Bridge Commander Central

BC Forums => BC Modding => Topic started by: furswift on May 19, 2010, 12:05:56 PM

Title: fursWiPs: TMP Enterprise
Post by: furswift on May 19, 2010, 12:05:56 PM
I'm pretty much done with the mesh for the Executor. I'm planning on making this a four ship pack. The Executor, the Lusankya (these will be nearly identical stats-wise, but the Executor will be a bit more powerful, as it is Vader's ship), the Intimidator (which will be a bit faster and more maneuverable than the rest at the cost of offensive and defensive power), and the Terror (my favorite, which will feature a cloaking device). I will try to HP these myself, and it will be my first time doing so. I'd like to make the size as canon as possible, which I believe to be about 18km long. Balance wise, the Executor will be able to be beaten by a Wolf 359 fleet following the "Return of the Jedi" strategy. She'll be able to run over pretty much everything else. Textures soon to follow.
Title: Re: fursWiPs: Executor
Post by: Darkthunder on May 19, 2010, 12:21:14 PM
That looks like it's got an insane amount of polygons. What's its total?
Title: Re: fursWiPs: Executor
Post by: limey BSc. on May 19, 2010, 12:27:33 PM
That looks like it's got an insane amount of polygons. What's its total?

It doesn't look that much. It's pretty much all straight edges. It's curves that kill poly counts.

Looks pretty damn good. Been a long time since I've seen Star Wars though, so I can't comment on accuracy :P
Title: Re: fursWiPs: Executor
Post by: King Class Scout on May 19, 2010, 12:31:04 PM
*makes sure there's a bib around lionus's neck, and keeps a bucket handy*

I can tell right now that'd make my graphics card self destruct...and without any textures on it, either.  I think I max at 50K polies with only minor slowdown.
Title: Re: fursWiPs: Executor
Post by: WileyCoyote on May 19, 2010, 12:34:21 PM
Now that's a flagship. It looks accurate enough. :)
Title: Re: fursWiPs: Executor
Post by: Lionus on May 19, 2010, 12:37:48 PM
 :woot: :drool: About a bloody time that someone did justice to that ship! Are you planning to do more SW cap ships?
Title: Re: fursWiPs: Executor
Post by: baz1701 on May 19, 2010, 01:11:10 PM
that looks sweet, I think someone was working on a bridge... oh yeah it was me.
Title: Re: fursWiPs: Executor
Post by: EDD_7 on May 19, 2010, 01:16:13 PM
 :eek bloody hell that looks nice, you easily get a cookie. (when i figure out how)

Can i convert it for the NanoFx viewer when its done :P

.........wow  :eek
Title: Re: fursWiPs: Executor
Post by: furswift on May 19, 2010, 01:19:00 PM
limey98, you hit the nail right on the head. This ship is only 17,800 polies (yes, I counted correctly this time :P) and it hasn't been cleaned up yet. The only curves on the ship are the engines and the "balls" on the bridge tower. It was very tempting to get carried away with the greebling as I was building this, but I figured it would be no fun if the ship was so heavy she couldn't be engaged in a fleet battle. I'll try and be conservative with the textures too, though this will be hard because the ship is so big and she's meant to be viewed up close (think strafing run to the bridge tower).

@Lionus: I've only been turned on by the Imperial Fleet designes of the Star Wars Universe, so I'll probably do an Imperial class SD. If I'm feeling ambitious I might try a Corvette or maybe a Mon Calamari cruiser, but that ship will be a beast poly-wise.

@Edd_7: I'd be honored. :)
Title: Re: fursWiPs: Executor
Post by: EDD_7 on May 19, 2010, 03:45:39 PM
@Edd_7: I'd be honored. :)

Thanks i can't wait  :yay:
Title: Re: fursWiPs: Executor
Post by: Lionus on May 19, 2010, 03:55:03 PM
Now that I think about it, making the light effects for that thing will probably be a nightmare.. :eek
Title: Re: fursWiPs: Executor
Post by: vonfrank on May 19, 2010, 05:21:57 PM
That's Going to be a pain to Hardpoint

It has something like 1000 turbo laser batteries  :banghead:

I hope you are'nt making it too manuverable. It should turn like a planet due to it's size  ;)
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on May 19, 2010, 11:52:33 PM
:woot: :drool: About a bloody time that someone did justice to that ship! Are you planning to do more SW cap ships?

 :yeahthat: Can't say more than that
Title: Re: fursWiPs: Executor
Post by: Bren on May 19, 2010, 11:55:14 PM
Sweet! I've just finished playing through The Force Unleashed on PSP (where, incidentally, it feels somehow more at home than on the larger consoles), so this ship was on my mind - beautiful model.
Title: Re: fursWiPs: Executor
Post by: Digital_Clarity on May 20, 2010, 12:09:36 AM
Wow, can you port that over to Star Wars: Empire at War? :)
Title: Re: fursWiPs: Executor
Post by: metalnick on May 20, 2010, 04:28:53 AM
The Force is strong with this one.... :thumbsup:
Title: Re: fursWiPs: Executor
Post by: MarkyD on May 20, 2010, 04:58:49 AM
Very nice mate, I hope you pay as much attention to detail on the textures as you have on the model itself, this looks very nice.
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on May 20, 2010, 12:51:42 PM
The Terror...a fan of Rebel Assault are we? Cookied.
Title: Re: fursWiPs: Executor
Post by: 1DeadlySAMURAI on May 20, 2010, 01:16:46 PM
Sir furswift, I believe I owe you a hug. (http://img.photobucket.com/albums/v357/deadlysamurai/Smilies/hug.gif)

Love this ship. Ever since my dreams about becoming an Intergalactic Dictator started I've wanted one of those as my mobile base of operations.
I may not become one IRL, but now I can pretend to be one at least.
Title: Re: fursWiPs: Executor
Post by: furswift on May 20, 2010, 03:32:59 PM
@vonfrank: Yeah, I'm trying to figure out a way to simulate lots of weapons batteries without having to put thousands of hardpoints on the ship. Also I hope there's a way to target multiple ships at once. This will be my first HPing so I'm going to need lots of help. And don't worry, she'll handle like a shopping cart with brick wheels.

Wow, can you port that over to Star Wars: Empire at War? :)

I don't know anything about that game, but if someone wants to port the ship, I'll let them.

@1DeadlySAMURAI: I've often fantasized about commanding this ship as well. How awesome would it be to be a part of some famous Star Trek battle, uncloak the Terror and just be like, "s'up?"

I won't be able to work on it this week, but I'll endeavor to release this as quickly as possible when I get back to it. Thanks for the compliments and cookies, everyone! :D
Title: Re: fursWiPs: Executor
Post by: Lionus on May 20, 2010, 03:35:40 PM
Are you going to make it a carrier, able to launch TIE-fighters?
Title: Re: fursWiPs: Executor
Post by: 086gf on May 20, 2010, 06:34:01 PM
Also I hope there's a way to target multiple ships at once.

Oh, indeed you can. Taking on five sovvies at once with this thing will be fun.
Title: Re: fursWiPs: Executor
Post by: furswift on May 20, 2010, 09:20:17 PM
Are you going to make it a carrier, able to launch TIE-fighters?
Oddly, I never considered that. :hithead: I should make some ultra low poly TIEs to go with it. I suppose if I'm going to learn to HP I should learn everything. Also, in the future when I make the regular Star Destroyer, I could have the Executor class ships launch those too. :evil:

Also I hope there's a way to target multiple ships at once.

Oh, indeed you can. Taking on five sovvies at once with this thing will be fun.

Yessss!
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on May 20, 2010, 09:56:58 PM
Are you going to make it a carrier, able to launch TIE-fighters?
Oddly, I never considered that. :hithead: I should make some ultra low poly TIEs to go with it.

Can't go wrong with Phantom TIES guarding the Terror.
Title: Re: fursWiPs: Executor
Post by: Digital_Clarity on May 21, 2010, 12:23:20 AM
@ Fur,

Quote
I don't know anything about that game, but if someone wants to port the ship, I'll let them.

It's not something I could do, but I am sure there are plenty of folks at Empire at War filefront who could do so.
With your permission, I could put in a request for it on Empire at War filefront to have it ported to Empire at War.
Title: Re: fursWiPs: Executor
Post by: furswift on May 29, 2010, 07:26:55 PM
I am at a bit of a crossroads when it comes to the textures on this ship. I've read the Maximum Poly thread and it seems that BC has a harder time manipulating models with big textures than it does models with big poly counts. The highest poly model I have in my BC install is Lint's NX Excelsior. It has 52,677 polys and the equivalent of 5.75 1024 textures. I fought against 5 ships from Wiley's Excelsior Family Pack with Lint's Excelsior. There was some noticeable lag, but nothing terrible. My specs are: Intel dual core @2.4GHz, 2GB RAM, and an NVIDIA GeForce 7900 GS with 256MB VRAM, so it's pretty middle of the road. I originally planned to make this model with ~18K polys and 3 2048 textures. I figure if I add greeble detail to the model itself and give myself a budget of about 40K polys and one 1024 texture, it will be reasonably easy to run and look a lot nicer ingame. Any thoughts or opinions?
Title: Re: fursWiPs: Executor
Post by: Lionus on May 29, 2010, 09:57:02 PM
big yes for the 1024-sized textures. 2048s make my comp sputter, and that says something since it's 3.5Ghz, 4gb RAM and ATI Radeon 4870 with plenty of ram..
Title: Re: fursWiPs: Executor
Post by: FekLeyr Targ on May 30, 2010, 04:24:21 AM
Do you think that you'll use those:
http://bridgecommander.filefront.com/file/SW_TIE_Fleet_Pack;76566
Title: Re: fursWiPs: Executor
Post by: Maxloef on May 30, 2010, 07:05:55 AM
I am at a bit of a crossroads when it comes to the textures on this ship. I've read the Maximum Poly thread and it seems that BC has a harder time manipulating models with big textures than it does models with big poly counts. The highest poly model I have in my BC install is Lint's NX Excelsior. It has 52,677 polys and the equivalent of 5.75 1024 textures. I fought against 5 ships from Wiley's Excelsior Family Pack with Lint's Excelsior. There was some noticeable lag, but nothing terrible. My specs are: Intel dual core @2.4GHz, 2GB RAM, and an NVIDIA GeForce 7900 GS with 256MB VRAM, so it's pretty middle of the road. I originally planned to make this model with ~18K polys and 3 2048 textures. I figure if I add greeble detail to the model itself and give myself a budget of about 40K polys and one 1024 texture, it will be reasonably easy to run and look a lot nicer ingame. Any thoughts or opinions?

Use some repeating texture's for the main hull and only special texutres for the important stuf like the bridge and engines ;)
Title: Re: fursWiPs: Executor
Post by: sovereign001 on May 30, 2010, 07:24:35 AM
looks great mate!
Title: Re: fursWiPs: Executor
Post by: furswift on June 01, 2010, 05:20:50 PM
So I decided to go the high poly, low texture route. I think (hope) that despite the high poly count (it's at 42K right now), the ship will be pretty light, so she can be used in a reasonably sized fleet battle. Texturing should be a breeze because it will only be one 1024 texture and the details on the studio model are mercifully homogenous.

