Bridge Commander Central

BC Forums => BC Modding => Topic started by: pointman on September 20, 2009, 03:50:45 AM

Title: Daedalus Class
Post by: pointman on September 20, 2009, 03:50:45 AM
hello everybody, i am building a daedalus class but i am having trouble finding good references. can anybody help me plz? I already have the ones at ex-astris-scientia,

I am trying to make my first ship for bridge commander.

I think the proportions are accurate.
Title: Re: Deadalus Class
Post by: pointman on September 20, 2009, 04:50:28 AM
Hi again, I have finished the mesh to the best of my ability, but am unsure about the rear and underside of this ship.

Title: Re: Daedalus Class
Post by: Kirk on September 20, 2009, 05:25:10 AM
That looks pretty good. Try to get a hold of Phaser and/or Limey. They've both built and released daedalus classes.
Title: Re: Daedalus Class
Post by: limey BSc. on September 20, 2009, 05:49:31 AM
That looks pretty good. Try to get a hold of Phaser and/or Limey. They've both built and released daedalus classes.

You called? :P

It's looking good so far. I can see possible improvements besides the back. The ball at the front looks a little edgy. It might be worth spending a few more polys to smooth it out. And there are rib like things all along the nacelles and secondary hull. They're not overly pronounced, so could be done with textures, but I thought I'd still bring them up :P

As for the back. I don't think I've ever seen anything official about how it looks, but I've found a few pics that do show a reasonably sensible looking rear end.

(http://www.daedalusclass.com/daedalus-columbia4.jpg)

(http://www.ladybird.snugglehunter.net/phoenix/ascensiondaed.jpg)
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 06:07:07 AM
Yes, thank you very much indeed, I have already added more polies to the dome, and I found another ref (non cannon) model with some good shots, im thinking about making the rear hanger bay curved inward instead of flat, what do you think?

Also I cannot see evidence of starboard or port lighting (blue and green) and also docking hatches and weapons? should I use artistic licence with these?

And, if I may just pick your brains, where is the deflector?

As you can see with the last screenie it sits at 4428 polies.
Title: Re: Daedalus Class
Post by: JamesTiberiusKirk on September 20, 2009, 06:21:44 AM
very good. how come we never heard of you?  :)
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 06:36:22 AM
Hi James, I have spent the past 3 years modding for Homeworld and HW2, Many years ago I modded Starfleet Command I and a little on II before I got hooked on the HW series, I was thinking about creating my own HW2 TOS mod, and still may do, but for now, I am going to mod for BC as I can chuck a few more polies in and use bigger maps on this engine and it should not crap out your PC, Homeworld 2 does use DDS, and its a shame BC cannot do the same, although I have read that Legacy will, so I am going to watch this space  :D

I am going to add a docking hatch on the port side of the dome and hull, also add in some nav lights and weapon's next.

Title: Re: Daedalus Class
Post by: limey BSc. on September 20, 2009, 07:05:27 AM
should I use artistic licence with these?

Definately!

And, if I may just pick your brains, where is the deflector?

I think the deflector at the very front of the secondary hull. But the dome there sticks out instead of curving in, and I don't think it has full line of sight forwards, but I can't think of anywhere else it could be.
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 07:06:30 AM
I have added the docking port to the hull but decided not to add the one to the main hull as it seemed a liitle odd, I am happy with this mesh for now so will start to map and texture it, but I would like to develop the design, later so your ideas are welcome, in escence . . for the daedalus v2 what would you like to see added in?

I will post wip's of the textures shortly
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 07:08:38 AM
Thank you Limey 98, I though that also, but like you have already stated, from the front view it does not work, I think in v2, i will raise the dome, and have a kink in the neck structure with braces to support its odd shape.

thanks
Title: Re: Daedalus Class
Post by: King Class Scout on September 20, 2009, 08:31:36 AM
Greetings from Myself and for New Hampton Yards.  I'm a Daedalus collector AND have a concept sketch or two out for a JJverse update.
Title: Re: Daedalus Class
Post by: Darkthunder on September 20, 2009, 08:53:43 AM
Thank you Limey 98, I though that also, but like you have already stated, from the front view it does not work, I think in v2, i will raise the dome, and have a kink in the neck structure with braces to support its odd shape.

thanks

If as you say, you wanna use some artistic license, then perhaps an NX-style deflector in the spherical primary hull? The Daedalus and NX Class are both within the same era canonically. Just that we've never really seen a Daedalus Class "up close and personal".
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 09:01:31 AM
Greetings from Myself and for New Hampton Yards.  I'm a Daedalus collector AND have a concept sketch or two out for a JJverse update.

lol... i understood none of that, although i understood your english I still read it and though  :wtf.. either way hello my friend I look forward to seeing what you have  :funny

Thank you Limey 98, I though that also, but like you have already stated, from the front view it does not work, I think in v2, i will raise the dome, and have a kink in the neck structure with braces to support its odd shape.


If as you say, you wanna use some artistic license, then perhaps an NX-style deflector in the spherical primary hull? The Daedalus and NX Class are both within the same era canonically. Just that we've never really seen a Daedalus Class "up close and personal".


