Bridge Commander Central
		BC Forums => BC Modding => Topic started by: furswift on May 19, 2010, 12:05:56 PM
		
			
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				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.
			
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				That looks like it's got an insane amount of polygons. What's its total?
			
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				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
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				*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.
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				Now that's a flagship. It looks accurate enough. :)
			
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				 :woot: :drool: About a bloody time that someone did justice to that ship! Are you planning to do more SW cap ships?
			
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				that looks sweet, I think someone was working on a bridge... oh yeah it was me.
			
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				 :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
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				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. :)
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				@Edd_7: I'd be honored. :)
 
 
 Thanks i can't wait  :yay:
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				Now that I think about it, making the light effects for that thing will probably be a nightmare.. :eek
			
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				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  ;)
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				 :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
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				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.
			
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				Wow, can you port that over to Star Wars: Empire at War? :)
			
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				The Force is strong with this one.... :thumbsup:
			
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				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.
			
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				The Terror...a fan of Rebel Assault are we? Cookied.
			
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				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.
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				@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
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				Are you going to make it a carrier, able to launch TIE-fighters?
			
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				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.
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				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!
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				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.
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				@ Fur,
 
 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.
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				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?
			
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				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..
			
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				Do you think that you'll use those:
 http://bridgecommander.filefront.com/file/SW_TIE_Fleet_Pack;76566
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				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 ;)
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				looks great mate!
			
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				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.
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				 :dance oh yes.
			
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				Looking really awesome there, man. This will be the first SW ship to go into my install.  :funny
			
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				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)?
			
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				now that would be an epic battle :thumbsup:
			
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				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.
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				Those baked in glows are a bit unrealistic.
			
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				*offtopic cleared*
 
 guys please try and remain ontopic...
 
 thx :)
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				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.
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				Aye, and localise it a bit more to the engine's vicinity.
			
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				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:
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				Indeed. Lord Vader will be pleased.
			
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				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.
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				Oh, that is just pure fu****g win. You need a cookie.
			
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				10/10 *cookie*
 
 (btw, is/was a B/Lakota variant of your Excelsior ever considered  :))
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				Have a cookie for the Dark Side. 
			
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				For your second mod looking so gorgeous, you get a cookie.
			
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				I'll beta it!  :kiss: :dance :bow: :yay:
			
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				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.
			
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				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).
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				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
			
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				That is epic.
 
 *The Imperial March begins playing in the background*
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				I have a feeling the nif conversion is going to rob this mesh of none of it's beauty! Fantastic job! :thumbsup:
			
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				Fantastic modelling job Andrew! About textures and effects, i believe the red glow is to much intense yet. ;)
			
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				It might be a good idea to dial down the red glows a little, but otherwise, it looks grand. Nice job!
			
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				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:
			
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				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.
			
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				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.
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				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!
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				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
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				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.
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				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
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				Or make a sandwich with 2 of my City Destroyers.  :D
 
 
 Yeah, they'd look like the buns on a hamburger. :P
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				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.
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				The USS Melbourne Destroyed at Wolf359
			
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				The USS Melbourne Destroyed at Wolf359 Or do what I did. Do ID-map swapping and have the entire fleet of Excelsiors.
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				Cookie for the Phantom TIE alone, as that is my absolute favorite TIE fighter.
			
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				 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...
			
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				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
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				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.
			
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				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!
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				@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...
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				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?
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				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.
			
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				Good job on the low poly fighters mate  :thumbsup:
			
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				Maybe you could do the TIE Defender as a suggestion, thats a cool design.
			
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				Maybe you could do the TIE Defender as a suggestion, thats a cool design.
 
 
 Oh god yes!
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				Oh god yes!
 
 Yeah and I'd also love to see the TIE Avenger, Assault Gunboat, Missile Boat and perhabs some shuttles and transports.
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				I'm gonna be the reasonable one here.  I'm just fine with the Executor and a standard Imperial Star Destroyer.  ;)
			
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				I'm gonna be the reasonable one here.  I'm just fine with the Executor and a standard Imperial Star Destroyer.  ;)
 
 
 This.
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				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?
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				Looks fine to me, I cant wait to see what happens when the borg get on board lol
			
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				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.
			
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				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:
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				want want want want want  :dance :yay: :bow:
			
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				Amazing stuff man. Looking forward to some epic ST vs SW action with this bad boy.  :evil:
			
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				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
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				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.
			
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				also could you do a venator, with imperial textures?
			
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				also could you do a venator, with imperial textures?
 
 
 Thats basically a Venator without red stripes and yellow/maroon circles.
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				Exactly, there is one on bc files, but it is old
			
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				Oooh, a regular star destroyer.. I like it.  a lot. MOAR!
 