@FekLeyr Targ: I'm not sure if I'll use those. There seems to be some dispute on the ownership of those. I might make my own low poly TIEs.
Title: Re: fursWiPs: Executor
Post by: Lionus on June 01, 2010, 05:33:18 PM
 :dance oh yes.
Title: Re: fursWiPs: Executor
Post by: metalnick on June 01, 2010, 06:27:49 PM
Looking really awesome there, man. This will be the first SW ship to go into my install.  :funny
Title: Re: fursWiPs: Executor
Post by: WileyCoyote on June 01, 2010, 10:10:25 PM
So will this ship be 19km long as stated at Starship Dimensions, because when I start scaling my ID4 ships, the Executor (19km) is slightly smaller than a City Destroyer (24km)?
Title: Re: fursWiPs: Executor
Post by: ACES_HIGH on June 01, 2010, 11:54:53 PM
now that would be an epic battle :thumbsup:
Title: Re: fursWiPs: Executor
Post by: furswift on June 02, 2010, 07:28:41 PM
The engines are done. :dance

@WileyCoyote: I do plan on scaling the ship to 19km barring any complications. I'll scale it relative to my Excelsior (which is the same size as yours ;)). I can't wait to see that City Destroyer. Any ship that's even *slightly* bigger than the Executor is pretty terrifying.
Title: Re: fursWiPs: Executor
Post by: Kirk on June 02, 2010, 10:30:26 PM
Those baked in glows are a bit unrealistic.
Title: Re: fursWiPs: Executor
Post by: JimmyB76 on June 05, 2010, 06:38:12 PM
*offtopic cleared*

guys please try and remain ontopic...

thx :)
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on June 06, 2010, 01:49:37 PM
Those baked in glows are a bit unrealistic.

I agree, tone it down by about half of what you've got, and that ought to do it.
Title: Re: fursWiPs: Executor
Post by: Bren on June 09, 2010, 08:55:32 PM
Aye, and localise it a bit more to the engine's vicinity.
Title: Re: fursWiPs: Executor
Post by: MarkyD on June 11, 2010, 12:48:01 PM
I agree with the above,

.. a little OTT on the glows and not alligned.. like the omni lights need to be brought closer to the engine housing.that said

model looks great  :thumbsup:
Title: Re: fursWiPs: Executor
Post by: Lionus on June 11, 2010, 01:03:39 PM
Indeed. Lord Vader will be pleased.
Title: Re: fursWiPs: Executor
Post by: furswift on June 17, 2010, 09:59:10 AM
I finished texturing the Executor. I wasn't sure if the community wanted me to change the glows from the engines :P, so I did it anyway. I've toned them down and repositioned them, and did a lot of refining. Right now, the model stands at 45K polys, but it only has one texture sheet at 2048. It will be released with a 1024 as a default. It also has two 10X10 textures of solid color, which will be negligible in terms of the model's weight, but made my life about a million times easier.

Oh, and the next time I say something stupid like, "This will be a breeze to texture.", somebody please reach through my monitor and punch me in the face. Hard.
Title: Re: fursWiPs: Executor
Post by: 1DeadlySAMURAI on June 17, 2010, 10:48:58 AM
Oh, that is just pure fu****g win. You need a cookie.
Title: Re: fursWiPs: Executor
Post by: Lurok91 on June 17, 2010, 11:12:47 AM
10/10 *cookie*

(btw, is/was a B/Lakota variant of your Excelsior ever considered  :))
Title: Re: fursWiPs: Executor
Post by: metalnick on June 17, 2010, 11:41:24 AM
Have a cookie for the Dark Side.
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on June 17, 2010, 12:02:30 PM
For your second mod looking so gorgeous, you get a cookie.
Title: Re: fursWiPs: Executor
Post by: Lionus on June 17, 2010, 02:00:24 PM
I'll beta it!  :kiss: :dance :bow: :yay:
Title: Re: fursWiPs: Executor
Post by: Kirk on June 17, 2010, 02:13:10 PM
The baked in glows still don't look right. They start too soon, sometimes even behind the engine, and shouldn't be quite so intense. If you're using Max, I'd recommend downloading Cebas' plugin FinalRender. It allows you to add a light which uses your mesh and textures to emit light. It can have some very nice and realistic results.
Title: Re: fursWiPs: Executor
Post by: Locke on June 17, 2010, 04:59:41 PM
The baked in glows still don't look right. They start too soon, sometimes even behind the engine, and shouldn't be quite so intense. If you're using Max, I'd recommend downloading Cebas' plugin FinalRender. It allows you to add a light which uses your mesh and textures to emit light. It can have some very nice and realistic results.

Isn't that system like $1000?  The only website I found that has it is here (http://www.cebasstation.com/index.php?pid=product&prd_id=75&feature=798).
Title: Re: fursWiPs: Executor
Post by: EDD_7 on June 17, 2010, 05:34:23 PM
WOW thats nice  :thumbsup:  :thumbsup: i don't have enough post to give you a cookie. So i owe you 2 at the moment  :P
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on June 17, 2010, 06:28:54 PM
That is epic.

*The Imperial March begins playing in the background*
Title: Re: fursWiPs: Executor
Post by: Bren on June 18, 2010, 04:29:51 PM
I have a feeling the nif conversion is going to rob this mesh of none of it's beauty! Fantastic job! :thumbsup:
Title: Re: fursWiPs: Executor
Post by: starship on June 22, 2010, 07:22:35 PM
Fantastic modelling job Andrew! About textures and effects, i believe the red glow is to much intense yet. ;)
Title: Re: fursWiPs: Executor
Post by: Billz on June 22, 2010, 08:11:22 PM
It might be a good idea to dial down the red glows a little, but otherwise, it looks grand. Nice job!
Title: Re: fursWiPs: Executor
Post by: metalnick on June 23, 2010, 02:33:55 PM
I've seen some pretty cool SW meshes over at www.scifi3d.com and was wondering why any of these have not been ported to BC yet? AFAIK they have a free use policy and you can never have too many ships, right?  :idk:
Title: Re: fursWiPs: Executor
Post by: Bren on June 23, 2010, 03:51:50 PM
At a glance, polycount is the issue there. They're art models, with polycounts of hundreds of thousands, about ten times the range for a BC model.
Title: Re: fursWiPs: Executor
Post by: Billz on June 23, 2010, 04:13:07 PM
At a glance, polycount is the issue there. They're art models, with polycounts of hundreds of thousands, about ten times the range for a BC model.

And also, I suspect that is far more gratifying to know that a model you built yourself is put into a game which you and loads of other people love, instead of taking the "easy" option (relative to the situation at hand of course, lol) of cutting down and porting other ships.

Its the same as in real life. When you build something without your own two hands, it is a feeling of accomplishment.
Title: Re: fursWiPs: Executor
Post by: Bren on June 23, 2010, 04:18:54 PM
Yes, I was going to say that too.

***ON TOPIC***

I'm going to get 8 of these ships, arrange them in a circle and make SSD Pie!
Title: Re: fursWiPs: Executor
Post by: Billz on June 23, 2010, 04:28:06 PM
Yes, I was going to say that too.

***ON TOPIC***

I'm going to get 8 of these ships, arrange them in a circle and make SSD Pie!

That would be a great idea for a POTD. :D
Title: Re: fursWiPs: Executor
Post by: Bren on June 23, 2010, 04:32:41 PM
That would be a great idea for a POTD. :D
? Bren 2010!  :bitch:

:D I might stick a photo in as a nebular background of me taking a bite and then use the damaging tool to take a bite out of one and align them to match :).

Though that stinks of effort.
Title: Re: fursWiPs: Executor
Post by: WileyCoyote on June 23, 2010, 04:34:22 PM
Quote
I'm going to get 8 of these ships, arrange them in a circle and make SSD Pie!
Or make a sandwich with 2 of my City Destroyers.  :D
Title: Re: fursWiPs: Executor
Post by: 1DeadlySAMURAI on June 23, 2010, 05:07:51 PM
Or make a sandwich with 2 of my City Destroyers.  :D

Yeah, they'd look like the buns on a hamburger. :P
Title: Re: fursWiPs: Executor
Post by: furswift on June 23, 2010, 06:03:38 PM
Arrange 8 of them like a pizza, remove 2 on the right, and make a scary space Pac Man.

Anyway, thanks for all the feedback. I've decided to keep the engine glows as is, as it's really supposed to look like a furnace under there. I know it looks like the glows are more intense behind the engines in the picture, but they really start after.

This is turning into more of an Imperial fleet pack because I've just made TIEs that the Executor will be able to launch. Now I'll make an Imperial class Star Destroyer that will also be able to be launched by the Executor. There's a TIE/In, TIE Interceptor, TIE Advanced, and the TIE Phantom for the Terror. These models are extremely lightweight. They're about 700 polys each, and they each have textures that are a bit smaller than a 512 texture sheet. They really aren't "hero" versions to be viewed up close, but rather meant to be used en masse in a battle. I'll make the ISD more detailed, as the Executor will only be able to launch 3 of these in a quick battle.

@Lurok91: I'm absolutely going to make a refit version of my Excelsior. I'm planning an NCC version, the Hood, a DS9 variant (I'm willing to entertain suggestions on which one to make as I never really got into DS9), an Enterprise B and a Lakota.
Title: Re: fursWiPs: Executor
Post by: deadthunder2_0 on June 23, 2010, 06:37:08 PM
The USS Melbourne Destroyed at Wolf359
Title: Re: fursWiPs: Executor
Post by: WileyCoyote on June 23, 2010, 06:39:59 PM
Quote
The USS Melbourne Destroyed at Wolf359
Or do what I did. Do ID-map swapping and have the entire fleet of Excelsiors.
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on June 23, 2010, 07:14:23 PM
Cookie for the Phantom TIE alone, as that is my absolute favorite TIE fighter.
Title: Re: fursWiPs: Executor
Post by: metalnick on June 23, 2010, 07:33:51 PM
 This just keeps getting better and better. As far as the Excelsiors go, why not something like what DJ did with the Galaxy and Ambassadors? Like make the canon ships and then make a re-imagined future version. Just a thought...
Title: Re: fursWiPs: Executor
Post by: Lionus on June 24, 2010, 12:16:50 AM
This is turning into more of an Imperial fleet pack because I've just made TIEs that the Executor will be able to launch. Now I'll make an Imperial class Star Destroyer that will also be able to be launched by the Executor.

Imperial-class vessels were what, about a mile (1600m) long? I think that Victory-class would be closer, and that is "mere" 900 meters alone.. And capable of operating within atmosphere. Although, It seems possible that Imperial-class would had fit into the primary hangar bay.. :eek
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on June 24, 2010, 12:57:21 AM
Honestly, I don't know what the point would be in making the SSD launch a regular Star Destroyer.  But I'm glad we're getting an Imperial fleet going on here...now we just need a Millennium Falcon for them to chase.
Title: Re: fursWiPs: Executor
Post by: AdmiralKathryn on June 24, 2010, 04:42:30 AM
I read up on this at theforce.net only a couple of days ago. Apparantly a SSD would have just been able to fit an Imperator Class SD in its primary bay but not all the way. It would have been left hanging like the Blockade Runner from Eps IV.

Excellent models, those TIE's look really good for being so low poly!
Title: Re: fursWiPs: Executor
Post by: Lurok91 on June 24, 2010, 08:55:13 AM
@Lurok91: I'm absolutely going to make a refit version of my Excelsior.

Looking forward to them  :)   Loved your Excelsior but prefer design of refits.  And cute TIEs...
Title: Re: fursWiPs: Executor
Post by: King Class Scout on June 25, 2010, 12:54:55 PM
did I see the Vader tie concept in there?  oh, and what's the triangular one?

FurSwift, I think you just got yourself roped into the entire ship set for SW...please?
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on June 25, 2010, 01:13:22 PM
That's a Phantom TIE, KCS. They're in Rebel Assault 2 and I think in Star Wars Empire at War: Forces of Corruption. And they're cloak-capable.
Title: Re: fursWiPs: Executor
Post by: MarkyD on June 25, 2010, 02:22:28 PM
Good job on the low poly fighters mate  :thumbsup:
Title: Re: fursWiPs: Executor
Post by: Tuskin38 on June 25, 2010, 07:14:42 PM
Maybe you could do the TIE Defender as a suggestion, thats a cool design.
Title: Re: fursWiPs: Executor
Post by: 086gf on June 25, 2010, 09:07:51 PM
Maybe you could do the TIE Defender as a suggestion, thats a cool design.

