
Updated Delta and the Neptune :D

Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on December 20, 2009, 06:28:51 PM
are you doing the doughnut? If you do i hope you do an evolution as well, because it'd be a killer ship design base when it hits the sov era.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 20, 2009, 06:52:53 PM
are you doing the doughnut? If you do i hope you do an evolution as well, because it'd be a killer ship design base when it hits the sov era.

i didnt really like it so probably not...

also an even more updated Neptune, i finished the saucer texture being based more off the renders.


Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 20, 2009, 07:14:12 PM
*still waits patiently for LionHeart*  :angel
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 21, 2009, 09:12:33 AM
well for the COEUR DE LION not lionheart...yeah i know it means the same but the french sounds better :P here u go ;)

also renders of the TMP Federation Class and the Europa Class BASED upon the concept by John Eaves

Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on December 21, 2009, 09:55:04 AM
Wow, you've been busy.  :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: acidfluxx on December 22, 2009, 07:31:38 AM
Loving the stuff I'm seeing!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 23, 2009, 05:13:09 AM
hardpointing the Proxima refit...WOW.... 56 phaser turrets....8 forward and 8 aft tubes wow...sick x]

Hardpoint Complete ;)

and its ingame and SICK!
Title: Re: New BC mod and mod team: Aftermath
Post by: Voyager16 on December 23, 2009, 08:22:25 AM
I loved your work with Legacy, you have my cookies here!

edit; Lol at Maxloef, you live in Arnhem? Thats like 30min from my home hehe. (noticed on BCF)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 23, 2009, 08:50:33 AM
I loved your work with Legacy, you have my cookies here!

edit; Lol at Maxloef, you live in Arnhem? Thats like 30min from my home hehe. (noticed on BCF)

yes i do :P where do you live then? Nijmegen? Duiven? Westervoort?:P

UPDATE! Soyuz ingame :D

next up Saratoga and Lantree
Title: Re: New BC mod and mod team: Aftermath
Post by: milenent on December 23, 2009, 11:01:44 AM
Good models but I think the textures are a bit Low Resolution.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 23, 2009, 11:45:22 AM
That is the goal of the mod, as stated abvove
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 23, 2009, 12:41:23 PM
can you spot something special about this excelsior?
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on December 23, 2009, 12:53:40 PM
It would be more difficult if you stopped naming your jpgs so descriptively :p

Looks to me like it might be the ST III version, with all of the NX details, like the forward cowling on the aft shuttlebay, the differently shaped bridge module and different Impulse engine crystal config.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on December 23, 2009, 01:39:43 PM
Yup thats the NX-2000 alright.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on December 23, 2009, 02:15:02 PM
So what's special about a NX-2000? oO
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 23, 2009, 02:33:19 PM
So what's special about a NX-2000? oO

the blue spheres near the impulse engines are diferent, the bridge is diferent and the aft shuttlebay is diferent... i found the textures for it in legacy and i felt i had to make it ;)

also a signature for anyone who wants to support this TMP pack :)

(http://img22.imageshack.us/img22/4193/amsigcropped2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Centurus on December 23, 2009, 03:25:34 PM
Is it just me, or does it look as if the aft nacelle fin on the right nacelle is missing?  Or is it just the angle of the render?
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 23, 2009, 03:32:50 PM
yes i see that
strange
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 23, 2009, 03:33:36 PM
its the render :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Voyager16 on December 23, 2009, 07:12:01 PM
Quote from: Maxloef

yes i do :P where do you live then? Nijmegen? Duiven? Westervoort?:P

UPDATE! Soyuz ingame :D

next up Saratoga and Lantree

Zelhem, It's like 5km from Doetinchem (where my school is).
hehe irony.

But great looking!
Title: Re: New BC mod and mod team: Aftermath
Post by: Shino Tenshi on December 24, 2009, 05:09:24 PM
So what's special about a NX-2000? oO

the blue spheres near the impulse engines are diferent, the bridge is diferent and the aft shuttlebay is diferent... i found the textures for it in legacy and i felt i had to make it ;)

I know the differences between NX and NCC-2000 but why is this something "special".
It's not like nobody ever did that before or something...
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on December 24, 2009, 06:01:16 PM
So what's special about a NX-2000? oO

the blue spheres near the impulse engines are diferent, the bridge is diferent and the aft shuttlebay is diferent... i found the textures for it in legacy and i felt i had to make it ;)

I know the differences between NX and NCC-2000 but why is this something "special".
It's not like nobody ever did that before or something...
Oh comon I think Max wanted to give us small practice of quick differences-spotting :P but yeah epic fail with that picture name you had (my god I sound like master Yoda now :eek) :funny
I like NX better than regular NCC version tho ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 25, 2009, 04:46:41 AM
well actualy not allot of mods bother with stuff like NX variants and i wanted to show i do :P simply because i can :P
Title: Re: New BC mod and mod team: Aftermath
Post by: acidfluxx on December 26, 2009, 09:01:58 PM
Max, you realise my ships are available to you and BC? right?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 28, 2009, 01:45:38 PM
oh awsome :D thats great to hear :)

also another update :D

the Qonos 1
Title: Re: New BC mod and mod team: Aftermath
Post by: X_TheUnknown_X on December 29, 2009, 10:12:32 AM
:eek :D
Looks good, must've taken ages to texture that. I guess that it's a custom flagship texture on the K'Tinga. Can't wait to try this out.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 29, 2009, 11:01:14 AM
that is Klangs ktinga right, from st6
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on December 29, 2009, 11:08:57 AM
that is Klangs ktinga right, from st6

Chancellor Gorkons but yes, from the same movie. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 29, 2009, 11:11:14 AM
That's right, haven't seen the movie in a while :P


Max- do you have a updated list on the status, with what klingons are going to be in it?
also will there be rommies?
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on December 29, 2009, 12:48:05 PM
oh awsome :D thats great to hear :)

also another update :D

the Qonos 1

the impuls grills look pretty distorted
Title: Re: New BC mod and mod team: Aftermath
Post by: acidfluxx on December 29, 2009, 11:29:45 PM
Was that Quonos texture fresh, or recycled from UU?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 30, 2009, 04:44:34 PM
Fresh ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 30, 2009, 05:04:19 PM
I wonder if some of those ships will be available separately from the aftermath mod..
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on December 30, 2009, 07:15:40 PM
only the proxima, vladko made one
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 30, 2009, 08:25:31 PM
Bugger. I was hoping for the Coeur de Lion.  :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 31, 2009, 05:26:19 AM
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey

Title: Re: New BC mod and mod team: Aftermath
Post by: Adonis on December 31, 2009, 05:38:45 AM
can you spot something special about this excelsior?

The bridge shape on yours is wrong (isn't cylindrical but triangular) and the impulse crystal shape is wrong (it isn't as deep as yours, it's more like this -> \/\/ but shallow). Also, the teal panelling on the impulse engine sides is a different shape on the NX to the NCC (you have left the NCC's one). The Ent era ships of yours need the hull color darker.
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on December 31, 2009, 05:57:27 AM
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey




quite a nice design actually! can you try some different angles? or is the main hull the only change? if so i would try something with different with the head.
Title: Re: New BC mod and mod team: Aftermath
Post by: Vladko1 on December 31, 2009, 06:12:07 AM
only the proxima, vladko made one

yeah but thats not the same model als Aftermath, aftermaths model is THE model from Star Trek Legacy Vladko's oe is a crude attempt at a proxima...


and sorry the Coeur de Lion might not make the final release...i cant get it to look right and i dont want to have a half assed ship in the game :P

also a new Bird of Prey... the D-13 Class Mark II Bird of Prey



Yep, she's crude because Rhino 3D have issues exporting to 3ds. Make many mesh errors :(
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on December 31, 2009, 06:28:49 AM
 Nooo, say that it isn't so.. :'( could anyone of the more experienced modders help with that?

or perhaps you could turn them into sketchup format, and then import from there to 3ds, I've noticed that sketchup->3dsmax causes no mesh errors whatsoever..
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 31, 2009, 06:42:49 AM
Nooo, say that it isn't so.. :'( could anyone of the more experienced modders help with that?

or perhaps you could turn them into sketchup format, and then import from there to 3ds, I've noticed that sketchup->3dsmax causes no mesh errors whatsoever..

im still gonna make it but! its probably not gonna be in the initial TMP release :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on January 10, 2010, 03:49:20 AM
is that the same cour de lion as on bcfiles? The jackill one?

Oh and do you need any of these tmp's hp'd? You know I can run these out in like 15 minutes a peice, all you'd need to do is provide me the fx names and I could adapt my tmp hp's. You'd just need to adjust the stats when I'M done.
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on January 10, 2010, 06:43:32 AM
yup, it's that same quad-nacelle beauty.  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on February 27, 2010, 12:32:50 AM
is the Galaxy Class Venture refit going to be included in the full aftermath mod
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on February 27, 2010, 11:21:09 AM
Hey I forgot about this, I just wanted to mention, not a problem, but something that bothers me. All the weapon arcs show up in the same arc on the weapons status screen in the bottom right corner when your in the tactical or free flight modes. Its kinda annoying cause I can't tell where my weapon arcs are and how charged they are. Can that be fixed for the full release. Otherwise I like this mod, everything is fairly balanced (not as bad as some of the ships in KM) I don't mind the texures at all since I can put more ships into battle, and honestly I'm usually to busy fighting to worry about how pretty other ships are. I can't wait to see the end result, it will give KM a good run for its money, I just can't wait for online play with this
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 28, 2010, 11:07:02 AM
Hey I forgot about this, I just wanted to mention, not a problem, but something that bothers me. All the weapon arcs show up in the same arc on the weapons status screen in the bottom right corner when your in the tactical or free flight modes. Its kinda annoying cause I can't tell where my weapon arcs are and how charged they are. Can that be fixed for the full release. Otherwise I like this mod, everything is fairly balanced (not as bad as some of the ships in KM) I don't mind the texures at all since I can put more ships into battle, and honestly I'm usually to busy fighting to worry about how pretty other ships are. I can't wait to see the end result, it will give KM a good run for its money, I just can't wait for online play with this

Yes im away of this, it will be fixed later on in the mod.