 (http://www.geargeek.net/images/moar-cat.jpg)
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				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.
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				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   :)
			
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				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
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				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
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				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?
 
 
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				Oh that's looking beautiful furswift, can't wait to see her in game :)
			
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				What he said. Looks awesome!  :D
			
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				I find your lack of 4-8 barreld turrets on each side of the ship disturbing...
			
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				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:
			
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				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.
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				 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.
 
 
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				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
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				 :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. ;)
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				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:
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				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. ^_^
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				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.
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				Excellent work Andrew!  :yay: :yay:
			
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				Indeed. Keep it rolling  :thumbsup:
			
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				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. :)
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				Thanks furswift and Wiley, can't wait to get my hands on these  :thumbsup:
			
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				Actually, my name's Matt. :)
 
 
 Uhhh.... My mistake! :hithead:
 Excuse me my friend!
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				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.
			
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				Maybe some slight weathering too, in my opinion, just a hint to bring out the edges some
			
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				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)
 
 
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				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
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				 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.
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				@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.
 
 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:
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				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
- 
				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.
			
- 
				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
 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")
 
 
- 
				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.
- 
				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
 
 
 
- 
				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
- 
				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.
- 
				Coming along very nicely. Keep up the good work.
			
- 
				Looks pretty good to me too. :D
			
- 
				Very nice and clean ships dude.
 
 Mistery treat you say? Is it a canon ship or is it something only you have thought of?
- 
				:D Those are exceedingly pretty!
			
- 
				and a Mystery Treat. 
 Lemme guess, the Ingram?  :D :angel
- 
				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.
- 
				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.
- 
				sweet looking excels. Will u be using the engine warmup script?
			
- 
				Very nice! The Excelsior class was my favorite design until the Sovereign came along... now it's a close second.
 
 Great work.
- 
				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:
- 
				The Valley Forge with glowing nacelles  :angel
			
- 
				To much cool!  :dance
			
- 
				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.
- 
				oh nice, thats definitely my favorite excelsior vessel!
			
- 
				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
- 
				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.
- 
				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.
 
- 
				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.
- 
				Gorgeous  :thumbsup:    *cookie*
			
- 
				That Enterprise-B just about puts mine to shame. Excellent work. Cookie away!
			
- 
				Some very nice detail on the textures. Great job on all.  :thumbsup:
 
 Will make some nice screenshot closeups. Cookie from me too.
 
- 
				Outstanding!
 
 The Excelsior Class(s) have always been my favorites up until the Sovereign came along... now they're a close 2nd.
 
 Cookie.
- 
				That Excelsior refit is fantastically amazing!  :yay:
 
 I can't imagine what the surprise might be but I really look forward to the unveiling.
- 
				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.
- 
				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
- 
				How about an non-refit with a refit paint job? I love the White and Teal.
 
 These look amazing.
- 
				Here's the Lakota.
 
 @admiral horton: I'll post orthos of all 3 types of Excelsiors after I release the pack.
- 
				So very cool. It looks like the bar has been raised for TMP ships. Awesome work!
			
- 
				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?
- 
				So very cool. It looks like the bar has been raised for TMP ships. Awesome work!
 
 
 That I must second
- 
				sweet  I cant wait  :yay:
			
- 
				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:
- 
				It should be illegal for something to be THIS PRETTY!
			
- 
				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. :)
			
- 
				Oohh, the pre-Excel (the last one) :)
			
- 
				LEGO Shuttles!!! :P
			
- 
				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.
			
- 
				Looks great furswift. Very good idea. Cant wait to see that in game.
			
- 
				Okay, this is the most epic Excelsior pack now. DO WANT!
			
- 
				Very nice twist on the standard Excelsior design. Well done. :yay:
			
- 
				That excelsior looks awesome! They all do! 
 Maybe you could put another name on your redesigned excelsior. Enterprise-B and something else?
- 
				Neato.  You can really see the NX mixed in with the NCC design.  Looks real good that way.
			
- 
				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!
- 
				I am fairly sure he's not going to put SFP infront of any of them so you're safe :funny
			
- 
				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!
- 
				Excellent job dude!
			
- 
				Looks excellent, to say the least!  :bow:
			
- 
				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:
- 
				Love the nacelle glow on the alt B
			
- 
				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!
- 
				Whats the requirements to run these fine specimins?
			