Yes I will definately do this in v2,

I want to make a "standardish" one, then go all personal on it  :)

thanks
Title: Re: Daedalus Class
Post by: King Class Scout on September 20, 2009, 09:09:46 AM
Darkthunder: what, no plug for the one you were working on?

Pointman:  if you have a browse around BCfies, there are gobs of Daedeli (including my own take) floating around, including a Mirror Universe Daed.

this is my own take at slapping a deflector dish on a spherical hull.  i'm primarily a skinner, and the wrap for the Sphere was split down the front, so it was a bit of a problem ( image from the beta version)

 yours is a sweet looking take.  looks definetly TOS instead of pre TOS.  if you leave the spears off the Bussards (please), it'd be a perfect TOS refit of the Daeds.
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 09:13:46 AM
thats some nice work mate, how are you with scripts etc?
Title: Re: Daedalus Class
Post by: King Class Scout on September 20, 2009, 09:26:01 AM
decent, but not perfect.  I'm still trying to work the bugs out on a unhardpointed Breen Ship.  i suggest you talk to my Partner in crime for New Hampton Yards, Worf359Alpha

my Daed started out as a Personal-Use Skin and Hardpoint on JLStudios historicly accurate Daedalus.  Limey98 was apparently impressed enough he let me release it (thanks, guys).  it's on the 1.0 version at the moment., but I don't think there's much more improvement i can do. if your interested in checking it out.  look for "Updated Gabriel Daedalus hardpoint" in the "other" ship section.
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 09:31:30 AM
Ok thanks I will do..

Here is a high res render  :D

3 x 2048's = too heavy ??  :roll

Title: Re: Daedalus Class
Post by: King Class Scout on September 20, 2009, 09:45:16 AM
only for those of us with middle of the road comps.  if I get 2048's with a relativly high-poly ship, I get nasty slowdowns.
Title: Re: Daedalus Class
Post by: pointman on September 20, 2009, 09:47:57 AM
But BC comes with the choice of Low / High / Med textures, so if i understand the process correct, the low ones will be 512's on you can delete the rest leaving the engine to just load the low ones. should even run on your commodore 16k  ;)
Title: Re: Daedalus Class
Post by: Adonis on September 20, 2009, 10:23:37 AM
But BC comes with the choice of Low / High / Med textures, so if i understand the process correct, the low ones will be 512's on you can delete the rest leaving the engine to just load the low ones. should even run on your commodore 16k  ;)

Low: 512 maps with no speculars
Medium: 1024 maps with 512 specs
High: 2048 maps with 1024 specs

If you stick to this formula, there shouldn't be many issues. However look through the settings of scripts/ships py files, they have some pretty interesting options for making your ship even more resource-friendly.
Title: Re: Daedalus Class
Post by: candle_86 on September 20, 2009, 11:11:35 PM
http://www.daedalusclass.com/

check this out lots of information

also here are the two pictures i looked at the most for my personal SFC model ill also upload some beauty shots of it, though remember I made it how I think It should look, and its for SFC so low ploy was a must
Title: Re: Daedalus Class
Post by: eclipse74569 on September 20, 2009, 11:44:34 PM
I've got an idea for the deflector that might work.

I've seen certain TOS era ships specifically the Saladin Class that has the dish on the bottom of the saucer section, the antenna that holds the deflector is bent at a 90 degree angle.  Why not put one on the bottom of the Sphere Saladin style?

Other than that this is looking great :)
Title: Re: Daedalus Class
Post by: candle_86 on September 21, 2009, 12:44:36 AM
the deflector dish is actully the yellow ring thing from the best anyone can figure, also no offense intended for anyone who puts those little dish's down there, but it has been shown time and again not every ship has a defector dish from the era, take the Reliant, there isnt a visable deflecor dish on it anywhere, nor on the obreth. Where excatly they are is another story, I havnt bothered to check diagrams yet on this. But I would suggest making the yellow ring in the front the deflecor dish, this is the commonly held place it belongs, and as I said no offense intended, but I tend to avoid any ship with a dish just hung that doesnt really fit the model
Title: Re: Daedalus Class
Post by: King Class Scout on September 21, 2009, 09:14:32 AM
I used the Idea more or less from the Hades class, a TNG era concept
http://bridgecommander.filefront.com/screenshots/File/48346/1

another version I have is someone's concept for a cross between the NX and Daedalus classes.  a mini oval dish (blue-glow backed) is centered in the centerline of the Sphere.

a Dade refit with a sensor dish where it's presumed to be is the USS Lincoln, a TMP refit.
Title: Re: Daedalus Class
Post by: Johnnymuffintop on September 23, 2009, 06:09:47 AM
Something VERY much like this:
http://team.enterprise-tcw.com/Flanker/Extra/Scifi/STARFLEETMANUAL/DaedalusClass_page014.jpg
Title: Re: Daedalus Class WIP [28th Sep]
Post by: pointman on September 28, 2009, 02:37:58 PM
Interesting,

I have enjoyed reading all your opinions and ideas thus far, I intend to try to keep this daedalus as canon as possible, then for v2 have my own take and add some of your great ideas.