On another note this mod is NOT dead I was sucked into star trek online a bit but I will continue working on this, as such a small update.

the Heavy Ktinga class
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on March 01, 2010, 07:58:31 AM
these disruptors look like stargate weapons.... other then that its a nice design.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 01, 2010, 08:40:04 AM
yup, it would look alot better if you use double barrel disroptors from B'rel ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 04, 2010, 09:39:45 AM
Hmm...Xindi....not final texture/uv Credits to shadow for his public meshes
Title: Re: New BC mod and mod team: Aftermath
Post by: 007bashir on March 04, 2010, 10:20:28 AM
Hey Guys

I'm new in the forum. It is amazing how many mods there are. The most of them are great.

It was about time that someone does the Xindi Reptilian.
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 04, 2010, 11:01:31 AM
Hey Guys

I'm new in the forum. It is amazing how many mods there are. The most of them are great.

It was about time that someone does the Xindi Reptilian.
Now Amen to that  ;)
Textures indeed could use some sharpening, overally it's cool.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 04, 2010, 05:18:10 PM
Some weird enterprise era medium cruiser, NEEDS A NAME! suggestions welcome =]
Title: Re: New BC mod and mod team: Aftermath
Post by: Biggins on March 04, 2010, 05:25:42 PM
reminds me of a quick saber type ship........cutlass or something?
Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on March 04, 2010, 06:03:28 PM
How about the Stratus Class? Or the Delta Wing Class?
Title: Re: New BC mod and mod team: Aftermath
Post by: majormagna on March 04, 2010, 06:26:12 PM
Well, we have the "Neptune class" already, why not call it the:

Jupiter Class Cruiser.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 04, 2010, 09:59:11 PM
or the Einstein class?
or the Kruger Class?
or the Wise Class?
or the Bobcat Class?
or the Davinci Class?
or the Republic Class?
or the Stromboli Class?
or the (enter any great warship name here ex. Hood, Enterprise) Class
or the (enter any great battle name here ex. Concord, Bulge, Coral Sea) Class
or the (enter any great leader name here ex. Washington, Churchill, Gandhi) Class
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on March 04, 2010, 11:26:42 PM
I vote for the Hood class
Title: Re: New BC mod and mod team: Aftermath
Post by: dEjavU on March 05, 2010, 12:44:42 AM
Some weird enterprise era medium cruiser, NEEDS A NAME! suggestions welcome =]


She looks like a cross between a Neptune and a Poseidon class, nice! How about the U.S.S. Calypso, Avalon class.   ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 05, 2010, 02:58:54 AM
Some weird enterprise era medium cruiser, NEEDS A NAME! suggestions welcome =]


She looks like a cross between a Neptune and a Poseidon class, nice! How about the U.S.S. Calypso, Avalon class.   ;)

I like Avalon Class :) cookie to you and avalon class itl be!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 05, 2010, 03:44:04 PM
A new weir ship for the frankestein fleet, again in need of a name
Title: Re: New BC mod and mod team: Aftermath
Post by: EDD_7 on March 05, 2010, 04:28:46 PM
A new weir ship for the frankestein fleet, again in need of a name

Hmm considering the shelly class starship is a excelsior kitbash, then i think this should be either ....

Chelsea Class
or
Dawson Class

By the way
Nice ship, great mod, can't wait for next release :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on March 05, 2010, 04:50:00 PM
Hmmm.. Gremlin-class, U.S.S. Mogwai..
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 05, 2010, 04:56:10 PM
Hmmm.. Gremlin-class, U.S.S. Mogwai..

I see what you did there
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on March 05, 2010, 05:26:41 PM
One tries his best  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 05, 2010, 05:27:01 PM
A new borg cube...

Thanx to Drexfiles for the main texture...
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 05, 2010, 05:43:20 PM
Crispy :) a tad too irregular in shape but still it's a solid piece of Borg ;) well done
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 07, 2010, 03:00:33 AM
Due to lack of inspiration in the TMP era its on hold, its not gonna be cannceld but itl be available at a later date..
the current stuff im working on is...diferent...but great nontheless

heres a sneak preview....
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 07, 2010, 10:07:42 AM
Delta quadrant ??? :eek
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on March 07, 2010, 11:07:38 AM
Oh no, we'll be overrun by Talaxians!  :eek
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 07, 2010, 11:17:32 AM
no talaxians, more organ stealing aliens and a race who puts you in a historicaly inacurate museum ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 07, 2010, 12:41:09 PM
lol I remember how funny it was to fire torpedo barrage from that monster :
Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on March 08, 2010, 11:33:22 AM
I am SERIOUSLY loving the Warship Voyager. Nice work!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 11, 2010, 09:13:38 AM
Finaly got my borg cube working the way i wanted it :D

also has a new model
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 11, 2010, 09:27:05 AM
Epic... cookied :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on March 11, 2010, 11:05:08 AM
Finaly got my borg cube working the way i wanted it :D

also has a new model

Oh wow my computer just shutter just by the picture. I need to start upgrading my computer cause all these new mods are starting to overwelm it
Title: Re: New BC mod and mod team: Aftermath
Post by: CyAn1d3 on March 11, 2010, 11:29:52 AM
Finaly got my borg cube working the way i wanted it :D

also has a new model


 :eek you have my respect on the textures for that beast.... that hull pattern is the WORST pain in the arse ive ever done
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 12, 2010, 04:21:26 AM
This is a shot of a battle with the locutus cube, its the wolf 359 cube in strength and so far ive only won ONE battle against this, all the other times my fleet was decimated....

it took 25 ships from the late tng era, including 2 sovereigns only of wich 1 survived (me) and the other TWO ships that survived were 1 out of 3 akiras and a excelsior (odd isnt it?)

so, be prepared for a chalange when this baby gets to your game...its multitargeting and it holds u in tractorbeams too!

well enjoy xD
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on March 12, 2010, 08:15:16 PM
that cube looks killer good job
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 15, 2010, 11:53:00 AM
Quick Pack release coming in a second.

Federation:
- Galaxy Class
- Galaxy Class Refit
- Venture Class
- Nebula Class
- Phoenix Class
- Melbourne Class
- Korolev Class
- Intrepid Class

Misc:
- Updated Hardpoints for ships
- New Torpedo's

New Torpedo's readout:
- Photon Type 6: Fast, Low turn and tracking, medium damage
- Photon Type 5: Slow, Hight turn and tracking, Heavy damage
- Photon Type 8: Medium Speed, Slow turn, Medium tracking, Light Damage
- Photon Type 9: Medium Speed, Medium Turn, Medium track, Medium Damage

Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on March 15, 2010, 01:00:35 PM
are we gettin updated models with this pack?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 17, 2010, 07:02:18 AM
that cube looks killer good job

Yes it will, the Nebula's and Galaxy's have updated models and HP's

The Nebula's have been reclassified as cruisers.

The weapons pod nebula, will now have 16 aditional torpedo tubes, these extra 8 forward and aft tubes however have a reload time of 45 seconds instead of 25.

The Phoenix has 6 forward and 2 aft torpedoes

and the Melbourne 4 forward and 2 aft

The intrepid is now armed with Type 6 Photon Torpedoes
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on March 17, 2010, 09:29:43 AM
psyched up!! Can't wait for this!!
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 17, 2010, 09:30:10 AM
Will you fix the tactical display?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 17, 2010, 08:00:40 PM
Reddragons publicly released saber, enhanced by me :)

Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 18, 2010, 02:38:45 AM
would look much better if you would desaturate and brighten up the hull also some panneling outlines would make it much cooler
P.S. you're missing shuttlebays in front of command module (dunno if 'saucer section' applies to this ship's main hull :P )
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 18, 2010, 03:52:48 AM
well on drex files it doenst show any shuttlebays, but i guess i can add them

(http://drexfiles.wordpress.com/2009/06/10/sabre-class/)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 18, 2010, 04:32:53 AM
http://www.stexcalibur.com/index.php?option=com_content&view=article&id=72:sabre-class&catid=14:ships&Itemid=31 ;) this one looks closer to what it should look like ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 18, 2010, 08:59:25 AM
http://www.stexcalibur.com/index.php?option=com_content&view=article&id=72:sabre-class&catid=14:ships&Itemid=31 ;) this one looks closer to what it should look like ;)

dude, that link i sent you is the ACTUAL saber from the series/first contact...is as acurate as it gets...
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on March 18, 2010, 09:07:04 AM
The Saber was actually intended to be a background craft, hence why the textures on it are lower quality than say the Akira, which was used a fair lot more. This also explains the lack of textured on shuttlebay doors. That IS the shuttlebay though, so wouldn't it make sense to put it in? Also, if you're going for compleete canon, I would suggest you slap/texture on the darker raised hull section onto the shuttlebay rim, but it still looks pretty close aside from those two details.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on March 18, 2010, 09:53:15 AM
grumble sabre grumble
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 18, 2010, 01:26:25 PM
grumble sabre grumble
The Saber was actually intended to be a background craft, hence why the textures on it are lower quality than say the Akira, which was used a fair lot more. This also explains the lack of textured on shuttlebay doors. That IS the shuttlebay though, so wouldn't it make sense to put it in? Also, if you're going for compleete canon, I would suggest you slap/texture on the darker raised hull section onto the shuttlebay rim, but it still looks pretty close aside from those two details.
pwnd :evil

Prometheus is also canon but in game it's plain and ugly, wouldn't hurt to add those shuttle bays...
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on March 18, 2010, 01:50:40 PM
who did what to who... xD
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 18, 2010, 02:09:26 PM
who did what to who... xD
nah lol, this situation reminded me of something :funny

Still I say there should be shuttle bay :D:D I know I'm stubborn
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 18, 2010, 06:58:18 PM
Better?;)

Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on March 18, 2010, 07:17:40 PM
better :P
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 18, 2010, 07:23:05 PM
it's missing those brown parts on the nacelle
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on March 18, 2010, 07:25:41 PM
they are modeled on, just not textured yet it seems atm
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 18, 2010, 07:26:59 PM
oh, now i see it
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 19, 2010, 02:13:46 PM
Better?;)



small details change so much ;) better :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 19, 2010, 02:26:29 PM
it's missing those brown parts on the nacelle

Allready changed ;)

HPing the sucker now :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 19, 2010, 03:52:58 PM
Screeniieesss :D:D
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 19, 2010, 04:11:56 PM
just wondering, what happened with the TMP Pack
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 19, 2010, 04:22:03 PM
just wondering, what happened with the TMP Pack

On hold for now :P
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on March 19, 2010, 08:29:40 PM
Can't wait to see this new Galaxy that you've come up with....very interested indeed... :dance
Title: Re: New BC mod and mod team: Aftermath
Post by: Billz on March 19, 2010, 09:45:19 PM
I'm sorry but I really need to ask this.