Oh god yes!
Title: Re: fursWiPs: Executor
Post by: FekLeyr Targ on June 26, 2010, 06:34:18 PM
Oh god yes!
Yeah and I'd also love to see the TIE Avenger, Assault Gunboat, Missile Boat and perhabs some shuttles and transports.
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on June 26, 2010, 06:53:46 PM
I'm gonna be the reasonable one here.  I'm just fine with the Executor and a standard Imperial Star Destroyer.  ;)
Title: Re: fursWiPs: Executor
Post by: Lionus on June 26, 2010, 07:58:23 PM
I'm gonna be the reasonable one here.  I'm just fine with the Executor and a standard Imperial Star Destroyer.  ;)

This.
Title: Re: fursWiPs: Executor
Post by: furswift on June 28, 2010, 11:55:58 AM
So I decided to include the TIE defender because it's awesome and it brings back memories of playing TIE Fighter. This fighter will be really strong, but there will be a small amount on a Star Destroyer because they're so expensive. A battle with the Executor should be interesting because it can launch TIEs and SDs. And those SDs will also be able to launch TIEs. Picking a fight with this will be like kicking a 19km long hornet's nest.

Thanks for the compliment, markyd. I want to do 3D modeling for a living, and positive feedback is very encouraging. :)

I also have a couple of shots of the Executor "ingame" (I'm using someone else's HP). Please excuse the jaggies, I have an NVIDIA card and while it looks great in the game itself, any screencap looks horrible for some reason. If you look at lower right corner in the last picture, the windows are warped, though the mapping looks fine in Max. It happened during the nif conversion process. Any ideas on how to fix it?
Title: Re: fursWiPs: Executor
Post by: Captain_Licard on June 28, 2010, 12:02:31 PM
Looks fine to me, I cant wait to see what happens when the borg get on board lol
Title: Re: fursWiPs: Executor
Post by: Joshmaul on June 28, 2010, 12:37:51 PM
If it takes a matter of hours to assimilate half a Sovereign, it would take them weeks, even months, to assimilate a ship that big.
Title: Re: fursWiPs: Executor
Post by: EDD_7 on June 28, 2010, 01:01:49 PM
If it takes a matter of hours to assimilate half a Sovereign, it would take them weeks, even months, to assimilate a ship that big.

However knowing how well stormtroopers aim and shoot, i think less time would be required :P

So I decided to include the TIE defender because it's awesome and it brings back memories of playing TIE Fighter.

Brilliant i always played X-Wing, a year older but still as good :P

yout TIEs and Executor looks bloody brilliant by the way  :yay:
Title: Re: fursWiPs: Executor
Post by: Lionus on June 28, 2010, 04:01:22 PM
want want want want want  :dance :yay: :bow:
Title: Re: fursWiPs: Executor
Post by: metalnick on June 28, 2010, 04:10:17 PM
Amazing stuff man. Looking forward to some epic ST vs SW action with this bad boy.  :evil:
Title: Re: fursWiPs: Executor
Post by: A.Q. on June 30, 2010, 01:56:19 AM
I am salivating at the mouth...

just a question about the blue lighting though; is that final or are you going to make it a bit lighter? Just seems a bit overpowering to me
Title: Re: fursWiPs: Executor
Post by: furswift on July 01, 2010, 05:04:12 PM
I've built the mesh for the ISD. It stands at about 7,500 polys and will use the same 1024 texture layout that the SSD used. I'm not sure if I'll have the Executor be able to launch these as I tried scaling them (their bridge towers are the same size), but there really doesn't look like there's a place for it in the main hangar. But what the hell, I'll finish the ISD anyway and release the whole thing as an Imperial Fleet Pack.
Title: Re: fursWiPs: Executor
Post by: deadthunder2_0 on July 01, 2010, 05:11:09 PM
also could you do a venator, with imperial textures?
Title: Re: fursWiPs: Executor
Post by: Dalek on July 01, 2010, 05:13:13 PM
also could you do a venator, with imperial textures?

Thats basically a Venator without red stripes and yellow/maroon circles.
Title: Re: fursWiPs: Executor
Post by: deadthunder2_0 on July 01, 2010, 05:14:23 PM
Exactly, there is one on bc files, but it is old
Title: Re: fursWiPs: Executor
Post by: Lionus on July 01, 2010, 05:25:20 PM
Oooh, a regular star destroyer.. I like it.  a lot. MOAR!

(http://www.geargeek.net/images/moar-cat.jpg)
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on July 01, 2010, 06:59:30 PM
Exactly, there is one on bc files, but it is old

Old but still a great model. :idk:

Looking awesome there Furswift.  We've needed a GOOD ISD for a long long time.
Title: Re: fursWiPs: Executor
Post by: Lurok91 on July 01, 2010, 08:24:34 PM
Much as I love the SW ships (and do   :yay:), looking forward to your Excel refit...mainly because I'd like to do an improved bridge for it   :)
Title: Re: fursWiPs: Executor
Post by: EDD_7 on July 02, 2010, 04:04:31 AM
Wow brilliant, can't wait to see more...

If you continue on you Star Wars universe building spree, and you decide to build the millenium falcon i can offer you so photos of an unpainted 18 inch model i own.  :P
Title: Re: fursWiPs: Executor
Post by: Billz on July 02, 2010, 01:02:31 PM
Would you be willing to spend a few more pollies on the engines of your ISD? They look a little basic.

Otherwise, looks good. I can't wait to see it with textures and specs. :D
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on July 16, 2010, 09:50:40 AM
Texturing on the ISD is done. Right now it's one 2048 sheet with two tiny (16X16) solid color textures. It will also come with a 1024 version of the texture. Now I need to scale it and fix some mapping issues on the Executor, then I can start HPing.

Crazy idea: You know how a ship will get that plume of flame if it flies into a planet's atmosphere? Can I make it so the same thing happens to a ship that gets too close to the Executor's engines?

Title: Re: fursWiPs: Executor
Post by: Nihilus on July 16, 2010, 04:35:55 PM
Oh that's looking beautiful furswift, can't wait to see her in game :)
Title: Re: fursWiPs: Executor
Post by: Toa_Kaita on July 16, 2010, 05:20:03 PM
What he said. Looks awesome!  :D
Title: Re: fursWiPs: Executor
Post by: Maxloef on July 16, 2010, 06:20:40 PM
I find your lack of 4-8 barreld turrets on each side of the ship disturbing...
Title: Re: fursWiPs: Executor
Post by: Bren on July 16, 2010, 08:54:19 PM
Model looks great, as does the detailing on the textures, but they look a little pristine, and under-greebled. Dirty those mothers up, i say! :thumbsup:
Title: Re: fursWiPs: Executor
Post by: Shadowknight1 on July 16, 2010, 09:15:12 PM
I find your lack of 4-8 barreld turrets on each side of the ship disturbing...

I must agree.  That's the only bad thing about it.
Title: Re: fursWiPs: Executor
Post by: bigmikewmu on July 18, 2010, 04:45:07 AM
 Great looking SSD.   Would love to get it into X-wing Alliance.

The ISD looks great as well.  I see its the upgraded Imperial-II version.  How about an Imperial-I?  The only design difference is the communications array (between the sensor domes/shield generators) which stood up while the Imperial-II's laid flat.

Title: Re: fursWiPs: Executor
Post by: AdmiralKathryn on July 18, 2010, 05:55:34 AM
Actually,

* The Tractor beam array between the two globes on the tower was replaced with a communications array in the ISD2
* The quad turbolasers and ion cannons were replaced by eight-barreled turbolasers or ion cannons in barbette mountings
* The shields and armour were upgraded and the ISD had superior firepower
* Two grappling claws where added to the secondary docking bay for smaller vehicles
* ISD1 have triple baffles surrounding the main engines whereas the ISD2 has ring baffles

I don't know if that list is extensive or not :D
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on July 18, 2010, 11:24:00 PM
 :yay: Happiness! I was finally able to fix the problem with my video card so I can now take halfway decent screen shots! Here's a shot "ingame" with a dummy HP.

I decided to model the turrets on the sides of the ship. You were right; the textures weren't cutting it. They ended up costing about a thousand polys, but I think it's worth it. I greebled up the hull a little and added some detail to the mechanical bits. I thought about weathering it up, but any visible grime or streaks on a ship this large would be pretty big and I thought it would mess with the scale. And I think Lord Vader would prefer to keep his imperial fleet pristine. ;)
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: FarShot on July 18, 2010, 11:26:22 PM
It's just that the panelling looks a bit bland.  I think it would look better if there were some aztecing or shiny specs or something.

Otherwise, yay modelled turrets! :yay:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Shadowknight1 on July 18, 2010, 11:49:48 PM
It's just that the panelling looks a bit bland.  I think it would look better if there were some aztecing or shiny specs or something.

Otherwise, yay modelled turrets! :yay:

Ingame, yes, some kind of specular highlighting will help this SD very much.  Modelled guns are a good thing though. ^_^
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Bren on July 19, 2010, 08:44:59 AM
The gestalt entity known as Bren have decided that we like this so very much that it makes our excitement philanges waggle.

We are also in favour of hull-plate speculars, and matching the scale of the hull textures between the different surfaces.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: starship on July 21, 2010, 11:58:22 AM
Excellent work Andrew!  :yay: :yay:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Lionus on July 21, 2010, 02:02:26 PM
Indeed. Keep it rolling  :thumbsup:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on July 26, 2010, 03:33:52 PM
I made some spec maps for the ISD. Since the ship in the movie looked to me like it was metal that was coated with a matte white paint, I kept the specs really subtle. I also remapped some of the hull plating that was too out of scale. I think it looks better now. :)

Since I want these ships to be ported well, I asked Wiley if he'd do it and he indicated that he could. This is great news since he can handle huge ships as demonstrated by his ID4 City Destroyer. Thanks, Wiley! :thumbsup:
Excellent work Andrew!  :yay: :yay:

Actually, my name's Matt. :)
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Nihilus on July 26, 2010, 04:02:14 PM
Thanks furswift and Wiley, can't wait to get my hands on these  :thumbsup:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: starship on July 26, 2010, 04:51:39 PM
Actually, my name's Matt. :)

Uhhh.... My mistake! :hithead:
Excuse me my friend!
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Shadowknight1 on July 26, 2010, 08:58:01 PM
My last suggestion: lighten those lines.  They aren't that visible in the movies.  I think if you do that, then she'll be absolutely perfect.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Psyco Diver on July 26, 2010, 09:05:32 PM
Maybe some slight weathering too, in my opinion, just a hint to bring out the edges some
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Nihilus on July 26, 2010, 11:40:39 PM
She looks good to me...

http://wallpampers.com/pictures/3339/imperial_star_destroyer.jpg (http://wallpampers.com/pictures/3339/imperial_star_destroyer.jpg)

You know furswift, I would LOVE to see you take on the Sovereign Class Super Star Destroyer.  Apparently the ship has only been seen as a silhouette in a reference book because none had ever been finished in the Star Wars universe.  But I found this Fan Made drawing of one and she hit me instantly as being awesome.  This guy's info is a little off though, as wookiepedia states the ship is MUCH smaller, being roughly the same size as your Executor.