Got some more small updates to show, and I will be adding in some aztec's and speculars at some point.

1. does the inside of the necelle have a feature??  some images show it does others are blank

2. I will be adding in running lights, and such into the textures, trying to keep it as cannon as possible what else should be added in as a feature using TEXTURES

3. Should the windows that are illuminated be plain blank tos white or have a feeling of depth?

I realise that the textures are clean and simple for the minute, but I will be doing more to them as I go, as mentioned above.

Title: Re: Daedalus Class WIP [28th Sep]
Post by: Adonis on September 28, 2009, 03:01:48 PM
1. does the inside of the necelle have a feature??  some images show it does others are blank
I'd add it.
2. I will be adding in running lights, and such into the textures, trying to keep it as cannon as possible what else should be added in as a feature using TEXTURES
Running lights (i.e. blinkers) are handled by scripting, no need to add them. BC can handle transparencies through the targa alpha channels and animated lights.
3. Should the windows that are illuminated be plain blank tos white or have a feeling of depth?

As I said above, I'd add them.
Title: Re: Daedalus Class
Post by: King Class Scout on September 28, 2009, 05:05:35 PM
whada you guys mean by the "inside of the Nacelle"?
Title: Re: Daedalus Class
Post by: Johnnymuffintop on September 28, 2009, 05:33:51 PM
I think that by "inside" of the nacelle, they mean the sides of the nacelle that face inward.
Title: Re: Daedalus Class
Post by: King Class Scout on September 28, 2009, 05:46:37 PM
oh.  yeah, I saw some gridding on one of em.
Title: Re: Daedalus Class
Post by: candle_86 on September 28, 2009, 08:36:30 PM
id do it even if its a gray grid work like on the connie, id add it
Title: Re: Daedalus Class
Post by: Johnnymuffintop on September 28, 2009, 09:24:09 PM
I'd make the nacelles have a gray version of the warp grill on the top ship seen here: http://team.enterprise-tcw.com/Flanker/Extra/Scifi/STARFLEETMANUAL/GammaWarpClass_page019.jpg
Title: Re: Daedalus Class
Post by: candle_86 on September 28, 2009, 09:51:44 PM
i wouldnt give it an NX grid work, that look doesnt fit the class at all
Title: Re: Daedalus Class
Post by: Johnnymuffintop on September 28, 2009, 11:48:32 PM
Not all the grid work, JUST the warp grill:
http://img17.imageshack.us/img17/3523/thisv.png (http://img17.imageshack.us/img17/3523/thisv.png)

Either that, or do the TOS warp grill, shorten it by about 80%, make the "handlebar" a little further out, and give it a dull teal glow.
Title: Re: Daedalus Class
Post by: King Class Scout on September 29, 2009, 10:01:31 AM
I think I saw a patch improv in the inside of the TE daedalus, as well.
Title: Re: Daedalus Class
Post by: pointman on September 29, 2009, 12:42:56 PM
Ok, I will begin to model in a warp grill to the inside of the necelle soon, then re map it.
Title: Re: Daedalus Class
Post by: pointman on September 30, 2009, 03:21:55 PM
I have finished with the inside necelle, im thinking about changing the bussard for a standard TOS connie one (or simular) as the red cloudy one does nothing for me to be honest in tos ships.

Title: Re: Daedalus Class
Post by: King Class Scout on September 30, 2009, 03:35:25 PM
the OS style dades I have all used the "Fan" bussard.  I tried the 'cloudy" approach myself, and it didn't look right (and neither did the color scheme I picked at the time)
Title: Re: Daedalus Class
Post by: Kirk on September 30, 2009, 04:57:21 PM
I'm a fan of the red cloudy look. It makes the ship seem eerie, especially in that lighting. :D
Title: Re: Daedalus Class
Post by: Phaser on October 04, 2009, 02:16:08 PM
Sorry I didn't see this thread earlier, pointman.  Your model looks great, though!

Here are a couple reference images for you, as requested.  These are of a model that appeared in Sisko's office on DS9, so it's canon.
Title: Re: Daedalus Class
Post by: baz1701 on October 05, 2009, 05:14:16 AM
I'm guessing those model nacelles started life as Shuttle SRB's before the kitbashing.
Title: Re: Daedalus Class
Post by: ACES_HIGH on October 05, 2009, 10:57:36 PM
yeah, I think you're right, I think they are, it looks like they've been flipped around too, the wider segment divider should be towards the back.  It looks like the neck might be one too, although it looks like it's a slightly smaller scale.
Title: Re: Daedalus Class
Post by: Lionus on October 06, 2009, 02:22:30 AM
Horizon.. that reminds me of scifi horror movie called Event Horizon. it still creeps me out.  :P
Title: Re: Daedalus Class
Post by: MarkyD on October 07, 2009, 09:50:58 AM
Like it, looks clean and well built  :D