Why dont you ever put registeries on your ships? The registeries do not affect the game performance in anyway so I never understand why you leave them off.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on March 19, 2010, 10:28:01 PM
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on March 20, 2010, 02:44:58 AM
exactly....i would much rather see registryless ships than 4 Galaxy Class Enterprise-Ds and 7 USS Defiants and 2 Sovereign Class Enterprise-Es....
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 20, 2010, 07:39:51 AM
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

what he said ^^, it comes down to that. I didnt want to see multiple ships with the same name flying arround
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on March 20, 2010, 07:48:28 AM
exactly....i would much rather see registryless ships than 4 Galaxy Class Enterprise-Ds and 7 USS Defiants and 2 Sovereign Class Enterprise-Es....

for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

what he said ^^, it comes down to that. I didnt want to see multiple ships with the same name flying arround

How close are you guys flying to your allies to be able to READ their names?!  :wtf
Title: Re: New BC mod and mod team: Aftermath
Post by: Billz on March 20, 2010, 08:20:59 AM
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:

Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on March 20, 2010, 08:27:41 AM
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:



that makes no sence if your doing a fleet battle you know that right?
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on March 20, 2010, 09:35:00 AM
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:



that makes no sence if your doing a fleet battle you know that right?

 :yeahthat:
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on March 20, 2010, 02:34:47 PM
While it is good idea to avoid muliple ships with the same name cuz you don't have any, there is another way... THE SDT :eek lol I mean why not put ID map into your ships and then simply make some regs using Skinning and Damaging Tool to swap regs ? on the other hand this would consume certain ammount of precious space when it comes to large packs so either way is good and when it comes to fleet battles I think names are the least important ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on March 21, 2010, 12:31:03 AM
well I guess I'm the only one that doesn't look at ship names when I'm battling?
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on March 21, 2010, 01:12:09 AM
I like the idea of no ship names.  The whole purpose of the ships having less detail is so you can have lots and lots of them on the map at once without any significant lag.  That's what made Aftermath so popular with Legacy.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on April 15, 2010, 03:48:10 PM
Time for a long overdue update...

Been busy with real life, school work...(ex)girlfriend troubles so i hadent had the chance to work on it but no i am.

Phaser Graphic renewed (COMPLETE):

All federation phasers have been altered in looks and sound, they look and sound way more like in the show. with a little help and refference from C2X the phasers are now a nice orange with a yellow core with a beautifull texture, and crystal clear sounds from First contact modified in pitch to represent diferent strenghts.

Torpedo remake (WIP):

With new torpedoes the mod will look more canon aswell with torpedoes like the Red torpedo from early TNG and the fast yellow type 6 from voyager, all ships will have their known torpedoes.

System Lighting Improvement (WIP):

Some starsystems will be relit simply cause their look like crap in their curent status, the belaruz system was the first to be done simply...the lighting there was almost pure ambient...and i prefer one Directional light cause it looks more realistic.

Ship graphic improvement (WIP):

Some ships will be improved (model wise) like the galaxy class getting new nacelles.

Secret Project (WIP):

*insert ominous music here*


Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on April 15, 2010, 04:16:41 PM
Quote
(ex)girlfriend troubles
:funny welcome to the freedom club mate ;)

Quote
Phaser Graphic renewed (COMPLETE):

All federation phasers have been altered in looks and sound, they look and sound way more like in the show. with a little help and refference from C2X the phasers are now a nice orange with a yellow core with a beautifull texture, and crystal clear sounds from First contact modified in pitch to represent diferent strenghts.
Sounds awesome man ! I really like the idea that (finally) all ships will have same few types of phasers, it was kinda strange that every ship had different texture/color/sound phaser.

my question/suggestion : will phasers be divided to actual types ? i.e. Type IX - red with white core, Type X - red with orange core, Type XI - orange with yellow core, Type XII - yellow with white core, Type XIII - same as XII but burst firing like in Nem, this would be awesome :)
can't wait to see pics ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on April 17, 2010, 10:41:32 AM
Pics or it didn't happen. Or better yet, Youtube :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on April 17, 2010, 04:34:01 PM
wellll even bigger news, Aftermath Build 0001 (current beta build) is now completly BCS:TNG and Galaxy Charts 2 Compatible.

With that im adding thata SET of plugins and modified scrips of Galaxy charts are in development that will add LOTS of solar systems, factions and ships to galaxy charts adding a WHOLE lot of gameplay possibilities, War simulator runs like a charm with the Romulans and kessok set to enemies it makes for some intresting battles.
the Arnhemia System a system frequently apearing in my promo shots has been added as a test system and works like a charm, soon it will be time to pump out star systems.

9of9's galor and keldon have been added and HP'ed but their going to be replaced soon by some slighty lesser quality models, HOWEVER with those other new 2 will come ALLOT more cardassians in the same style so it all matches together.
Dominion en route aswell allot of models lying around.

Weapon effects, new mixed and mashed effects from the movies in particular first contact
Defiant now has a new pulse phaser sounds from that movie.
Same goes for the Akira only with the main torpedo launcher and the Rapid Quad Burst Launcher that fires 4 heavy torpedoes from above the deflector...

ALLOT of rebalancing is going on wich unfortunantly is a pain BUT will be worth it.

Model enhancement again.
Defiant now has a 3d Warp nacelle meaning the grating is modelled in and a section is added behind it to give it the 3d look it had on a show, and even though it adds some polies it doesnt affect perfomance oddly.

The Sovereign will get her nemesis refit soon, and all nebula and galaxy class variants will peak their heads around the corner.

(ps: barihawk catch me on msn if you want the latest version :P)

Title: Re: New BC mod and mod team: Aftermath
Post by: Digital_Clarity on April 20, 2010, 03:58:26 PM
I was disappointed to read that the TMP pack is on hold. Is it still on hold for an indefinite amount of time?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on April 23, 2010, 06:43:34 AM
New screenies of Galaxy charts and the Vrexa System.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 03, 2010, 12:02:50 PM
Dominion render, enjoy :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 09, 2010, 08:41:46 AM
screenie update :)

credits:
Smiley for the dominion ships
Reddragon and the Favor the bold team for cardassians and some dominion
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on May 09, 2010, 11:14:50 AM
damn that looks great :thumbsup: I love those beams :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on May 09, 2010, 12:32:01 PM
Very cool, can't wait to get my hands on this one.  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 07:13:00 AM
rethreading some older stuff for rebalancing and some new additions ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: JamesTiberiusKirk on May 12, 2010, 07:22:01 AM
yuck, purple dominion beams? ... beware the completely non-canon hardpoints.

polaron beams MUST be blue! nothing against the FTB models though, theyre low poly, but ace.
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on May 12, 2010, 07:25:08 AM
Nice work max, the 2 dominion ships i have soul permission for that u might remember, fancy giving them a work over for bc?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 07:56:30 AM
Nice work max, the 2 dominion ships i have soul permission for that u might remember, fancy giving them a work over for bc?

Wich ones? and what needs to be done?:P
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on May 12, 2010, 08:18:47 AM
are you going to fix the phaser arcs display?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 08:20:06 AM
Someday yes :P not my top priority, if someone was willing to join the team and do the duanting task id be thrilled :P
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on May 12, 2010, 08:22:33 AM
I'll go ahead and do it, i have time (vlad is not finished with any ships for me to hp)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 08:26:04 AM
PM me your msn adress so i can send you some stuff :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 11:04:19 AM
it needed to be made!

Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on May 12, 2010, 11:10:04 AM
SWEET! You get a cookie!  :dance
Title: Re: New BC mod and mod team: Aftermath
Post by: DJ Curtis on May 12, 2010, 12:07:05 PM
it needed to be made!



Excellent work!

It's still an abomination, though. :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 12:36:54 PM
it needed to be made!



Excellent work!

It's still an abomination, though. :D

Agreed but as stated it ahd to be made, i personaly dislike the ship aswell :P
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on May 12, 2010, 12:41:34 PM
You're not the only one, but it looks good for such an abomination...
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on May 12, 2010, 01:25:22 PM
I never did understand the point of the third nacelle, it's completely blocked off... I like the colours at least.
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on May 12, 2010, 01:31:03 PM
It's still an abomination, though. :D
lol yeh - i always did find those "guns" on the saucer section foolish-looking...  looks like the saucer section grew antennae   :funny
and the 3rd nacelle just look stupid...
get rid of the 3rd nacelle and antennae, and it would look much better IMO...
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on May 12, 2010, 02:44:48 PM
In other words the Venture refit  :P

Probably the most practical Galaxy-class refit, while still retaining the look.
Title: Re: New BC mod and mod team: Aftermath
Post by: Shadowknight1 on May 12, 2010, 02:51:34 PM
In other words the Venture refit  :P

Not quite, without the antennae guns and the third nacelle, she'd still have extra impulse engines, a cloak, the little wings on the pylons, and the underslung uber-phaser cannon. :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 12, 2010, 04:18:19 PM
In other words the Venture refit  :P

Not quite, without the antennae guns and the third nacelle, she'd still have extra impulse engines, a cloak, the little wings on the pylons, and the underslung uber-phaser cannon. :P

we have a winner :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on May 12, 2010, 04:53:06 PM
In other words the Venture refit  :P

Not quite, without the antennae guns and the third nacelle, she'd still have extra impulse engines, a cloak, the little wings on the pylons, and the underslung uber-phaser cannon. :P
Yes I know that, I just wasn't trying to get nit-picky  :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 13, 2010, 12:06:56 PM
Just to show off what ive got ingame ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 13, 2010, 12:07:40 PM
and more :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 13, 2010, 12:08:17 PM
and finaly :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on May 13, 2010, 01:35:46 PM
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 13, 2010, 01:54:00 PM
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus

not gonna happen ive worked on this system and its foolproof. it will be slimed down though (Future and Alternate timeline will be merged together...)

but ENT and Pre-Tos still need to be added ;P
Title: Re: New BC mod and mod team: Aftermath
Post by: majormagna on May 13, 2010, 02:01:30 PM
Ah, I attempted to do this sort of thing with my KM1.0 install; but it wouldn't work properly (ships used in the SP game were under "Federation" AND their new locations. Did you have this issue?)