Of course this is not a request.  I just thought I would share it since you've already made two beautiful Star Destroyers, maybe you'd like to take on one which hasn't be made before?  :D

Sovereign Class (http://starwars.wikia.com/wiki/Sovereign-class_Super_Star_Destroyer)

Title: Re: fursWiPs: Imperial Fleet Pack
Post by: vonfrank on July 27, 2010, 02:21:39 AM
Nice!
Finally a decent Star Destroyer

Hopefully the ship can handle taking damage to the .nif (because some ships that people make can't and as a result the Damage Rad. and Str. mods need to be set to 0 in the ship file), because I cant wait to put big holes in it with Quantum Torpedoes! :dance
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: AdmiralKathryn on July 27, 2010, 06:51:19 AM
 If people are still unhappy with the hull texture, there is a good reference photo here:

http://www.modelermagic.com/wordpress/wp-content/uploads/2009/04/kg_fp_devastator_studio_model-052.jpg (http://www.modelermagic.com/wordpress/wp-content/uploads/2009/04/kg_fp_devastator_studio_model-052.jpg)

but to be honest I think the texture is fine as is.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on July 27, 2010, 05:26:26 PM
@Nihilus: Hmmmm.... I'm a bit Star Warsed out at the moment, but that could be a fun project, seeing as I'd have to make most of the detail up.

Quote from: Bren
The gestalt entity known as Bren have decided that we like this so very much that it makes our excitement philanges waggle.

That made me smile.:)

Nice!
Finally a decent Star Destroyer

Hopefully the ship can handle taking damage to the .nif (because some ships that people make can't and as a result the Damage Rad. and Str. mods need to be set to 0 in the ship file), because I cant wait to put big holes in it with Quantum Torpedoes! :dance

Indeed she can:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: sovereign001 on July 27, 2010, 10:40:42 PM
i love your work mate, but some where it looks too smooth, too bald.. i've seen picture on the net of it, and oke it's cannon but.. dunno

http://fc06.deviantart.net/fs49/f/2009/210/e/d/Imperial_Star_Destroyer_by_MasterofIntelligence.jpg

this is a great picture.. if you could add more "metal stuff" to it, i think it will look better  :D
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on August 17, 2010, 03:35:40 PM
I'm having a big problem with exporting my Executor. I get a VoxelizerDebug report that's about 1.6 megabytes long saying there are hundreds of double sided triangles. However, I ran an STL check in Max on double sided faces and there is a grand total of 10. There are hundred of open edges however, which I think is because the entire model is only 8 separate objects. Are these open edges harmful? How do I get rid of them? Is the huge VoxelizerDebug report due to the exporter and not the model itself? Thanks for your help.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: X_TheUnknown_X on August 17, 2010, 06:06:39 PM
I had exactly the same problem when I was trying to get my Starbase model into BC a while back. My problem was that there is a little out-of-the-way setting in the ship's py script (in scripts/ships) which, I believe, controls the resolution of the vox file. If the ship is too large, and the resolution setting is too low (or high ? ) then it causes this vox error. I suggest copying the settings from the stock BC starbase file (in the SDK) into your ship py script. That should solve the problem.
For referance, here's the setting from the stock starbase script i was talking about
Quote from: FedStarbase.py
def LoadModel(bPreLoad = 0):
   pStats = GetShipStats()

   # Create the LOD info
   if (not App.g_kLODModelManager.Contains(pStats["Name"])):
      # Params are: File Name, PickLeafSize, SwitchOut Distance,
      # Surface Damage Res, Internal Damage Res, Burn Value, Hole Value,
      # Search String for Glow, Search string for Specular, Suffix for specular
      pLODModel = App.g_kLODModelManager.Create(pStats["Name"], 10000, 1)
      # ***FIXME: Not all 3 levels of detail need OBB trees.  PickLeafSize should be 0 for the unused ones.
      pLODModel.AddLOD(pStats["FilenameHigh"], 4,  1000.0, 300.0, 0.0, 400, 900, "_glow", None, None)
      pLODModel.AddLOD(pStats["FilenameMed"],  4,  5000.0, 300.0, 0.0, 400, 900, "_glow", None, None)
      pLODModel.AddLOD(pStats["FilenameLow"],  4, 10000.0,   0.0, 0.0, 400, 900, "", None, None)
      pLODModel.SetTextureSharePath("data/Models/SharedTextures/FedBases")
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: vonfrank on August 17, 2010, 10:34:36 PM
Hmmm. Are you sure? I think the lines you have highlighted in the ship file only have to do with what range each level of model detail is visible from, and details on the levels of visible damage for the model.

I could be wrong, but it doesn't look like that has anything to do with the problem.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on August 17, 2010, 11:00:23 PM
Yeah, I appreciate the tip, X_TheUnknown_X, but it didn't seem to make a difference. Although it does make sense to lower the resolution of the vox nif, the problem seems to lie in the model itself. Yet I don't get it because as I stated above, the model in Max has very few double sided triangles; it appears to be a problem with the conversion process. If anyone else has 3ds Max 2010 or above and is willing to take a look, I'd gladly send them the file.

What's really weird is that I took the time to make this mesh as unified as I could. At 8 separate objects, the game crashes when it takes damage, yet my Excelsior is 100 different objects and has no major damaging issues. :wtf


Title: Re: fursWiPs: Imperial Fleet Pack
Post by: tiqhud on August 18, 2010, 07:40:25 AM
Hmmm. Are you sure? I think the lines you have highlighted in the ship file only have to do with what range each level of model detail is visible from, and details on the levels of visible damage for the model.

I could be wrong, but it doesn't look like that has anything to do with the problem.
no you are NOT wrong, it has Nothing to do with that, it is the distances, and some damage settings
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on December 10, 2010, 11:18:07 AM
Hey everyone,

After a bit of a hiatus, I decided to get back to making an Excelsior pack. This pack will include an improved NX version, an NCC version, the TNG version of the Hood, a DS9 variant with glowing nacelles, the Enterprise B, the Lakota, and a Mystery Treat. Unfortunately, I don't think this will be done for the Christmas release, but they should be done pretty soon. Here are pictures of the new NX, NCC, and TNG Hood.
Title: Re: fursWiPs: Excelsior Pack
Post by: Villain on December 10, 2010, 11:32:40 AM
Coming along very nicely. Keep up the good work.
Title: Re: fursWiPs: Excelsior Pack
Post by: Shadowknight1 on December 10, 2010, 12:12:50 PM
Looks pretty good to me too. :D
Title: Re: fursWiPs: Excelsior Pack
Post by: 086gf on December 10, 2010, 01:32:20 PM
Very nice and clean ships dude.

Mistery treat you say? Is it a canon ship or is it something only you have thought of?
Title: Re: fursWiPs: Excelsior Pack
Post by: Bren on December 10, 2010, 04:33:14 PM
:D Those are exceedingly pretty!
Title: Re: fursWiPs: Excelsior Pack
Post by: Adonis on December 10, 2010, 06:15:26 PM
and a Mystery Treat.

Lemme guess, the Ingram?  :D :angel
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on December 10, 2010, 07:01:56 PM
Mistery treat you say? Is it a canon ship or is it something only you have thought of?

All I can say is it's canon, but not how you're thinking.

Lemme guess, the Ingram?  :D :angel

I wasn't thinking of the Ingram, but now that you mention it that's a pretty cool ship. Perhaps in the future...

Thanks for the compliments, guys.
Title: Re: fursWiPs: Excelsior Pack
Post by: Nihilus on December 10, 2010, 07:15:14 PM
Wow those are absolutely gorgeous!  I can't wait to see your version of the Ent-B/Lakota.  The only thing that I never liked about them, was the fact that they were a White/Teal color.  I would have much preferred them to have been a darker Grey and Blue like the other Excelsiors.  You wouldn't have the spare time to maybe paint a Lakota styled Excelsior the same color as your NCC-2000 would you? :D.

Also, I noticed on the NCC-2000 that the stripes just below the Deflector are a neat little aztec pattern.  They're fine as is, but if your intent is to get it as close to canon as possible, I just wanted to point out that the Stripes on the Excelsior in Star Trek VI were just solid stripes.  Of course if you already knew that and you just wanted to spice it up, then disregard by observation lol.
Title: Re: fursWiPs: Excelsior Pack
Post by: Dawg81 on December 10, 2010, 08:33:14 PM
sweet looking excels. Will u be using the engine warmup script?
Title: Re: fursWiPs: Excelsior Pack
Post by: moed on December 11, 2010, 12:52:41 AM
Very nice! The Excelsior class was my favorite design until the Sovereign came along... now it's a close second.

Great work.
Title: Re: fursWiPs: Excelsior Pack
Post by: MarkyD on December 11, 2010, 05:23:13 AM
Looks gorgeous mate, have a cookie.

The only thing i would change is the spotlight on the saucer, it looks the wrong shape.

Nice work  :thumbsup:
Title: Re: fursWiPs: Excelsior Pack
Post by: JamesTiberiusKirk on December 11, 2010, 11:12:21 AM
The Valley Forge with glowing nacelles  :angel
Title: Re: fursWiPs: Excelsior Pack
Post by: starship on December 13, 2010, 02:57:58 PM
To much cool!  :dance
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on January 27, 2011, 02:07:01 PM
The Valley Forge with glowing nacelles  :angel

Very well.

Looks gorgeous mate, have a cookie.

The only thing i would change is the spotlight on the saucer, it looks the wrong shape.

Nice work  :thumbsup:

Thanks for the tip. I've updated it and I think it's an improvement. I'm almost done with the pack. I just need to texture the B-type ships and finish the mystery treat and I'll be all set.
Title: Re: fursWiPs: Excelsior Pack
Post by: JamesTiberiusKirk on January 27, 2011, 03:09:03 PM
oh nice, thats definitely my favorite excelsior vessel!
Title: Re: fursWiPs: Excelsior Pack
Post by: admiral horton on January 27, 2011, 03:34:03 PM
great job you did forget the phaser banks on the under sinde of the engineering hull and on top of the shuttlebay


an orthographic view would help please  :D
Title: Re: fursWiPs: Excelsior Pack
Post by: Nihilus on January 27, 2011, 06:45:44 PM
I'm almost done with the pack. I just need to texture the B-type ships and finish the mystery treat and I'll be all set.

OH, That's good news.  Good new indeed :D.  I really look forward to seeing your Excelsior Refit, it's also been a favorite of mine, although I do prefer the Grey/Blue look of the old Excelsior instead of the White/Teal look of the Refit but hey that's canon lol.
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on February 09, 2011, 02:05:19 PM
Wow those are absolutely gorgeous!  I can't wait to see your version of the Ent-B/Lakota.  The only thing that I never liked about them, was the fact that they were a White/Teal color.  I would have much preferred them to have been a darker Grey and Blue like the other Excelsiors.  You wouldn't have the spare time to maybe paint a Lakota styled Excelsior the same color as your NCC-2000 would you? :D.

Also, I noticed on the NCC-2000 that the stripes just below the Deflector are a neat little aztec pattern.  They're fine as is, but if your intent is to get it as close to canon as possible, I just wanted to point out that the Stripes on the Excelsior in Star Trek VI were just solid stripes.  Of course if you already knew that and you just wanted to spice it up, then disregard by observation lol.

Maybe in the future I'll do a B-type with the NCC color scheme, as I'm curious as to how that would look myself. ;)

As for the stripes, you're right. I didn't notice that. But I think I'll keep them as is; it helps make the ship look bigger.

great job you did forget the phaser banks on the under sinde of the engineering hull and on top of the shuttlebay

The four phaser turrets on the bottom of the engineering hull have been on my model all along. I've never seen an Excelsior studio model with phasers on the shuttle bay.