Anyways, well done; am greatly impressed!
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on May 13, 2010, 02:02:53 PM
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus

not gonna happen ive worked on this system and its foolproof. it will be slimed down though (Future and Alternate timeline will be merged together...)

but ENT and Pre-Tos still need to be added ;P

I understand and can't wait. I'm drooling over the thought over the ENT thought. Are all the eras going to be balanced to each other? Just in case I want to make like Voyager and go and destroy the past for no reason in ease
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 13, 2010, 02:05:46 PM
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus

not gonna happen ive worked on this system and its foolproof. it will be slimed down though (Future and Alternate timeline will be merged together...)

but ENT and Pre-Tos still need to be added ;P

I understand and can't wait. I'm drooling over the thought over the ENT thought. Are all the eras going to be balanced to each other? Just in case I want to make like Voyager and go and destroy the past for no reason in ease

yeah all is balanced to eachother :)

just remember the fact your only seeing the federation ;)

ive got:

Feds
Klingons
Romulan
Borg
Cardassian
Dominion
Breen
and Minor races :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on May 13, 2010, 02:08:20 PM
Just in case I want to make like Voyager and go and destroy the past for no reason in ease
Voyager was just inconsistent with TNG and itself, you're thinking of pre-season 4 Enterprise  :P

I can't wait for this. I particularly remember that DS9 model you had way back on the 2nd or 3rd page I'm anxious to try that out.
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on May 13, 2010, 04:53:18 PM
This has probably been answered but since I didn't see it when I scanned through the pages, will this be a stand alone everything included mod like KM?
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on May 13, 2010, 05:49:49 PM
Hey Max I have just a quick question - got any xindi in plans ??? would be awesome to fight some well balanced reptilians and insectoids
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on May 13, 2010, 06:03:07 PM
look back a bit bones
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on May 13, 2010, 07:01:20 PM
Just in case I want to make like Voyager and go and destroy the past for no reason
might as well; goodness knows Voyager destroyed alot of trek canon for no reason...
lol j/k - had to toss that in there :P
btw for the record, i did like most of Voyager; im not trying to trash the series...
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on May 14, 2010, 08:48:03 PM
This has probably been answered but since I didn't see it when I scanned through the pages, will this be a stand alone everything included mod like KM?

Right now it's essentially a ship mod but the ultimate goal is to be a compilation pack like KM, except mostly in-house original stuff. It's also being designed to work completely with Galaxy Charts with PREMADE campaign plans and fully-set up systems, which is something KM never really focused on.
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on May 16, 2010, 05:50:57 PM
What about Coeur De Lion?  :(
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 18, 2010, 02:09:19 AM
its creapy its scary...its a monstrocity....its part of the FRANKENSTEIN FLEET!

Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on May 18, 2010, 02:32:11 AM
Great, now make something to one-hit-kill this monster :funny I'd like to know what were those guys smoking when they bashed this :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on May 18, 2010, 08:43:12 AM
I usually come in here to praise you. Not this time. I'm here to justifiably chastise you for making such a nice model of that eyesore.
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on May 18, 2010, 12:00:05 PM
Nice job. I thought that ship had a more teal-like color for the whole bridge spine area.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on May 18, 2010, 02:55:29 PM
what WC said otherwise it is a great model. (just need a few more shots of it though to see everything)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 20, 2010, 11:00:25 AM
Frankenstein Fleet :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 22, 2010, 02:41:46 PM
Set a course for vulcan maximum warp!
Title: Re: New BC mod and mod team: Aftermath
Post by: Dalek on May 22, 2010, 02:47:11 PM
Its a JJ ship with TOS markings. Doesn't look that bad at all. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on May 22, 2010, 03:00:24 PM
And Yorktown textures too.(not a bad thing!)
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on May 23, 2010, 12:58:55 PM
Gotta love that last ship.. good job  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on May 30, 2010, 08:33:17 AM
the monstrosity that is the Elkins Class...
Title: Re: New BC mod and mod team: Aftermath
Post by: mckinneyc on May 30, 2010, 09:13:56 AM
You've actually made her look great!

Excellent work.
Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on May 30, 2010, 10:55:16 AM
That ship actually looks rather interesting. Good job!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 04, 2010, 08:50:48 AM
Elkins is ingame :D
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on June 04, 2010, 09:04:46 AM
Have you done the color changes to the Yeager class?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 04, 2010, 10:43:10 AM
Have you done the color changes to the Yeager class?

Yes :)
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on June 04, 2010, 11:25:56 AM
the monstrosity that is the Elkins Class...

That thing would actually look really good if it had only one secondary hull.  The top view looks cool.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on June 04, 2010, 02:33:17 PM
The model as always is very well done mate  :thumbsup:

The design  :eek hey but not ur issue  :)

good job  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Joshmaul on June 04, 2010, 03:01:48 PM
I admit to being curious about that secondary hull: Are those the cigar-shaped nacelles from the RA-level cruisers in STO?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 04, 2010, 03:03:45 PM
I admit to being curious about that secondary hull: Are those the cigar-shaped nacelles from the RA-level cruisers in STO?

actualy the phyisical model of the back end of the ship was an F-14 Tomcat....so i had to play with it and make it somewhat believable ingame :P

also i have 3 release candidates for the Narada...take your pick!
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on June 04, 2010, 03:11:59 PM
number 3 looks like the one from the movie the most
Title: Re: New BC mod and mod team: Aftermath
Post by: Lord Tribble on June 04, 2010, 03:17:10 PM
from those angles I'd go with number three, but can we get some side shots?
Title: Re: New BC mod and mod team: Aftermath
Post by: baz1701 on June 04, 2010, 03:17:51 PM
I agree number 3, but you need to add a central core and then it will be perfect.  :)
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on June 04, 2010, 03:18:18 PM
Definitely #3, but needs some more smaller tubules.

Quote
but can we get some side shots?
Yes, please. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on June 04, 2010, 03:33:11 PM
I would combine 3 and 1 - 3 for the clustered center, but some of the outlying parts from 1.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on June 04, 2010, 03:52:52 PM
#3

I agree with all posts above.. with the addition.. can we please see all sides of her  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on June 04, 2010, 04:56:49 PM
oh hell !!! bring 'em all :) those are awesome man !
Title: Re: New BC mod and mod team: Aftermath
Post by: Nihilus on June 04, 2010, 06:50:36 PM
the monstrosity that is the Elkins Class...

Haha, as much of a monstrosity as this thing is since it's just a kitbash, It at least shares my name.  My last name is Elkins :D.  As far as I know though, I am no relation to the Judy Elkins this vessel is named for.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on June 04, 2010, 07:00:13 PM
I would say that numbah three is the closest of the three.

Also do you actually have the missles(the main and the minis that is) for it yet? I wouldn't mind doing that.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 09, 2010, 06:14:25 PM
Cardassian pack uploaded to bcfiles!

now, screenshots!
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on June 09, 2010, 09:49:50 PM
What ships are in the Cardassian pack Max??
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 10, 2010, 01:36:27 AM
- Galor
- Keldon
- Barkus
- Kimal
- Hideki
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on June 10, 2010, 08:25:06 AM
Excellent....i know its against the rules..but is there a possible ETA on another Fed pack?
Title: Re: New BC mod and mod team: Aftermath
Post by: Matt Williams on June 10, 2010, 12:40:47 PM
I know it's illegal but... *jacks car and drives off*
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on June 10, 2010, 11:03:50 PM
Just got done dling it and playing some. One on one the galors and keldon put up a decent fight but in fleet battles its one sided. I dunno why really, although I love having massive fleet battles. The ships seem to shred apart alot easier, dunno if that can be fixed. I can't wait till you and your team completes this, I love how the ships don't eat up my computer either, yea thier not as pretty as the new stuff coming out, but when you have a 20vs20 ship battle, who is really looking lol Love it
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 11, 2010, 02:08:59 AM
http://bridgecommander.filefront.com/file/BC_Aftermath_Cardassian_Union;114683 ENJOY!
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on June 11, 2010, 09:40:09 AM
Sweet Jesus!  Heck yeah. :yay:

Also, I listened to the podcast on HF.  Good job, Max!  Love the new segment. ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 11, 2010, 02:16:12 PM
thanx farshot :) next pack will be out very very soon!
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on June 11, 2010, 03:31:27 PM
cool cool :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 11, 2010, 05:22:12 PM
Tales of the Dominion war Part 1 Uploaded to bcfiles!

includes:

- Battleship
- Battlecruiser
- Cruiser
- Light Cruiser
- Bugship

Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 14, 2010, 04:41:35 PM
Dominion war part 1 released! http://bridgecommander.filefront.com/file/Aftermath_Tales_of_the_Dominion_War_part_1;114777

also Edison class TOs era cruiser (credits to Gmunoz for the design)

Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 14, 2010, 05:47:21 PM
Iowa Class :D
Title: Re: New BC mod and mod team: Aftermath
Post by: markeno on June 14, 2010, 10:42:11 PM
The Edison looks pretty cool there Max.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 15, 2010, 02:26:30 AM
The Edison looks pretty cool there Max.

i have a bunch more :P
- Hood Class
- Stargazer Class
- Ajax Class

just doodling a bit with TOS ships, probably gonna be an addon bonus package soon :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on June 15, 2010, 02:30:30 AM
i have a bunch more :P
- Hood Class
- Stargazer Class
- Ajax Class

just doodling a bit with TOS ships, probably gonna be an addon bonus package soon :P

you has my attention.  :dance
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 15, 2010, 04:04:59 AM
you has my attention.  :dance

haha stargazer class preview (A)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on June 15, 2010, 09:56:16 AM
I think you mean Constellation class.  :yay:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 15, 2010, 11:49:15 AM
I think you mean Constellation class.  :yay:

no im calling it the stargazer class, as in the constellation will be a class inspired by the stargazer not refitted from ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on June 15, 2010, 03:46:42 PM
Nice models man  :)
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on June 18, 2010, 08:09:41 PM
will the Conelly class be included in the tmp pack
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 19, 2010, 01:37:01 AM
will the Conelly class be included in the tmp pack

im just gonna guess you ment constellation...and yes she will be in the TMP pack :) also the TMP pack will be the biggest, ive been adding TOS ships and will be making allot of TMP ships based around the designs of Vance' Schematics over at Cygnus-X1.net
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on June 19, 2010, 03:55:57 AM
that's a nice TOS-quad nacelle design.
Title: Re: New BC mod and mod team: Aftermath
Post by: jonathansparta on June 19, 2010, 04:30:31 PM
http://bridgecommander.filefront.com/file/High_Res_Conelly_class;22264
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 16, 2010, 06:14:15 PM
have been busy with school, and had problems getting this sucker ingame...but i eventualy succeeded
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on July 16, 2010, 06:25:16 PM
My God, that is beautiful.  That's the best DS9 I've seen I'll warrant. :eek

Cookie man.
Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on July 16, 2010, 06:34:21 PM
Sweet! Cookied.
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on July 16, 2010, 06:53:48 PM
Well its about time that DS9 model see's daylight! Looks awesome  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: moed on July 16, 2010, 07:23:44 PM
Very nice.

Cookie
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on July 16, 2010, 11:42:32 PM
Please or please make this thing battle worthy, I'm sorry the stock KM1.0 is a joke to beat for me. I want to see this lay down the smack down to the dominion and klingon fleets like in DS9

oh btw I noticed the klingons bird of prey and kvort to seem to lack and punch in battles, not sure if its just me, they just seem weak compared to what I had in mind
Title: Re: New BC mod and mod team: Aftermath
Post by: TheConstable6 on July 17, 2010, 12:12:08 AM
I think all the KM Klingon ships are messed up in at least one area.

Speaking of DS9 laying waste to fleets it seemed like it was significantly less powerful against the Dominion than the Klingons, despite the fact that A Call to Arms was 2 years after The Way of the Warrior. The weapons were less "rapid-fire"...
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on July 17, 2010, 07:08:53 PM
Quote from: patrickarace
Speaking of DS9 laying waste to fleets it seemed like it was significantly less powerful against the Dominion than the Klingons, despite the fact that A Call to Arms was 2 years after The Way of the Warrior. The weapons were less "rapid-fire"...

Dominion technology is more advanced then that of the Klingons, as for the weapons being less "rapid fire" the crew probably was just choosing not to fire as erratically as they did when the Klingons were attacking since the Defiant was out mining the wormhole, where as in the battle with the Klingons she was safely docked.  ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: TheConstable6 on July 18, 2010, 07:28:24 AM
Fair enough. Though I do like to see bugships sink to the bottom of the space-time continuum in one way or another.  :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 18, 2010, 01:20:48 PM
TOS/romulan war fun with the now finished Paris class
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on July 18, 2010, 01:35:16 PM
Looks a lot like the Archer class.  Are you sure they're not too similar?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 18, 2010, 01:51:19 PM
Looks a lot like the Archer class.  Are you sure they're not too similar?

they are similar indeed only this is a destroyer i think the archer is based upon this design, since the archer is a newer ship
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on July 19, 2010, 08:29:02 AM
Was it the Paris that was on a TOS book cover recently? Looking tiny in front of the nose of a Klingon Battle Cruiser?

Fantastic modelling job, I love the 'dustiness' of your textures, adds a layer of authenticity.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on July 19, 2010, 03:06:25 PM
Was it the Paris that was on a TOS book cover recently? Looking tiny in front of the nose of a Klingon Battle Cruiser?

Fantastic modelling job, I love the 'dustiness' of your textures, adds a layer of authenticity.

No that was the Archer that was obviously mentioned only a few posts above.;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 19, 2010, 03:46:05 PM
Asia Class!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 21, 2010, 06:46:56 AM
Pre-TOS Fleet, more soon!
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on July 21, 2010, 05:04:23 PM
Awesome dude :dance just brilliant ! will there be any Klingons or Romulans to fight with ?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on July 21, 2010, 05:24:54 PM
Awesome dude :dance just brilliant ! will there be any Klingons or Romulans to fight with ?

yes, im planning on making most fed kli and rom ships from the starfleet museum :)

also the hyperion!
Title: Re: New BC mod and mod team: Aftermath
Post by: Mario on July 24, 2010, 05:12:08 PM
Lovely DS9. Shame Cordanilus never finished his DS9 for Xtended.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 23, 2010, 07:15:46 AM
I've been absent for a while now but i asure you this mod is not dead, some packs have been delayed but some folks that come here have seen that there is ALLOT more in stall coming out reasonably soon.
in the mean while i have taken it up to myself to learn some new things, which in turned out to be way more easy then expected and so far i like the results
Something new im working on, expect more.
Title: Re: New BC mod and mod team: Aftermath
Post by: Villain on August 23, 2010, 07:46:44 AM
Only just noticed something... The Paris is missing the forward cannons. Was that intentional?
Title: Re: New BC mod and mod team: Aftermath
Post by: markeno on August 23, 2010, 12:17:59 PM
Nice Springfield Bridge there Max ole boy. :)

Title: Re: New BC mod and mod team: Aftermath
Post by: DMWalsh79 on August 23, 2010, 04:46:56 PM
Shouldn't the Paris class have 2 BIG honking plasma cannons under her nose?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 23, 2010, 05:19:53 PM
Shouldn't the Paris class have 2 BIG honking plasma cannons under her nose?

yeah but i dont like them :P

btw....took me forever but its done, animated maps everything...
Title: Re: New BC mod and mod team: Aftermath
Post by: GMunoz on August 23, 2010, 05:32:53 PM
I like the bridge, good work.
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on August 23, 2010, 05:43:40 PM
nice bridges!  :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 24, 2010, 01:41:30 AM
Glad you like it :)
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on August 24, 2010, 03:32:31 PM
Good work, are the stars flying into the bridge?? As they show as being on the inside on that last pic in particular.
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on August 24, 2010, 03:34:06 PM
Space dust you mean.;)
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on August 24, 2010, 09:01:57 PM
I think it's more like the viewscreen just needs to be resized...
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on August 24, 2010, 10:16:50 PM
C'mon you guys don't recognize NanoFX BridgeFX after all these years? :P
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on August 24, 2010, 11:02:11 PM
C'mon you guys don't recognize NanoFX BridgeFX after all these years? :P

 :doh: :banghead: Didn't think of that
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 25, 2010, 04:30:32 AM
C'mon you guys don't recognize NanoFX BridgeFX after all these years? :P

and the winner is...
Title: Re: New BC mod and mod team: Aftermath
Post by: Daystar70 on August 26, 2010, 07:12:23 AM
I LOVE that bridge! it reminds me of the bridge used by The Excalibur crew in the New Frontier novels, Captain Calhoun's bridge was very reminiscent of that one with a "mini" horseshoe tactical station and shorter gap in relation to the Xo/captains chairs
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on August 26, 2010, 10:34:50 AM
C'mon you guys don't recognize NanoFX BridgeFX after all these years? :P

No, Never played BC to be honest, but do they show up in game then? Even on the stock bridges?

Oh, Good work getting it done though as I know its not been done often, new bridges are a pain right?
Title: Re: New BC mod and mod team: Aftermath
Post by: Kirk on August 26, 2010, 12:28:11 PM
No, Never played BC to be honest, but do they show up in game then? Even on the stock bridges?
Yes
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on August 26, 2010, 12:31:14 PM
No, Never played BC to be honest
:lostit:  how do you make all those awesome ships for BC then?  lol

Oh, Good work getting it done though as I know its not been done often, new bridges are a pain right?
the bridge itself was already made a few years ago by 3rd Era...  their TNG Ambassador Bridge...
the bridge shown in this thread is a retexture of that...
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on August 26, 2010, 01:02:26 PM
:lostit:  how do you make all those awesome ships for BC then?  lol
the bridge itself was already made a few years ago by 3rd Era...  their TNG Ambassador Bridge...
the bridge shown in this thread is a retexture of that...

Ahh well I just make the model, and skin and texture it, convert it to nif and then muddle my way through the HP, it normally crashes, then Dalek takes over re does the entire HP (properly) and releases  :thumbsup: he did a great job on the Atraiu.

Was not aware the bridges did that. None the less your retexture looks good mate, nice job.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 27, 2010, 05:14:54 AM
Id like to announce 2 things

1, the Deep Space nine pack is uploaded and awaiting aproval on Bcfiles, so all you who want to play with the shiney model will have it soon.

2, At this point a year ago the first BC Aftermath release was also awaiting file aproval, so id have to say.

BC AFTERMATH IS ONE YEAR OLD :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on August 27, 2010, 03:31:23 PM
Id like to announce 2 things

1, the Deep Space nine pack is uploaded and awaiting aproval on Bcfiles, so all you who want to play with the shiney model will have it soon.
Awesome news! I've been dying for a new DS9 model  :yay:

2, At this point a year ago the first BC Aftermath release was also awaiting file aproval, so id have to say.

BC AFTERMATH IS ONE YEAR OLD :D

:drink2: :drink: :drink3:  Congrats!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 28, 2010, 01:55:25 AM
TOS Addon updated

Ingame
- Tokyo
- Ajax
- Gagarin
- Edison
- NX Constellation
- Asia

Awaiting HP
- Hood
- Hyperion
- Iowa
- Kirov

Need Model
- Siegfried
- Bonaventure (Sotl calender)
Title: Re: New BC mod and mod team: Aftermath
Post by: Lionus on August 28, 2010, 05:20:59 AM
 :thumbsup: *still waits patiently for certain quad-nacelle beast*
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 28, 2010, 04:08:25 PM
little thing ive just cookied up with the help of redragon :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 30, 2010, 02:46:10 PM
Those of us here who play fleetops will recognize this one, and yes this the beginning of the TNG Romulan Pack, i felt they werent fleshed out enough.

Mini Poll, Scimitar...yes or no?

Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on August 30, 2010, 03:00:47 PM
Yes, VERY yes
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on August 30, 2010, 03:37:15 PM
The Tavara...that ship is a mad-man if I recall correctly (haven't played Fleet Ops in about a month). It looks very much like the Valdore...
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on August 30, 2010, 05:25:04 PM
Scimitar, sure why not?

And I yes I do recognize that Rommie from fleetops. How about doing the descent class  ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on August 30, 2010, 05:53:37 PM
Scimitar, sure why not?