Thanks for the feedback, guys. :)

I'm pretty much done with the Enterprise B. I'll do all the spec maps once the total pack is done. Just the Lakota and the Mystery Treat are all that's left. Here are some renders.
Title: Re: fursWiPs: Excelsior Pack
Post by: 086gf on February 09, 2011, 02:12:28 PM
I wish I could create something as awesome as this someday...wow.

I've never seen an Excelsior studio model with phasers on the shuttle bay.

Take a look at Wileys Excels for the placements.
Title: Re: fursWiPs: Excelsior Pack
Post by: Lurok91 on February 09, 2011, 03:16:53 PM
Gorgeous  :thumbsup:    *cookie*
Title: Re: fursWiPs: Excelsior Pack
Post by: WileyCoyote on February 09, 2011, 05:50:02 PM
That Enterprise-B just about puts mine to shame. Excellent work. Cookie away!
Title: Re: fursWiPs: Excelsior Pack
Post by: Captain_D on February 09, 2011, 05:52:55 PM
Some very nice detail on the textures. Great job on all.  :thumbsup:

Will make some nice screenshot closeups. Cookie from me too.
Title: Re: fursWiPs: Excelsior Pack
Post by: moed on February 09, 2011, 07:48:05 PM
Outstanding!

The Excelsior Class(s) have always been my favorites up until the Sovereign came along... now they're a close 2nd.

Cookie.
Title: Re: fursWiPs: Excelsior Pack
Post by: Nihilus on February 10, 2011, 01:58:14 AM
That Excelsior refit is fantastically amazing!  :yay:

I can't imagine what the surprise might be but I really look forward to the unveiling.
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on February 11, 2011, 01:07:09 PM
Thanks for the cookies and compliments, everyone!

Lurok, I seem to remember you saying something about a new Enterprise-B bridge at some point in this thread?  :D :angel

That Enterprise-B just about puts mine to shame. Excellent work. Cookie away!

Wiley, your Excelsiors are slammin'. Nothing could ever put them to shame. They are some of my favorite models and I use them all the time.:)

The Lakota is nearly finished. I'll post pics soon.
Title: Re: fursWiPs: Excelsior Pack
Post by: Lurok91 on February 11, 2011, 02:22:29 PM
Thanks for the cookies and compliments, everyone!

Lurok, I seem to remember you saying something about a new Enterprise-B bridge at some point in this thread?  :D :angel
Well-deserved cookies  :)   

Funnily enough, Ent B bridge I think is one of best in BC, esp with Bones textures (only real bug is rear console).  But I did say would like to do a better Excelsior Refit/Lakota bridge  :D   
Title: Re: fursWiPs: Excelsior Pack
Post by: nicholson on February 11, 2011, 03:02:57 PM
How about an non-refit with a refit paint job? I love the White and Teal.

These look amazing.
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on February 16, 2011, 11:23:04 AM
Here's the Lakota.

@admiral horton: I'll post orthos of all 3 types of Excelsiors after I release the pack.
Title: Re: fursWiPs: Excelsior Pack
Post by: WileyCoyote on February 16, 2011, 11:30:42 AM
So very cool. It looks like the bar has been raised for TMP ships. Awesome work!
Title: Re: fursWiPs: Excelsior Pack
Post by: moed on February 16, 2011, 12:38:37 PM
This is awesome!

Could you point me to the post that lists the total mods coming from this pack. If there isn't one, could you list them all?
Title: Re: fursWiPs: Excelsior Pack
Post by: JamesTiberiusKirk on February 16, 2011, 06:21:21 PM
So very cool. It looks like the bar has been raised for TMP ships. Awesome work!

That I must second
Title: Re: fursWiPs: Excelsior Pack
Post by: admiral horton on February 17, 2011, 12:04:25 AM
sweet  I cant wait  :yay:
Title: Re: fursWiPs: Excelsior Pack
Post by: Nihilus on February 17, 2011, 01:01:26 AM
These are outstanding.  Looking forward to seeing more.

In case you do decide to make a Refit version painted in pre-Refit colors, I was just wondering if you had a name in mind for her?  I was thinking USS Cherokee NCC-42770 since it would go good with the Lakota.  Just throwing that out there  :thumbsup:
Title: Re: fursWiPs: Excelsior Pack
Post by: Bren on February 18, 2011, 01:07:31 PM
It should be illegal for something to be THIS PRETTY!
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on February 22, 2011, 11:11:10 AM
This pack will include an improved NX Excelsior, an NCC Excelsior, the TNG Hood, the DS9 Valley Forge, the Enterprise-B, the Lakota, and the Mystery Treat. Speaking of the treat I have a couple sneak renders of it. :)
Title: Re: fursWiPs: Excelsior Pack
Post by: Adonis on February 22, 2011, 11:29:08 AM
Oohh, the pre-Excel (the last one) :)
Title: Re: fursWiPs: Excelsior Pack
Post by: Vortex on February 22, 2011, 12:28:04 PM
LEGO Shuttles!!! :P
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on February 24, 2011, 10:22:42 AM
Mystery revealed! It's the Enterprise-B from an alternate reality where the The Paramount Art Department wasn't worried about damaging the Excelsior model and used something that's closer to what is on the Enterprise-D's observation lounge wall. I've always wondered what that ship looked like, so I decided to build it. It comes complete with an open hangar deck (protected by forcefield of course ;)) and a botanical garden with holographic projection walls.
Title: Re: fursWiPs: Excelsior Pack
Post by: 007bashir on February 24, 2011, 10:25:27 AM
Looks great furswift. Very good idea. Cant wait to see that in game.
Title: Re: fursWiPs: Excelsior Pack
Post by: Lionus on February 24, 2011, 12:56:13 PM
Okay, this is the most epic Excelsior pack now. DO WANT!
Title: Re: fursWiPs: Excelsior Pack
Post by: Captain_D on February 24, 2011, 01:02:51 PM
Very nice twist on the standard Excelsior design. Well done. :yay:
Title: Re: fursWiPs: Excelsior Pack
Post by: kitkat27 on February 24, 2011, 01:18:06 PM
That excelsior looks awesome! They all do!
Maybe you could put another name on your redesigned excelsior. Enterprise-B and something else?
Title: Re: fursWiPs: Excelsior Pack
Post by: Nihilus on February 24, 2011, 05:33:20 PM
Neato.  You can really see the NX mixed in with the NCC design.  Looks real good that way.
Title: Re: fursWiPs: Excelsior Pack
Post by: moed on February 24, 2011, 09:22:58 PM
Incredible job. Really look forward to this.

One request: Can you make this pack not overwrite any other Excelsior installs... I have quite a few  :D

Cookie!
Title: Re: fursWiPs: Excelsior Pack
Post by: Starforce2 on February 25, 2011, 06:40:32 AM
I am fairly sure he's not going to put SFP infront of any of them so you're safe :funny
Title: Re: fursWiPs: Excelsior Pack
Post by: JamesTiberiusKirk on February 25, 2011, 07:39:55 AM
I am fairly sure he's not going to put SFP infront of any of them so you're safe :funny

I think you just destroyed his dreams, he meant for them to be superfreakingpowerful!
Title: Re: fursWiPs: Excelsior Pack
Post by: 086gf on February 25, 2011, 12:37:24 PM
Excellent job dude!
Title: Re: fursWiPs: Excelsior Pack
Post by: starship on March 01, 2011, 05:42:36 AM
Looks excellent, to say the least!  :bow:
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on March 02, 2011, 11:54:54 AM
Thanks, guys. Specs are done. Alpha channels are assigned. Now they just need to be exported and HP'd and that will be that. :)

I was going to call this the Super Freaking Powerful Excelsior Pack, but I guess that dream is dead.:cry:
Title: Re: fursWiPs: Excelsior Pack
Post by: nicholson on March 02, 2011, 01:19:59 PM
Love the nacelle glow on the alt B
Title: Re: fursWiPs: Excelsior Pack
Post by: moed on March 03, 2011, 12:48:59 AM
Another cookie for you dude... what more can I say.

Next to the Sovereign, this is a very close 2nd as my favorite ship(s).

You've done an exceptional job on these!
Title: Re: fursWiPs: Excelsior Pack
Post by: Killallewoks on March 03, 2011, 04:17:52 AM
Whats the requirements to run these fine specimins?
Title: Re: fursWiPs: Excelsior Pack
Post by: Lionus on March 05, 2011, 04:04:19 AM
Oh, one question.. will there be a damaged version of the Generations Ent B?  ;)
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on April 15, 2011, 02:27:34 PM
Sorry for the delay, guys, but I'm back on track to porting this pack. With guidance from Starforce2 I'll learn how to port ships into the game.

Whats the requirements to run these fine specimins?
My computer has a 2.4Ghz dual core processor, 3MB of RAM, and a 256MB Nvidia graphics card. These ships run pretty smoothly if I use the 1024 textures. Things get a bit sluggish if I use the 2048s, but I include them anyway for future-proofing.

Oh, one question.. will there be a damaged version of the Generations Ent B?  ;)
I won't be doing one myself, but if someone wanted to modify the model like Wiley's Constellation, I'd be happy to let them. ;)

In the not-too-distant future I'll release a blank textures pack so everyone can create their own registries. It may take a bit of time for me to learn to port ships into BC. I've never used the Model Properties Editor before, but I really hope to get these done soon.
Title: Re: fursWiPs: Excelsior Pack
Post by: Shadowknight1 on April 15, 2011, 08:13:32 PM
Can't wait to see them ingame!  Now, if only a certain mile-long arrowhead-shaped ship would be accompanying them. :angel
Title: Re: fursWiPs: Excelsior Pack
Post by: Killallewoks on April 17, 2011, 05:49:35 PM
Can't wait to see them ingame!  Now, if only a certain mile-long arrowhead-shaped ship would be accompanying them. :angel

A stardestroyer?
Title: Re: fursWiPs: Excelsior Pack
Post by: Shadowknight1 on April 17, 2011, 06:08:30 PM
A stardestroyer?

Well...Yes, but think bigger too.  :P
Title: Re: fursWiPs: Excelsior Pack
Post by: Killallewoks on April 17, 2011, 06:12:00 PM
Well...Yes, but think bigger too.  :P

A superstardestroyer?
Title: Re: fursWiPs: Excelsior Pack
Post by: Dawg81 on April 17, 2011, 06:26:06 PM
ahh u mean the eclispe
Title: Re: fursWiPs: Excelsior Pack
Post by: Bones on April 17, 2011, 06:43:37 PM
ahh u mean the eclispe

The Executor ... but I'd love to see Eclipse in BC  :angel (no request intended ............................................. NOOOOOT :P )
Title: Re: fursWiPs: Excelsior Pack
Post by: eclipse74569 on April 17, 2011, 06:48:28 PM
But I don't want to be in BC :( :P

*runs*

Furswift excelent work on these :D
Title: Re: fursWiPs: Excelsior Pack
Post by: Bones on April 18, 2011, 08:46:04 AM
But I don't want to be in BC :( :P

*runs*

Furswift excelent work on these :D

haha run or be assimilated by BC :evil:

but seriously, Eclipse and Sovereign SSDs would painfully kick a$$ that's for sure
Title: Re: fursWiPs: Excelsior Pack
Post by: furswift on April 19, 2011, 04:18:48 PM
As of now the ISD needs to be HP'd, but it will be released as there's no problem with the damaging. As for the Executor, that seems to have been a bit of a failed experiment. The vox nif is like 53 KB, making it quite unwieldy. If I could figure out a way to reduce that I'd love to port it. As for the other ships, I'd love to build them, but I'm convinced there's a gremlin in the nif exporter for Max 2010. If anyone knows of a way I could legally obtain Max 9 I'd love to hear it. I could probably use the student version since I don't make money from modding BC.