And I yes I do recognize that Rommie from fleetops. How about doing the descent class  ;)

allright seems people want the scimitar...time to get photoshop running and retexture/remodel the old SFC model....

as for the decent class, not right now. im working on other races, romulans being the ones im mainly focussing on now.
expect to see the following ships soon ;)

- Shrike
- griffin
- Science ship
- Some ships from SFC3
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on August 31, 2010, 02:09:32 PM
Nice work matey  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: markeno on September 01, 2010, 10:25:27 AM
I've been wanting to see a good Scimitar for a long time.  The other Romies look great as usual.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 01, 2010, 03:20:51 PM
Romulan Prototype Tavara Class Warbird Leaving Romulus
Title: Re: New BC mod and mod team: Aftermath
Post by: DMWalsh79 on September 01, 2010, 03:27:52 PM
wow she's purrrdy...
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 01, 2010, 05:04:26 PM
More screenies!
Title: Re: New BC mod and mod team: Aftermath
Post by: GMunoz on September 01, 2010, 09:18:35 PM
very, very nice. :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 02, 2010, 11:16:03 AM
awesome stuff man :) especially the one on third pic. have a cookie
Title: Re: New BC mod and mod team: Aftermath
Post by: ECGadget on September 02, 2010, 11:44:34 AM
ooooh, I do like these...
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 02, 2010, 05:00:13 PM
Romulan battlecruiser ingame ;D

also ingame

Romulan Light Cruiser
Romulan Frigate
Romulan Heavy Cruiser

all sfc3 ports with new textures from scratch.
Title: Re: New BC mod and mod team: Aftermath
Post by: bankruptstudios on September 02, 2010, 06:05:44 PM
Honestly, i dont like rommys that much, but i plan on downloading this. This is great stuff here, well done, i'm actually looking forward to this. Cookie :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 02, 2010, 07:40:22 PM
As im as good as ready to release the romulans...its a matter of packing and writing a readme...ive begon workin on new star systems...for the galaxy charts support...

the new systems use a new form of background nebula...some of you might be familiar with ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Meteorafallen on September 02, 2010, 07:43:41 PM
That first pic with the gas giant, Is that supposed to be Pandora? lol
Title: Re: New BC mod and mod team: Aftermath
Post by: moed on September 02, 2010, 08:04:32 PM
Excellent stuff. Look forward to the Rommie mods.

Cookie
Title: Re: New BC mod and mod team: Aftermath
Post by: Vortex on September 02, 2010, 10:01:09 PM
Looks like Jupiter has the blues. :p

Looks good, though.
Title: Re: New BC mod and mod team: Aftermath
Post by: WileyCoyote on September 02, 2010, 11:41:34 PM
Nice star-systems. I wish I could do that. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 03, 2010, 04:49:13 AM
Nice star-systems. I wish I could do that. :)

its pretty easy, if u want i can teach u :P
Title: Re: New BC mod and mod team: Aftermath
Post by: Vladko1 on September 03, 2010, 06:33:31 AM
good job Max, the Sovy looks like the ST First Contact one :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: ECGadget on September 03, 2010, 07:41:41 AM
I love this! Can't wait to be able to use those star systems!
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on September 03, 2010, 02:16:14 PM
This just keeps getting better and better.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 03, 2010, 04:13:04 PM
Romulan pack being Rar'ed right now and will upload to bcfiles right after!
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on September 04, 2010, 09:59:31 AM
Great stuff  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on September 04, 2010, 03:38:29 PM
If you are getting excited at the Aftermath project now, just wait until it starts changing scripting :P.

In a year or so it might be a valid alternative to KM.
Title: Re: New BC mod and mod team: Aftermath
Post by: webxro on September 04, 2010, 03:52:07 PM
Great , this is  why i have 4 BC installs
Title: Re: New BC mod and mod team: Aftermath
Post by: angryandorian on September 04, 2010, 06:59:04 PM
So after the romulan pack, what's next?
Title: Re: New BC mod and mod team: Aftermath
Post by: Psyco Diver on September 04, 2010, 09:12:39 PM
So after the romulan pack, what's next?

the Chuck Norris pack maybe????
Title: Re: New BC mod and mod team: Aftermath
Post by: Jerycho on September 04, 2010, 09:32:44 PM
Great , this is  why i have 4 BC installs

4? why I have at 7
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2010, 04:33:32 AM
So after the romulan pack, what's next?


Klingons TNG, i want to flesh out all factions before starting on the next era...

sofar in my head the priority is like this:

- Klingon TNG pack
- TMP Pack (feds are already done...and there are ALLOT of ships...)
- ENT Pack (Some feds allready ingame ;))
- TLE Pack (some feds allready ingame)
- Minor Races pack (miradorn, vulcans etc etc)
- Starsystems
- the big bang...full galaxy charts support

if only the supid bcfiles admins would stop updating only potd's and start updating files aswell the romulan pack would be up right now  :banghead:
Title: Re: New BC mod and mod team: Aftermath
Post by: DMWalsh79 on September 05, 2010, 04:45:16 AM
Ooooohhhhh can't wait to see the Ent pack. Any plans for a JJ add on?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2010, 05:37:02 AM
enjoy: http://bridgecommander.filefront.com/file/BC_Aftermath_TNG_Romulan_Addon;116663
Title: Re: New BC mod and mod team: Aftermath
Post by: webxro on September 05, 2010, 05:57:02 AM
Can i have exact order of aftermath addons to install ?
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 05, 2010, 01:57:19 PM
Is there any specific order ? I always install it as I like ;) there is no order I believe
Title: Re: New BC mod and mod team: Aftermath
Post by: JimmyB76 on September 05, 2010, 02:00:29 PM
im sure the order doesnt matter, but when in doubt install mods based on chronological release date...
Title: Re: New BC mod and mod team: Aftermath
Post by: webxro on September 05, 2010, 02:17:25 PM
thanks for the quick answer , does it come into any conflict with a mod ? Just to know what of my  installs are the best .
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 05, 2010, 03:26:49 PM
I doubt it is compatible with either KM 2009 or DS9 Xtended so you might wanna make another clean install for it ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2010, 03:35:27 PM
Is there any specific order ? I always install it as I like ;) there is no order I believe

with aftermath this isnt the case, it has had some HP balancing changes on the fly, wich got updated in the next addons

thanks for the quick answer , does it come into any conflict with a mod ? Just to know what of my  installs are the best .
allright to awser it all in a row..

install order
-BC
-1.1patch
-Foundation
-Ftech
-Frontier tech pack
-UMM
-BCS-TNG (optional)
-Aftermath 0.75
-Wolf359 addon
-Wolf359 patch
-TOS Addon
-Romulann incursion
-Cardassian pack
-Tales of the dominion war pack
-Deep space 9 addon
-TNG Romulan pack







Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on September 05, 2010, 04:22:08 PM
oh, good to know then ;)
Title: Re: New BC mod and mod team: Aftermath
Post by: webxro on September 05, 2010, 04:40:25 PM
Well i have hyperdrive , MVAM , Nanofx 2 on all my installs , do i need a new one , well never mind , i will just try it  :yay:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 05, 2010, 04:50:09 PM
Well i have hyperdrive , MVAM , Nanofx 2 on all my installs , do i need a new one , well never mind , i will just try it  :yay:

havent tried but it shouldnt have any influence =]

the reason i say its KM incompatible is mainly the multiplayer for he rest idt work fine...
Title: Re: New BC mod and mod team: Aftermath
Post by: Barihawk on September 05, 2010, 09:53:55 PM
What he means is that you can install all of the Aftermath mods on top of KM1.1b or whatever you have and it will still work. Now, the ships might not be balanced with all the others you have installed, but that's a separate issue that you can fix yourself with a little patience and the BC toolkit.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 07, 2010, 11:40:47 AM
new ship :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Toa_Kaita on September 07, 2010, 12:52:14 PM
Nice! I've been itching to see a new Fek'lhr for years!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 07, 2010, 02:33:26 PM
Some weird bash that turned out intresting...
Title: Re: New BC mod and mod team: Aftermath
Post by: Morgan on September 07, 2010, 04:50:50 PM
Ehh...no offense but I'm not too sure, it looks a little odd, almost forced together to look decent if that makes any sense.
Title: Re: New BC mod and mod team: Aftermath
Post by: DMWalsh79 on September 07, 2010, 04:53:32 PM
A little more smoothing out and it could be a good TLE cruiser
Title: Re: New BC mod and mod team: Aftermath
Post by: Nebula on September 07, 2010, 06:18:43 PM
Some weird bash that turned out intresting...

ooh I like this
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 08, 2010, 09:48:35 AM
Anyone got some intresing TNG klingon designs???, im kinda lost on inspiration
Title: Re: New BC mod and mod team: Aftermath
Post by: dEjavU on September 08, 2010, 10:24:11 AM
How about an advanced klingon battlecruiser that looks similar to this....  ;)

(http://i378.photobucket.com/albums/oo221/dEjavU__/FoRruMs/6jh987.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 08, 2010, 11:31:08 AM
How about an advanced klingon battlecruiser that looks similar to this....  ;)

nah i really hate that ship, it looks to much...not klingon...

for the moment, 2 neghvar variants:

The Vo'Die'H
and Negh'Var

the Vo'Die'H will be weaker as it lacks the 2 lower weapon pods

to any canon nitpickers out there, i changed all details on the Vo'Die'H according to ex astris scientia ;P
Title: Re: New BC mod and mod team: Aftermath
Post by: Locke on September 08, 2010, 12:18:55 PM
You know, asking for inspiration, and then bashing the first thing anyone suggests probably deters folks from suggesting anything else.  Just saying . . . :dontcare:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 08, 2010, 12:20:54 PM
You know, asking for inspiration, and then bashing the first thing anyone suggests probably deters folks from suggesting anything else.  Just saying . . . :dontcare:

i know, but the thing is i went like over a bunch of sites,, all people seem to make is crappy kitbashes of ktinga's....or things that dont look klingon, i wanna see stuff like where ud think...YEAH thats a klingon ship...like the vorcha, and the neghvar and the BoP
Title: Re: New BC mod and mod team: Aftermath
Post by: webxro on September 08, 2010, 01:12:39 PM
with all these great ships , i am sure that you could do some great missions
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on September 08, 2010, 10:33:35 PM
Check out some of Raven Night's Klinks. They're pretty klingon looking original designs. Hell, most of his old fed designs looked klingon.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nihilus on September 08, 2010, 10:56:05 PM
You know what would be neat?  Create a Kronos One variant of the Negh'var.  Texture her Tan with red and black stripes similar to Kronos One from Star Trek VI.  Maybe paint her bussards to be Green and leave her impulse drive Red. You could make her slightly stronger than the Negh'var as well, since as Kronos One she would carry the Chancellor of the High Council.