In the meantime I'm learning how to port the Excelsiors so those are the priorities.

Oh, can someone tell me how to export a .obj to a .nif in NifSkope?
Title: Re: fursWiPs: Suez
Post by: furswift on July 26, 2011, 12:53:22 PM
Starforce2 asked me to build a ship so here it is. I didn't design the hull, but I did make up the textures. This ship is meant to be an escort so while she's small, she packs a bit of a punch. The model is 7,500 tris and 3 square texture sheets. She's ready to port so hopefully we'll be able to use her soon.
Title: Re: fursWiPs: Suez
Post by: sovereign001 on July 26, 2011, 01:50:26 PM
I don't know what to think of it. It looks a bit cartoony somewhere but the escape pods and thrusters looks absolutely incredibly. Don't know this is good but it could be coming from a 3d show!
Title: Re: fursWiPs: Suez
Post by: Darkthunder on July 26, 2011, 02:53:44 PM
Okay, while the model is certainly good, there are a few "logic" issues to deal with:

- With a registry of NCC-1990, that puts this squarely as a TMP-ship, with warp drives known to be several decks long. Your design appears to have no logicial positioning for where the warpcore and engineering should be.

- The stardrive is barely large enough to house the deflector assembly, much less a lower shuttlebay (Excelsior-style)

- Last but not least; With this obviously being a TMP-era design, why doesn't the ship use the "ball-style" phaser turrets? TNG-era phaser strips weren't in use until the Ambassador Class
Title: Re: fursWiPs: Suez
Post by: ACES_HIGH on July 26, 2011, 03:01:42 PM
I would get rid of the open windows on the topmost deck, with the size of this design, this deck looks like the only logical place for the bridge and engine room, but these rooms with the windows are taking up too much space, and the Bridge and Engine room themselves wouldn't have windows.

I don't see that aft hatch as a shuttlebay so much as an exit when the ship makes planetfall.
Title: Re: fursWiPs: Suez
Post by: Dalek on July 26, 2011, 03:16:22 PM
Unless furswift has permission to edit the model, what you're seeing I think is what you're getting. :P
Title: Re: fursWiPs: Suez
Post by: furswift on July 26, 2011, 03:53:50 PM
Okay, while the model is certainly good, there are a few "logic" issues to deal with:

- With a registry of NCC-1990, that puts this squarely as a TMP-ship, with warp drives known to be several decks long. Your design appears to have no logicial positioning for where the warpcore and engineering should be.

- The stardrive is barely large enough to house the deflector assembly, much less a lower shuttlebay (Excelsior-style)

- Last but not least; With this obviously being a TMP-era design, why doesn't the ship use the "ball-style" phaser turrets? TNG-era phaser strips weren't in use until the Ambassador Class

This is actually a TNG refit of a TMP era ship. The TMP version is coming soon. The ship's warp core is located (I imagine) underneath the glowing disk on top of the ship. I'm guessing whoever designed this was thinking of an Oberth, which is also a very compact design who's engine room is in the saucer section. Again, not my design; I built it by request.

I would get rid of the open windows on the topmost deck, with the size of this design, this deck looks like the only logical place for the bridge and engine room, but these rooms with the windows are taking up too much space, and the Bridge and Engine room themselves wouldn't have windows.

I don't see that aft hatch as a shuttlebay so much as an exit when the ship makes planetfall.

You're right about the hatch. It's really more of an access port than a shuttle bay, though maybe a small shuttle or two could be stored there. You make a good point about the rooms on deck 1. While I pictured the engine room and bridge being in the middle, the outer rooms seem to be too deep. I may have to change that. Thanks for the C&C everyone. :)
Title: Re: fursWiPs: Suez
Post by: tiqhud on July 26, 2011, 04:10:34 PM
nice ship
Title: Re: fursWiPs: Suez
Post by: Locke on July 26, 2011, 05:49:32 PM
To make this much more realistic, create some window frames in those holes.  Right now the hull is a 2D plane, so it looks paper-thin.  Adding a frame around each window would give it some depth.  If you need examples, I would be happy to help.
Title: Re: fursWiPs: Suez
Post by: furswift on July 27, 2011, 01:15:28 PM
To make this much more realistic, create some window frames in those holes.  Right now the hull is a 2D plane, so it looks paper-thin.  Adding a frame around each window would give it some depth.  If you need examples, I would be happy to help.

Lol derp. I can't believe I missed that. Here's the model with the window frames and I think it's a big improvement. I also narrowed the rooms on deck 1 so there's room for engineering and the bridge in the middle.
Title: Re: fursWiPs: Suez
Post by: Vortex on July 27, 2011, 03:09:05 PM
There's no people on this ship. :p

The scale may seem off, but I like the overall shape. Great stuff.
Title: Re: fursWiPs: Suez
Post by: CyAn1d3 on July 27, 2011, 04:43:31 PM
There's no people on this ship. :p

idk.. its a catch 22... having static people is almost as weird as having none at all....
Title: Re: fursWiPs: Suez
Post by: Locke on July 27, 2011, 06:26:35 PM
Pretty sure he was joking . . . ;)

Looking at that shot again, it seems a bit odd to have the windows intersecting hull plating lines.  Makes the lines seem too fake, I guess.
Title: Re: fursWiPs: Suez
Post by: Lurok91 on July 27, 2011, 06:39:06 PM
Love the detail on ship, esp interior.  I'm sure one or two low poly figures standing at a wall console would work  :)
Title: Re: fursWiPs: Suez
Post by: Captain_D on July 27, 2011, 07:17:51 PM
Love the detail on ship, esp interior.  I'm sure one or two low poly figures standing at a wall console would work  :)

Agreed,,,,or at least an ensign looking as though he is cleaning the windows,, :D

I think you've done a great job so far. She's coming along great. :thumbsup:
Title: Re: fursWiPs: Suez
Post by: Dawg81 on July 27, 2011, 11:39:52 PM
well if it isnt a TNG version of the old Okinawa class frigate from the first SFC. Diggin the look
Title: Re: fursWiPs: Suez
Post by: Bren on July 30, 2011, 08:50:32 PM
Love the look, and the interior work!

I think the windows would benefit from being smaller, and slightly rounded (even just beveled at the corners).  Shrink them vertically, if you want to keep the TMP look. I get that you want people to see your interiors, and they will, but smaller windows would make it more believable, imo. Leave a few biggies here and there for the observation lounge and the recroom, etc...
Title: Re: fursWiPs: Suez
Post by: CyAn1d3 on July 30, 2011, 11:01:42 PM
Love the look, and the interior work!

I think the windows would benefit from being smaller, and slightly rounded (even just beveled at the corners).  Shrink them vertically, if you want to keep the TMP look. I get that you want people to see your interiors, and they will, but smaller windows would make it more believable, imo. Leave a few biggies here and there for the observation lounge and the recroom, etc...

 :yeahthat:  :D
Title: Re: fursWiPs: Suez
Post by: MarkyD on August 10, 2011, 02:45:49 PM
well if it isnt a TNG version of the old Okinawa class frigate from the first SFC. Diggin the look

Ahhh thats where I have seen it..    :thumbsup:

Great job  mate, love the enterior work too.  :)
Title: Re: fursWiPs: Suez
Post by: Starforce2 on August 26, 2011, 10:25:55 PM
hows this going? We close to an hp ready item yet? Oh and still need to know if i need to make individual hp's for all these excels or of the models match and they just need different fx, power (or if u want to handle that?)
Title: Re: fursWiPs: Suez
Post by: furswift on August 28, 2011, 05:55:41 PM
hows this going? We close to an hp ready item yet? Oh and still need to know if i need to make individual hp's for all these excels or of the models match and they just need different fx, power (or if u want to handle that?)

Yeah I'm done with this model. I understand the requests for smaller windows, but I wanted to show off the interiors (maybe on the TMP version). Sue me if I want to use artistic license. :P

As for the Excelsiors, they're pretty much identical in terms of weapons and systems placement. You can use your best judgement as to how much faster/more powerful each ship is. I'm still debating on whether or not to give the Lakota actual phaser turrets on the impulse engine and on the lower aft of the saucer. The studio model had no such turrets, and the model I made is already really high poly. Maybe just have beams emit from "nowhere" like on the show.
Title: Re: fursWiPs: Suez
Post by: eclipse74569 on August 28, 2011, 07:31:16 PM
Sue me if I want to use artistic license. :P

*hires a slew of lawyers* :P

The ship is actually nice :) I likes :D
Title: Re: fursWiPs: Suez
Post by: TheConstable6 on August 28, 2011, 07:44:12 PM
Just read this WIP through - it's all amazing; the Executor (good luck btw! I really want to see that brute in BC), ISD, TIEs, Excelsiors (oooohhhhhh they're beautiful) and the Suez (cute  :D)
Title: Re: fursWiPs: Suez
Post by: Starforce2 on August 28, 2011, 08:22:43 PM
Yeah I'm done with this model. I understand the requests for smaller windows, but I wanted to show off the interiors (maybe on the TMP version). Sue me if I want to use artistic license. :P

As for the Excelsiors, they're pretty much identical in terms of weapons and systems placement. You can use your best judgement as to how much faster/more powerful each ship is. I'm still debating on whether or not to give the Lakota actual phaser turrets on the impulse engine and on the lower aft of the saucer. The studio model had no such turrets, and the model I made is already really high poly. Maybe just have beams emit from "nowhere" like on the show.

Ok, you want to start on the oh I guess we call it "pre-fit" for tmp era right away? probably by the time that is textured I'll have the current slew of tmp's I got partly finished over here done and I can hit these both at the same time. Need to decide on a size though. 180m Sound good to everyone? The oberth was 190 or was it 170? I don't have my fleet chart links here. Seriously, nitpickers and nerds...here's your chance to have imput. just give a valid arguement for the size you think it should be. my guess is somewhere around oberth sized.
Title: Re: fursWiPs: Suez
Post by: Shadowknight1 on August 28, 2011, 08:23:24 PM
Just read this WIP through - it's all amazing; the Executor (good luck btw! I really want to see that brute in BC), ISD, TIEs, Excelsiors (oooohhhhhh they're beautiful) and the Suez (cute  :D)

I think the Executor is supposedly on the back burner big time.  Blame the thing's massive size.
Title: Re: fursWiPs: Suez
Post by: Captain_D on August 28, 2011, 10:32:44 PM
,,,,,,,, Need to decide on a size though. 180m Sound good to everyone? The oberth was 190 or was it 170? I don't have my fleet chart links here. Seriously, nitpickers and nerds...here's your chance to have imput. just give a valid arguement for the size you think it should be. my guess is somewhere around oberth sized.

I would agree with that, judging by the oberth style engines, it would be close to that length wise.

That's this NitPicker/Nerds opinion anyway. :D
Title: Re: fursWiPs: Suez
Post by: furswift on August 29, 2011, 01:14:43 PM
Thanks, everybody.:) Yeah, the Executor crashes the game whenever it takes damage due to the size of its vox nif, but I can't compromise on the size; it would defeat the purpose of the whole thing. If I could disable or fix the damaging I would release it.

Anyway the Suez has been scaled to my Excelsior, which is the same size as Wiley's Excelsior. The ship is quite small (or the Excelsior is quite big?) I think it is Oberth size, and least that's what I had in mind when I built it. Here's an orthograph for visual comparison.
Title: Re: fursWiPs: Suez
Post by: Shadowknight1 on August 29, 2011, 01:25:04 PM
Thanks, everybody.:) Yeah, the Executor crashes the game whenever it takes damage due to the size of its vox nif, but I can't compromise on the size; it would defeat the purpose of the whole thing. If I could disable or fix the damaging I would release it.