At least, I think it would be neat lol.
Title: Re: New BC mod and mod team: Aftermath
Post by: dEjavU on September 09, 2010, 12:27:03 AM
nah i really hate that ship, it looks to much...not klingon...

Okay, actualy I was refering to the elements that make up the composition of the model shape itself. I was thinking maybe you can use that hub part on the back or some of other aspect of the ship to create a completely new class of battlecruiser compirable to that of the negh'var(or maybe even larger)just a thought.   :P

The Fek'lar and negh'vars look mean though max..keep up the great work.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on September 09, 2010, 03:00:50 AM
You know what would be neat?  Create a Kronos One variant of the Negh'var.  Texture her Tan with red and black stripes similar to Kronos One from Star Trek VI.  Maybe paint her bussards to be Green and leave her impulse drive Red. You could make her slightly stronger than the Negh'var as well, since as Kronos One she would carry the Chancellor of the High Council.

At least, I think it would be neat lol.

YES, now thats an excelent idea!, will do that!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on December 20, 2010, 09:04:20 AM
PS: im continuing with this again..

next up...small klingon pack...after that...TMP!!!!
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on December 20, 2010, 09:25:24 AM
Cool!

I've been wondering... is your Narada going to see the light of day?
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on December 20, 2010, 10:33:24 AM
YES, now thats an excelent idea!, will do that!

Deemon, back in the days of armada 1, made a batleth class battlecruiser that was supposed to be on the same size range of the Romulan D class. I have a low poly model of it if someone wanted to improve on it. The pod on top is a little oversized for just a launcher and could be converted into a secondary vessel similar to what raven had one one of his designs. Lots of possibility with the frame anyways.
Title: Re: New BC mod and mod team: Aftermath
Post by: tjoz on January 04, 2011, 05:14:30 AM
Just a question for another possible AM BC add-on, would any of the BC Aftermath people want any of the AM variants of the ships that have been worked on over the last couple of years from the Legacy version? Originally I did not want the AM versions appearing in the BC version of Aftermath as they were unique to the Legacy version but things have since changed. There are AM versions of around 10-25 ships.

All depends if you guys would like to have alternate AM versions in BC and providing the ship is already in Aftermath BC.
Title: Re: New BC mod and mod team: Aftermath
Post by: CptBenSisko on January 04, 2011, 12:38:22 PM
Tjoz, the more...the better!!! Bring 'em on!!!
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on January 04, 2011, 01:55:17 PM
Sure why not.
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on January 22, 2011, 06:17:40 AM
Hey, just wondering when is the next pack likley to be released? I play this more than any other mod on BC and I cant wait for some more ships to blow up!
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on January 22, 2011, 06:51:14 AM
 :whenitsdone

never ever ask this question ;) it's an unwritten rule...
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on January 22, 2011, 07:15:24 AM
Whoops sorry,  :picardfacepalm: understood should've thought of that.  :funny
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 18, 2011, 04:42:42 AM
I am really sorry for the long delay. real life has taken priority with exams. that and a mass effect addiction. im getting back at this so an update will come soon!
Title: Re: New BC mod and mod team: Aftermath
Post by: eclipse74569 on June 18, 2011, 07:08:03 PM
I am really sorry for the long delay. real life has taken priority with exams. that and a mass effect addiction. im getting back at this so an update will come soon!

Inexcusable  :dontcare: LOL Just playing, I know how Real Life goes...most of my projects have been put on hold for now due to a few things happening.  Take your time!  Good things come to those who wait!
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on June 19, 2011, 04:36:34 PM
I am really sorry for the long delay. real life has taken priority with exams. that and a mass effect addiction. im getting back at this so an update will come soon!

Yaaaaayyyyy!!!!! Sounds like the way things have gone for me, exams and a hefty amount of ME2, I cant wait for news. Followed this since it came out.  :bow:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on June 23, 2011, 04:11:52 AM
allright some renders of whats to come!, also im still looking for willing team members! for HPing, testing and doing ship icon overlays (the phaserbank icons etc) and someone willing to mess with blinkers.

Also note that the challenger allthough released has gotten the same new nacelles i put on the galaxy class!

things that are going to be released pretty soon:

Aftermath TMP Federation pack (federation ships from the tmp era)
TOS Federation Addon (Some Romulan wars ships and some custom creations)
Klingon TNG Addon (more tng klingon ships)

more info will come when ive got more ships ready!
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on June 23, 2011, 02:06:53 PM
Good job very cool.
Title: Re: New BC mod and mod team: Aftermath
Post by: MarkyD on June 23, 2011, 02:47:54 PM
Love the challenger  :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 07, 2012, 07:39:34 AM
Allright, im back from the dead with another release not far away, this time in the klingon faction.
ive been busy with school and real life, and sto, swtor and other so i kindoff neglected this mod, im sorry guys!

here are some new renders of some ships!


Title: Re: New BC mod and mod team: Aftermath
Post by: Vladko1 on January 07, 2012, 07:43:24 AM
Very good. I feel that my klingon collection soon will grow up :thumbsup: :D
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on January 07, 2012, 11:39:05 AM
Get some TOS klingons pls  :yay:
Title: Re: New BC mod and mod team: Aftermath
Post by: King Class Scout on January 07, 2012, 12:10:50 PM
this'll make the third Quo'Nos 1 out there (the first is in a Zambie Zan d-pack, the second is Baz's recent release)
the second pic looks like an NX era Klingon?
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on January 07, 2012, 12:18:15 PM
this'll make the third Quo'Nos 1 out there (the first is in a Zambie Zan d-pack, the second is Baz's recent release)
the second pic looks like an NX era Klingon?

how nx era?? u can clearly see that its a BOP and a D7 from TMP era??
Title: Re: New BC mod and mod team: Aftermath
Post by: admiral horton on January 07, 2012, 01:08:01 PM
when r u going to do the nx era aftermath with the poseidon class and others
Title: Re: New BC mod and mod team: Aftermath
Post by: King Class Scout on January 07, 2012, 01:24:53 PM
how nx era?? u can clearly see that its a BOP and a D7 from TMP era??

the bracing wires from the Back of the head into the body on any Klingon bird usually means an NXish era design for them.  besides, the way the Klingons hang onto ship designs so long...
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 08, 2012, 02:53:12 AM
Nix is right, its tng era ship..true klingon style its made of debris of older warships. not always do ships match that easy thus the braces.
Title: Re: New BC mod and mod team: Aftermath
Post by: Nexxus21 on January 08, 2012, 03:13:51 AM
Nix is right, its tng era ship..true klingon style its made of debris of older warships. not always do ships match that easy thus the braces.
Fooled me as well thought it was Post TOS / Pre-TMP a precursor to the BOP. Based on the D7 / Bracing Support / BOP parts and image size looks as though its smaller and shorter than an actual D-7. No matter the era its still a very interesting design.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 08, 2012, 04:39:34 PM
Enterprise Era Klingon D2 K'Aal class battlecruiser

Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on January 09, 2012, 02:36:24 PM
Oh cool, could always use more early Klingon ships.
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on January 09, 2012, 10:25:55 PM
thought this mod had died. you need hper's still or?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 10, 2012, 03:03:05 AM
yeah I could use some, would save me allot of time
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 11, 2012, 07:00:55 PM
D2 Kra'al Class Battlecruiser mesh FINISHED

(http://img62.imageshack.us/img62/1336/kentd2kraal.jpg)
(http://img41.imageshack.us/img41/405/kentd2kraal2.jpg)
(http://img809.imageshack.us/img809/4337/kentd2kraal3.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on January 11, 2012, 07:09:29 PM
Its good to see this get moving max, this mod has so much potential.
Title: Re: New BC mod and mod team: Aftermath
Post by: FarShot on January 11, 2012, 07:26:29 PM
Is-so-pretty, mesa wanna touchy-touchy.          (http://4.bp.blogspot.com/_XLlSC4VlwbE/TPL8bD5PZlI/AAAAAAAAAHE/S1II6lggbDM/s1600/232980-jar_jar_binks_large.jpeg)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on January 13, 2012, 02:10:26 PM
^lol

But yeah I really like the paneling on the D2.
Title: Re: New BC mod and mod team: Aftermath
Post by: starfox1701 on January 13, 2012, 05:12:59 PM
Yes very nice work there :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 14, 2012, 04:55:38 PM
A nice ingame teaser of some enterprise era content, a D4 LbreK Class Bird of prey, and a D2 Kr'aal class Battlecruiser

(http://img39.imageshack.us/img39/2778/justmissed.jpg)
(http://img38.imageshack.us/img38/8269/d2kraal.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 15, 2012, 07:11:03 AM
A quick update on the klingon ships,

ive made some custom variants that now allows for more than 10 diferent klingon ships for the enterprise era!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 17, 2012, 08:12:11 AM
Since im continuing with the enterprise era, i think it time we got ourselves this ship...

(http://img210.imageshack.us/img210/1793/dkyrrwip.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: King Class Scout on January 17, 2012, 08:53:52 AM
actually, this'll be the second one (i have the D'Kyr model from BCfiles)  it needed a new model.
Title: Re: New BC mod and mod team: Aftermath
Post by: 007bashir on January 17, 2012, 09:00:14 AM
actually, this'll be the second one (i have the D'Kyr model from BCfiles)  it needed a new model.