Anyway the Suez has been scaled to my Excelsior, which is the same size as Wiley's Excelsior. The ship is quite small (or the Excelsior is quite big?) I think it is Oberth size, and least that's what I had in mind when I built it. Here's an orthograph for visual comparison.

I believe there IS a way to disable damaging, but I don't know how.  Visible damage was the one thing that held back Lint's early releases.  If you can do that, then good on ya, I don't think visible damage on something that big is that important anyways.
Title: Re: fursWiPs: Suez
Post by: DMWalsh79 on August 29, 2011, 01:49:46 PM
Awwww she's so cute compared to the Excel.   Good work Fur can't wait to get her in game!
Title: Re: fursWiPs: Suez
Post by: TheConstable6 on August 29, 2011, 03:52:03 PM
Thanks, everybody.:) Yeah, the Executor crashes the game whenever it takes damage due to the size of its vox nif, but I can't compromise on the size; it would defeat the purpose of the whole thing. If I could disable or fix the damaging I would release it.

Anyway the Suez has been scaled to my Excelsior, which is the same size as Wiley's Excelsior. The ship is quite small (or the Excelsior is quite big?) I think it is Oberth size, and least that's what I had in mind when I built it. Here's an orthograph for visual comparison.

God you really are Lint! Super-gorgeous, gorgeous no-compromise, gorgeous ships...which crash the game  :P

No seriously these are terrific and I can't wait to see what Starforce gives them
Title: Re: fursWiPs: Suez
Post by: genty on August 29, 2011, 04:27:12 PM
Thanks, everybody.:) Yeah, the Executor crashes the game whenever it takes damage due to the size of its vox nif, but I can't compromise on the size; it would defeat the purpose of the whole thing. If I could disable or fix the damaging I would release it.

The damage can be reduced, what you need to alter is the file in the scripts/ships folder. I think setting some of the values to 0.0 disables the damage but I'm not positive as it's been a while. I think this would work for disabled damage though I can't test it.
Code: [Select]
pLODModel.AddLOD(pStats["FilenameHigh"], 4,  1000.0, 0.0, 0.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameMed"],  4,  5000.0, 0.0, 0.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameLow"],  4, 10000.0, 0.0, 0.0, 400, 900, "", None, None)
As you can see there are 6 sets of numbers on each line, each one controls something different.
1st number is the pickleafsize, no idea what this does but the value is lower on the Starbase than on a ship
2nd number is the switchout distance
3rd number is the Surface Damage Resolution, the bigger the number the lower the res I think, that's the way it looks when comparing the fedstarbase to the sovereign file. I think 0.0 disables it though.
4th number is the Internal Damage Resolution, rest same as the 3rd
5th number is the Burn Value
6th number is the Hole Value
For the 5th and 6th numbers I noticed no difference between the fedstarbase and sovereign files.
Title: Re: fursWiPs: Suez
Post by: Starforce2 on August 29, 2011, 07:39:53 PM
can anyone put a properly scaled oberth in that pic?
Title: Re: fursWiPs: Suez
Post by: furswift on August 29, 2011, 08:23:31 PM
Hells yeah! It worked! :yay:

Thanks to genty's tip, I was able to disable the damage on the Executor. This means the furswift Imperial Ship Pack is back on track! Though the ship shows no visible damage, you can still see explosions while you strafe, which is good enough for me. I tried different values to reduce the damage resolution, but nothing worked. So no damage it is unless someone can tweak it in the future. Tiqhud was porting these, but the damage issue wouldn't go away. Hopefully he can pick it up again.

Cookie for genty.  :bow:
Title: Re: fursWiPs: Suez
Post by: DMWalsh79 on August 29, 2011, 08:39:27 PM
Genty I gave you a cookie as well.  Been waiting for these ships to hit BC for awhile and now we're another step closer!   :yay:

Can't wait to see them get released Fur!
Title: Re: fursWiPs: Suez
Post by: genty on August 30, 2011, 02:27:59 PM
Glad it worked, tbh I wasn't sure if I'd remembered correctly.
Title: Re: fursWiPs: Suez
Post by: furswift on August 30, 2011, 04:16:23 PM
Here's the TMP prefit (yes, Starforce, I hope this makes it into the general lexicon). It has TMP turrets, pennants, impulse deflection crystal, and some other stuff. I also changed the LCARS to be more in line with the period. I tried changing the windows, but I wasn't pleased with the results. Here's some pics.
Title: Re: fursWiPs: Suez
Post by: 007bashir on August 30, 2011, 04:21:48 PM
Looks promising!
Question: aren't those phaser turrent a bit too large?
Title: Re: fursWiPs: Suez
Post by: Bones on August 30, 2011, 04:37:30 PM
for a ship of this size ? nah, it's perfect, Suez I was texturing few years ago had almost the same size turrets
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on August 30, 2011, 06:37:41 PM
  So with the happy news last night it's time to get back to work on the imperial fleet pack. This pack will include four SSDs. The Executor, the Lusankya, the Intimidator, and the Terror.  Since the Lusankya was built at the same time as the Executor and was meant to be a bit of a decoy during construction, it will look identical to the Executor (but it will be a bit less powerful). The Intimidator, which is the fastest, will look different as well as the Terror, which can cloak. Pictured here are their retextures.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: King Class Scout on August 30, 2011, 06:46:35 PM
oy, weren't you working on a TIE pack, too, or?
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Lionus on August 30, 2011, 07:26:04 PM
About a bloody time.  :thumbsup:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Bones on August 30, 2011, 07:38:04 PM
oy, weren't you working on a TIE pack, too, or?
Silence !!! may the Emperor gather his thoughts before you speak your heresy !!!! :P

I'm not whining about Imperial fleet or anything , since we already have nice Imperial and Alliance fighters packs, next most welcome packs shall be Imperial fleet and Alliance fleet with allmighty MC-85 Home-One released to hungry people :P so proceed my young apprientice  :funny
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: TheConstable6 on August 30, 2011, 08:36:28 PM
Pure epicness! I'd love to see a Scythe-class...but beggars can't be choosers  :D
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: FekLeyr Targ on August 30, 2011, 08:51:27 PM
Time to get into an A-Wing and fly into the Bridge. ;)
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Shadowknight1 on August 30, 2011, 09:09:26 PM
Silence !!! may the Emperor gather his thoughts before you speak your heresy !!!! :P

I'm not whining about Imperial fleet or anything , since we already have nice Imperial and Alliance fighters packs, next most welcome packs shall be Imperial fleet and Alliance fleet with allmighty MC-85 Home-One released to hungry people :P so proceed my young apprientice  :funny

Don't we already have some Alliance/Mon Calamari cruisers in BC?

Those look great dude!  Glad someone else out there remembers Rebel Assault 2. ;)
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Bones on August 31, 2011, 05:37:14 AM
indeed we have but they look quite outdated compared to the Executor here ;)

I can't wait to see it in action  :dance
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Vedic on August 31, 2011, 06:09:52 AM
To. Much. Win.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: King Class Scout on August 31, 2011, 07:13:36 AM
there will be one really good thing about this.  someone WILL redo the Rebels to go with.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: 1DeadlySAMURAI on August 31, 2011, 09:07:15 AM
Ahhhh!!!!! (http://img.photobucket.com/albums/v357/deadlysamurai/Smilies/droolsmiley.gif)
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Lionus on August 31, 2011, 11:17:42 AM
Does my memory fail me, or wasn't Lusankya painted white with large Alliance crests on the hull? :idk:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: FarShot on August 31, 2011, 02:41:37 PM
Does my memory fail me, or wasn't Lusankya painted white with large Alliance crests on the hull? :idk:

Before it was a New Republic ship it was an imperial ship.  It didn't get the crests until after the whole issue with Admiral Isard was resolved.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: 086gf on September 02, 2011, 02:24:23 PM
*is speechless*
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: MarkyD on September 04, 2011, 07:23:56 AM
Looking great, if you are going to map and texture all those greebles on the underside that will be epic  :D
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: King Class Scout on September 04, 2011, 09:11:17 AM
haven't got to it quite yet.  this is a yard-sale weekend, been trying to set up for harvest time, just got a TV back for the first time in A month...
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: deadthunder2_0 on September 04, 2011, 03:42:41 PM
Is this going to use the deferred lighting system?
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Starforce2 on September 05, 2011, 02:21:05 PM
when can you have those suez ready for hp?
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: sovereign001 on January 29, 2012, 07:16:39 AM
I know this a gigantic thread boost, but does anyone know if the imperial pack was released?
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Lionus on January 29, 2012, 08:52:39 AM
Not, it wasn't.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: sovereign001 on January 29, 2012, 09:06:33 AM
Damn it, read through the entire thread, to realise that everytime i was think it would be released, another project was started..
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: furswift on March 25, 2012, 10:25:04 PM
Hey everyone. Sorry for the long absence, but I've been super busy trying to start a 3D modeling business along with working a full time job. Rest assured that I haven't abandoned BC modding and I hope to have everything released in the near future (I have been hankering to play with these models in game and I hate not finishing what I started). So with that I'll get back in touch with the folks HPing my stuff as well as the beta testers.
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Shadowknight1 on March 25, 2012, 10:45:23 PM
Great news!
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: King Class Scout on March 26, 2012, 08:57:56 AM
hey, as long as you get those Excells out before Baz beats you to the punch...
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Killallewoks on March 26, 2012, 09:00:52 AM
Can't wait for all the ships that you've done, including the Imperials!  :evil:
Title: Re: fursWiPs: Imperial Fleet Pack
Post by: Lionus on March 26, 2012, 02:12:11 PM
Yeah.. since the hardpointing those SSD's and SD's is a pain in the butt, the release of those might not be too soon.. and we got the DS9 HP under magnifying glass too.
Title: Re: fursWiPs: TMP Enterprise
Post by: furswift on July 31, 2012, 12:10:52 AM
Hey everyone. So I decided to try my hand at one of the most famous (and certainly the most beautiful) ship in science fiction history. I considered this a rite of passage of sorts as I always found reproducing this ship to be challenging because it's everyone's favorite. I built this not only as a ship for BC, but also as a study for a full sized, high resolution CG model. I imported the mesh into BC and it works fine, so no technical difficulties exist that I can see. So here she is, with full color spec maps as close to the original filming model (which had to be toned down due to problems with the mats) as I could get them.

Wiley, we seem to work on the same TMP era ships at the same time. Can't wait to see how yours turns out.:)

(http://i817.photobucket.com/albums/zz99/furswift/tmp_enterprise_01.jpg)

(http://i817.photobucket.com/albums/zz99/furswift/tmp_enterprise_02.jpg)

(http://i817.photobucket.com/albums/zz99/furswift/tmp_enterprise_03.jpg)

(http://i817.photobucket.com/albums/zz99/furswift/tmp_enterprise_04.jpg)
Title: Re: fursWiPs: TMP Enterprise
Post by: WileyCoyote on July 31, 2012, 12:21:12 AM
I hate you. Throws in the towel. Mine needs more work.

How long did it take to build that?
Title: Re: fursWiPs: TMP Enterprise
Post by: 007bashir on July 31, 2012, 03:20:21 AM
another cempetition again...  :P

cookie  :bow:

Isn't the impulse crystal supposed to be blue?
Title: Re: fursWiPs: TMP Enterprise
Post by: baz1701 on July 31, 2012, 03:46:40 AM
Shes a beauty alright. :thumbsup:

one sugestion though the nacelle reg lights look a little too intense, keep the same size but perhaps a smaller hotspot and let the rest be filled by fall off.
Title: Re: fursWiPs: TMP Enterprise
Post by: King Class Scout on July 31, 2012, 06:59:08 AM
and yet ANOTHER connie refit *rolls eyes* it's not the ship itself, it's getting one that does decent damage.

take a close look, gents, he pulled off the pearlescrent hub panels! I don't care if it IS after-effects (the ventral foreward saucer phasers are casting a shadow), you better put a tute (tutorial) up for that.

and I agree, the nacelle reg spots look too out of blace that bright compared to the rest of the body spots.
Title: Re: fursWiPs: TMP Enterprise
Post by: WileyCoyote on July 31, 2012, 08:42:08 AM
Quote
Isn't the impulse crystal supposed to be blue?
Only in TMP it is red.
Title: Re: fursWiPs: TMP Enterprise
Post by: 007bashir on July 31, 2012, 09:04:55 AM
Oh never mind then. Never saw that in the movie. Buts its blue in TWOK i think.
Title: Re: fursWiPs: TMP Enterprise
Post by: moed on July 31, 2012, 02:27:41 PM
That looks incredible!

Cookie for you.
Title: Re: fursWiPs: TMP Enterprise
Post by: Adonis on July 31, 2012, 09:48:41 PM
Finally, someone else made the impulse crystal orange  :D :P
Title: Re: fursWiPs: TMP Enterprise
Post by: CyAn1d3 on July 31, 2012, 09:51:42 PM
shes a beauty!

i can NEVER seem to get colored specs to come out right, so kudos and a cookie for that!
Title: Re: fursWiPs: TMP Enterprise
Post by: furswift on July 31, 2012, 10:42:54 PM
Thanks everyone!

 
I hate you. Throws in the towel. Mine needs more work.

How long did it take to build that?


I started this project in March of 2011, working on and off with other 3D projects and life stuff in general and I finished all the big textures at the beginning of the month so now it's just tweaking. I wouldn't throw in the towel if I were you. Looking at your mesh makes me see things I should change on mine if I wasn't so lazy.:)

Thanks for the spotlight tip, Baz. I changed it and I think it's an improvement...

(http://i817.photobucket.com/albums/zz99/furswift/nacelle_reg.jpg)

and yet ANOTHER connie refit *rolls eyes* it's not the ship itself, it's getting one that does decent damage.

take a close look, gents, he pulled off the pearlescrent hub panels! I don't care if it IS after-effects (the ventral foreward saucer phasers are casting a shadow), you better put a tute (tutorial) up for that.


I know, BC needs another Connie refit like it needs a memory leak, but it's such an awesome ship and a fun build, I'm surprised there aren't more. I'd like to make it as powerful as it should be for the era, but I don't know if there's a standard because there's so many different modders. There was no big trick to the pearlescents, just color spec maps and lots of patience. The tutorial DJ put up about using 3Ds Max to make textures was invaluable. Those shadows from the phaser turrets are baked into the alpha channel.

Finally, someone else made the impulse crystal orange  :D :P

Yep! I used to think it was blue until I read one of your posts over at Excalibur. Now I know it's either orange or pale yellow.


I'd like to port this myself, so that means learning how to port, which is intimidating, but I figure this ship is pretty basic so it's a good place to learn.
Title: Re: fursWiPs: TMP Enterprise
Post by: baz1701 on August 01, 2012, 03:53:40 AM
Those reg light look spot on  :thumbsup:

Can I be cheeky and ask you to post jpgs of your engineering hull diffuesd and spec maps. Just like to see the contrasts you used.
Title: Re: fursWiPs: TMP Enterprise
Post by: King Class Scout on August 01, 2012, 06:38:11 AM
Quote
I know, BC needs another Connie refit like it needs a memory leak
you mean ANOTHER memory leak.  the engine already has one :P
still, that spot correction is right on, you need to post HOW you got the pearly colors for the hull panels, and even I played with and did up a connie type...'cept I used a tweaked TOS to kitbash.
Title: Re: fursWiPs: TMP Enterprise
Post by: Adonis on August 01, 2012, 09:00:57 AM
Yep! I used to think it was blue until I read one of your posts over at Excalibur. Now I know it's either orange or pale yellow.

The Miranda's ones are blue, the Connie's ones might seem that way because of scene lightning mixing up the color that way (same as with the almost white panels of Ent-B in the ST:G scenes, but not in ST:DS9 Paradise Lost, since there she's in open space (it's the same model as was the Ent-B filming one, but with new regs and some minor lightning differences, most notably red impusle crystals insead of blue on Ent-B)). ;)

BTW, I noticed 4 things on your model you didn't do correctly  :doh:

Good thing is 3 are texture based, so it won't be an issue (they're really easy to miss too):
1) There are vertical extrusions and in front of them somewhere below the first stage flux chiller assembly extrusions right below the plasma grilles on the surface, also, on the inside side right about where that last extrusion I mentioned is there's a patch of teal.
2) There are small extrusions on both sides of the dorsal spine extrusion and red stripes fore and aft of every one of them
3) (it's the only model one, sorry) At the aft part of the strut where it meets the transition structure to the nacelle body, it curves slightly inwards (about the same height as the top of that small plasma vent.
4) The brown part of the field sensors each have 3 small intrusions on them (these are missing for now on my model, read on below ;) )

Use my own model as a basis to find these details, you have pix of it on my deviantart (http://nsadonis.deviantart.com/gallery/?offset=48#/d21exi2) (just click the pix twice to get full rez) ;) but mind you, the strut curve-in on mine starts way to soon, ignore it, I'll fix that soon ;) Also I haven't revamped the aztecs and the specularity on those pix there, but the bumps are as they should be. :D Oh, and pay attention at the yellow stencils all over the ship, the small red ones aren't the only one ;)

EDIT: I just noticed that you didn't paint the two teal triangles around the front bottom and top spotlights.
Title: Re: fursWiPs: TMP Enterprise
Post by: 086gf on August 03, 2012, 05:17:21 PM
Well, this is an awesome surprise! You did a great job on her.
Title: Re: fursWiPs: TMP Enterprise
Post by: captainkirk1 on August 03, 2012, 09:38:04 PM
This looks very close to the studio model. Great work! Will there be a pack like (Enterprise refit, Enterprise-A, etc.) and if so, when would it be available on BC Files? Will there be a shuttlebay as well?
Title: Re: fursWiPs: TMP Enterprise
Post by: furswift on August 05, 2012, 12:02:03 PM
Thanks for the kind words, everyone! I'm pretty much done tweaking the model (for now :P ), but now I need to learn how to port it into the game. Are there any tutorials out there? Is it as difficult as I think it is?  :help:
Title: Re: fursWiPs: TMP Enterprise
Post by: Killallewoks on August 05, 2012, 12:05:17 PM
Hey Furswift how the Excels go? They would make excellant companions to your TMP Connie.  :)
Title: Re: fursWiPs: TMP Enterprise
Post by: tiqhud on August 06, 2012, 09:51:08 AM
Is it as difficult as I think it is?  :help:
Once you got the NIF and textures, it is not that hard, hard is matching HP to Nif\model
Title: Re: fursWiPs: TMP Enterprise
Post by: CyAn1d3 on August 06, 2012, 12:17:58 PM
Once you got the NIF and textures, it is not that hard, hard is matching HP to Nif\model

wich can be a pain in the a$$ or EASY. if your scaling is correct, and youve based it off the model you plan on using the HP from, this should be simple with just some minor tweaking to the property placement.

just MAKE SURE YOUR MODEL IS POSITIONED ON 0,0,0 X,Y,Z COORDINATES, whatever axis its "kicked" to, will show in your export, and throw your property placement off.
Title: Re: fursWiPs: TMP Enterprise
Post by: furswift on August 06, 2012, 02:12:21 PM
wich can be a pain in the a$$ or EASY. if your scaling is correct, and youve based it off the model you plan on using the HP from, this should be simple with just some minor tweaking to the property placement.

just MAKE SURE YOUR MODEL IS POSITIONED ON 0,0,0 X,Y,Z COORDINATES, whatever axis its "kicked" to, will show in your export, and throw your property placement off.

Thanks, guys. I want to do this from scratch so I can port any ship I make. I know I need BCUT and the Model Propery Editor, but I don't know how to use them. If someone could point me to a step by step tutorial or guide me through it would be greatly appreciated. :)

This looks very close to the studio model. Great work! Will there be a pack like (Enterprise refit, Enterprise-A, etc.) and if so, when would it be available on BC Files? Will there be a shuttlebay as well?

Someday I'll make a 1701-A. As for the shuttlebay opening I don't know how to script that (or much of anything for that matter.) I have a surprise along those lines however ;)

@killallewoks: Starforce was working on the Excels, but I guess he's really back logged. I'm not surprised because he's an in-demand modder. I'll do them myself once I do the Enterprise.
Title: Re: fursWiPs: TMP Enterprise
Post by: CyAn1d3 on August 06, 2012, 09:18:52 PM
Thanks, guys. I want to do this from scratch so I can port any ship I make. I know I need BCUT and the Model Propery Editor, but I don't know how to use them. If someone could point me to a step by step tutorial or guide me through it would be greatly appreciated. :)

browse around the tutorials section, i THINK theres an MPE tut there...  :idk:

either that or take a crack at learning it.. its not THAT much of a pain in the ass when you get the basics.. its just headache inducing sometimes from the damn bugs :argh: :argh:.

id suggest using a hardpoint as a base... it makes it ALOT easier, just place the properties in MPE and use BCUT for the rest

Someday I'll make a 1701-A. As for the shuttlebay opening I don't know how to script that (or much of anything for that matter.) I have a surprise along those lines however ;)

MVAM mate ;)
Title: Re: fursWiPs: TMP Enterprise
Post by: baz1701 on August 07, 2012, 04:28:31 AM
If I give you my 10 cents (or 6.4 pence).

First thing I'd advise is getting your scale right. I scaled mine to wileys connie so all our TMP ships are in scale with each other  (all my connies, mirandas, constellation and excelsiors), also you can fit perfectly into the SFRD drydock with the Workbees and travel pods.

Second the working hanger deck is my copyright and I will start a law suit againt anyone copying it. :readme: :evil: In seriousness though it is easy to do. Just need to export to instances of your model, one with the doors closed and one with them opening. You can edit and use the MVAM script I did for my connies if you want and I can give you advise if needed.
Title: Re: fursWiPs: TMP Enterprise
Post by: Lurok91 on August 07, 2012, 05:15:50 AM
Re: hangar doors, he could also go the Ftech route, which would 'animate' the opening doors ingame rather than via cutscene as MVAM. Horses for courses  ;)   I've also worked out a way you can have helm have button which would activate doors opening, for example if you were in a shuttle approaching Ent.
Title: Re: fursWiPs: TMP Enterprise
Post by: tiqhud on August 07, 2012, 08:47:04 AM
Re: hangar doors, he could also go the Ftech route, which would 'animate' the opening doors ingame rather than via cutscene as MVAM. Horses for courses  ;)   I've also worked out a way you can have helm have button which would activate doors opening, for example if you were in a shuttle approaching Ent.

Sounds Promising
Title: Re: fursWiPs: TMP Enterprise
Post by: Shadowknight1 on August 07, 2012, 12:00:16 PM
Re: hangar doors, he could also go the Ftech route, which would 'animate' the opening doors ingame rather than via cutscene as MVAM. Horses for courses  ;)   I've also worked out a way you can have helm have button which would activate doors opening, for example if you were in a shuttle approaching Ent.

And you're wanting to stop modding because....? :P
Title: Re: fursWiPs: TMP Enterprise
Post by: Lurok91 on August 07, 2012, 12:02:22 PM
Sounds Promising

Well it works. Kinda. In a WIP way... ;)

And you're wanting to stop modding because....? :P

Coz I iz tired, lol  :P