Indeed, and then we need a reptilian xindi  :P (but if i remember correctly there was one built one or two years ago, when i joined BCC)
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on January 17, 2012, 09:04:39 AM
Make sure the glow for the warp is blue not purple like in silly legacy lol :hithead:
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 17, 2012, 04:23:29 PM
shes finished :3

(http://img838.imageshack.us/img838/5241/dkyrr.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: EDD_7 on January 17, 2012, 04:34:02 PM
WOW you must teach me how to texture that fast :P looks awesome cookie
Title: Re: New BC mod and mod team: Aftermath
Post by: starfox1701 on January 17, 2012, 04:44:31 PM
Wow! she looks good.
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on January 17, 2012, 04:48:05 PM
Man, I cant wait what comes next.
Title: Re: New BC mod and mod team: Aftermath
Post by: deadthunder2_0 on January 17, 2012, 05:59:11 PM
Are you going to include the Ravenous?
Title: Re: New BC mod and mod team: Aftermath
Post by: Shadowknight1 on January 18, 2012, 12:51:45 AM
Sweeeeet.  One of the best designs to come out of Enterprise.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 19, 2012, 06:05:31 AM
Ive started a wikipedia page for my mod, it will soon contain full shiplists and other information!

http://stbcaftermath.wikia.com/wiki/BC_Aftermath_Wiki
Title: Re: New BC mod and mod team: Aftermath
Post by: Captain_D on January 20, 2012, 01:15:13 PM
Very nice work, cookie for you. :thumbsup:
Title: Re: New BC mod and mod team: Aftermath
Post by: moed on January 20, 2012, 06:41:48 PM
Excellent work.

Cookie.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 22, 2012, 05:07:51 AM
Did some fixing on my older neptune model, fixed some proportions and textures and added modelled in warp grills.
(http://img857.imageshack.us/img857/4536/neptunenew.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on January 23, 2012, 03:07:51 PM
I've always liked that one. Always get a slight Steamrunner vibe from it.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 24, 2012, 01:24:27 PM
i named the pic misteryship...but its kinda obvious...

mesh is 99% finished just touching it up then its uv mapping and textureing!
again 100% unified mesh...1 piece

(http://img42.imageshack.us/img42/7731/misteryship.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: EDD_7 on January 24, 2012, 02:39:50 PM
Sweet! I'm loving all the ENT era ships, its one thing BC lacks. Can't wait to see more  :thumbsup: *cookie*
Title: Re: New BC mod and mod team: Aftermath
Post by: moed on January 24, 2012, 04:21:50 PM
Excellent!
Title: Re: New BC mod and mod team: Aftermath
Post by: Shadowknight1 on January 25, 2012, 12:09:58 AM
First a new Vulcan command ship, now an Andorian ship?!  Sweet! :bow:
Title: Re: New BC mod and mod team: Aftermath
Post by: King Class Scout on January 25, 2012, 07:34:28 AM
whadaya mean "lacks"?  i have every stinking one of those ships.  don't look too far into the Archives, do you guys? (hopefully, the Khumari won;t be nuthin but torpedoes, this time)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 25, 2012, 08:53:33 AM
whadaya mean "lacks"?  i have every stinking one of those ships.  don't look too far into the Archives, do you guys? (hopefully, the Khumari won;t be nuthin but torpedoes, this time)

well i agree, most are there but allot of the alien ships are very low quality. especialy the kumari
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 27, 2012, 01:28:01 PM
Finished Andorian Kumari Class warship.
one single unified mesh with 1 2048X2048 map and only 3.4K Polys!

(http://img849.imageshack.us/img849/3172/akumaritextured.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bones on January 27, 2012, 01:36:21 PM
So far the best Kumari I've seen  :thumbsup: great job !
Title: Re: New BC mod and mod team: Aftermath
Post by: Darkthunder on January 27, 2012, 01:40:50 PM
Finished Andorian Kumari Class warship.
one single unified mesh with 1 2048X2048 map and only 3.4K Polys!

(http://img849.imageshack.us/img849/3172/akumaritextured.jpg)

Fully capable of being used in STO then, at that polycount... The "Andorian Warship" has been promised for a long time, coming to STO. It has yet to make an actual appearance.

Love the look of your version. One of the things ENT did right imho, was to flesh out some of the "origin" races of the Federation, in terms of culture, and ship designs. The Andorians was by far my favorites.
Title: Re: New BC mod and mod team: Aftermath
Post by: Phoenix Bondi on January 27, 2012, 01:57:43 PM
SWEET!
Title: Re: New BC mod and mod team: Aftermath
Post by: moed on January 27, 2012, 02:24:25 PM
Excellent!

Cookie.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 28, 2012, 11:45:20 AM
enjoy guys ;)

(http://img823.imageshack.us/img823/5171/kumari1.jpg)

(http://img845.imageshack.us/img845/8230/kumari2.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Saquist on January 28, 2012, 12:59:10 PM
Intresting.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 30, 2012, 09:05:11 AM
i think i was time someone did this...in some better quality than armada or sfc

(http://img804.imageshack.us/img804/2715/feklhr.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: sovereign001 on January 30, 2012, 09:49:07 AM
Very nice kumari! Finally some alien ships! Very good max! Also, feklr class?
Title: Re: New BC mod and mod team: Aftermath
Post by: starfox1701 on January 30, 2012, 10:54:00 AM
Yes the Feklar is an nice one. An chance for a BC version of the Death Chant weapon from A2?
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on January 31, 2012, 05:56:59 PM
had to be done

(http://img210.imageshack.us/img210/1535/cardassianoutpost.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Captain_D on January 31, 2012, 06:39:29 PM
Absolutely wonderful.  :thumbsup:

Cookie for your work.
Title: Re: New BC mod and mod team: Aftermath
Post by: cordanilus on January 31, 2012, 07:04:31 PM
You have been cookied sir, that model looks spectacular. :)
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on February 03, 2012, 06:03:06 PM
About time! Thank you!
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 03, 2012, 06:44:30 PM
SuQ'Jagh-class Fighter Carrier

its the marine vessel from armada I and II, in that game it launched pods which boarded the ship, ive converted it to a fighter carrier.
Its a new mesh from scratch same goes for the textures, shes only 4k polygons.

(http://img42.imageshack.us/img42/963/carrierf.jpg)
Title: Re: New BC mod and mod team: Aftermath
Post by: Tally on February 03, 2012, 07:11:54 PM
I really like that :) +cookie  ...forgive me for being stupid but can you use these with KM
Title: Re: New BC mod and mod team: Aftermath
Post by: Starforce2 on February 05, 2012, 12:57:25 AM
SuQ'Jagh-class Fighter Carrier

its the marine vessel from armada I and II, in that game it launched pods which boarded the ship, ive converted it to a fighter carrier.
Its a new mesh from scratch same goes for the textures, shes only 4k polygons.

(http://img42.imageshack.us/img42/963/carrierf.jpg)

Now those are some sexy klingon textures.
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 05, 2012, 07:43:06 AM
GOOD NEWS EVERYONE!

ive just fixed the Race Specific dynamic music script!, also you read this in the professors voice from futurama!
Title: Re: New BC mod and mod team: Aftermath
Post by: cordanilus on February 05, 2012, 09:23:56 AM
Sweet. glad to hear it.  :yay:  You must tell me what the heck you did.  lol
Title: Re: New BC mod and mod team: Aftermath
Post by: Killallewoks on February 05, 2012, 09:39:24 AM
GOOD NEWS EVERYONE!

ive just fixed the Race Specific dynamic music script!, also you read this in the professors voice from futurama!

Hoorah! I did too.  :eek
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on February 06, 2012, 01:55:53 PM
Nice! cookie
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 09, 2012, 02:24:27 AM
Ive had some developments..

1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!

secondly id like to announce that i now have a bird of prey which lowers its wings when you go to red alert, ill be posting a video of this soon, i also plan to apply this to the intrepid class for going to warp.


Edit: no more atfermath xD
Title: Re: New BC mod and mod team: Aftermath
Post by: cordanilus on February 09, 2012, 04:49:53 AM
Atfer...seriously??  :-P  lol

It was too funny, you showing me the BoP wings floating away once the wings changed position, too close to that planet.  He he he he, sub models can be fun.
Title: Re: New BC mod and mod team: Aftermath
Post by: TheConstable6 on February 18, 2012, 09:21:25 PM
Ive had some developments..

1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!

secondly id like to announce that i now have a bird of prey which lowers its wings when you go to red alert, ill be posting a video of this soon, i also plan to apply this to the intrepid class for going to warp.


Edit: no more atfermath xD

Wow I've been waiting for this for a long time  :bow: always wanted to try Aftermath but didn't wanna overwrite KM crap...now just as long as it doesn't overwrite anything  :P

And sweet w/ the BoP as it's my favorite all-time ship
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 19, 2012, 02:55:32 PM
Wow I've been waiting for this for a long time  :bow: always wanted to try Aftermath but didn't wanna overwrite KM crap...now just as long as it doesn't overwrite anything  :P

And sweet w/ the BoP as it's my favorite all-time ship

it WILL overwrite stuff....
Title: Re: New BC mod and mod team: Aftermath
Post by: Defiant on February 20, 2012, 10:19:09 AM
1st and foremost is that ill be making aftermath easier to install by making it so you can just throw it over a Kobayashi maru installl...reason for this is KM is much more stable than regular BC with mods and it allows you to use all the new features with aftermath ships, this WILL break multiplayer!
You do know that you could have your ships working in MP?

Also one could add ships to KM without breaking MP (but this would be KM only; not compatible with Stock etc.)
Title: Re: New BC mod and mod team: Aftermath
Post by: Maxloef on February 20, 2012, 01:15:07 PM
You do know that you could have your ships working in MP?

Also one could add ships to KM without breaking MP (but this would be KM only; not compatible with Stock etc.)

yes but before i do that i want a stable and balanced single player with all eras, after that im working on mutiplayer :)
Title: Re: New BC mod and mod team: Aftermath
Post by: Bren on February 22, 2012, 07:32:51 PM
Edit: no more atfermath xD

Oh crikey! For a second I thought you were casually and gleefully telling us that the mod had been cancelled! It was with not insignificant relief that I realised you were merely correcting your spelling.
Title: Re: New BC mod and mod team: Aftermath
Post by: Saquist on February 22, 2012, 10:37:58 PM
Those stations look absolutely legit
Title: Re: New BC mod and mod team: Aftermath
Post by: TheConstable6 on March 04, 2012, 07:46:41 PM
it WILL overwrite stuff....

Overwrite ships?
Title: Re: New BC mod and mod team: Aftermath
Post by: 086gf on March 05, 2012, 12:09:49 PM
Thats what he said.