- 
				Oh, one question.. will there be a damaged version of the Generations Ent B?  ;)
			
- 
				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.
- 
				Can't wait to see them ingame!  Now, if only a certain mile-long arrowhead-shaped ship would be accompanying them. :angel
			
- 
				Can't wait to see them ingame!  Now, if only a certain mile-long arrowhead-shaped ship would be accompanying them. :angel
 
 
 A stardestroyer?
- 
				A stardestroyer?
 
 
 Well...Yes, but think bigger too.  :P
- 
				Well...Yes, but think bigger too.  :P
 
 
 A superstardestroyer?
- 
				ahh u mean the eclispe
			
- 
				ahh u mean the eclispe
 
 
 The Executor ... but I'd love to see Eclipse in BC  :angel (no request intended ............................................. NOOOOOT :P )
- 
				But I don't want to be in BC :( :P
 
 *runs*
 
 Furswift excelent work on these :D
- 
				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
- 
				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?
- 
				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.
			
- 
				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!
			
- 
				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
- 
				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.
- 
				Unless furswift has permission to edit the model, what you're seeing I think is what you're getting. :P
			
- 
				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. :)
- 
				nice ship
			
- 
				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.
			
- 
				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.
- 
				There's no people on this ship. :p
 
 The scale may seem off, but I like the overall shape. Great stuff.
- 
				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....
- 
				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.
- 
				Love the detail on ship, esp interior.  I'm sure one or two low poly figures standing at a wall console would work  :)
			
- 
				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:
- 
				well if it isnt a TNG version of the old Okinawa class frigate from the first SFC. Diggin the look
			
- 
				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...
- 
				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
- 
				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.  :)
- 
				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?)
			
- 
				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.
- 
				Sue me if I want to use artistic license. :P 
 *hires a slew of lawyers* :P
 
 The ship is actually nice :) I likes :D
- 
				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)
			
- 
				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.
- 
				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.
- 
				,,,,,,,, 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
- 
				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.
- 
				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.
- 
				Awwww she's so cute compared to the Excel.   Good work Fur can't wait to get her in game!
			
- 
				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
- 
				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.
 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.
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				can anyone put a properly scaled oberth in that pic?
			
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				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:
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				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!
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				Glad it worked, tbh I wasn't sure if I'd remembered correctly.
			
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				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.
			
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				Looks promising!
 Question: aren't those phaser turrent a bit too large?
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				for a ship of this size ? nah, it's perfect, Suez I was texturing few years ago had almost the same size turrets
			
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				  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.
			
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				oy, weren't you working on a TIE pack, too, or?
			
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				About a bloody time.  :thumbsup:
			
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				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
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				Pure epicness! I'd love to see a Scythe-class...but beggars can't be choosers  :D
			
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				Time to get into an A-Wing and fly into the Bridge. ;)
			
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				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. ;)
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				indeed we have but they look quite outdated compared to the Executor here ;) 
 
 I can't wait to see it in action  :dance
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				To. Much. Win. 
			
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				there will be one really good thing about this.  someone WILL redo the Rebels to go with.
			
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				Ahhhh!!!!! (http://img.photobucket.com/albums/v357/deadlysamurai/Smilies/droolsmiley.gif)
			
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				Does my memory fail me, or wasn't Lusankya painted white with large Alliance crests on the hull? :idk:
			
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				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.
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				*is speechless*
			
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				Looking great, if you are going to map and texture all those greebles on the underside that will be epic  :D
			
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				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...
			
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				Is this going to use the deferred lighting system?
			
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				when can you have those suez ready for hp?
			
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				I know this a gigantic thread boost, but does anyone know if the imperial pack was released?
			
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				Not, it wasn't.
			
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				Damn it, read through the entire thread, to realise that everytime i was think it would be released, another project was started..
			
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				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.
			
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				Great news!
			
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				hey, as long as you get those Excells out before Baz beats you to the punch...
			
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				Can't wait for all the ships that you've done, including the Imperials!  :evil:
			
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				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.
			
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				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)
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				I hate you. Throws in the towel. Mine needs more work.
 
 How long did it take to build that?
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				another cempetition again...  :P
 
 cookie  :bow:
 
 Isn't the impulse crystal supposed to be blue?
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				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.
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				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.
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				Isn't the impulse crystal supposed to be blue? Only in TMP it is red.
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				Oh never mind then. Never saw that in the movie. Buts its blue in TWOK i think.
			
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				That looks incredible!
 
 Cookie for you.
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				Finally, someone else made the impulse crystal orange  :D :P
			
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				shes a beauty! 
 
 i can NEVER seem to get colored specs to come out right, so kudos and a cookie for that!
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				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.
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				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.
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				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.
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				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.
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				Well, this is an awesome surprise! You did a great job on her.
			
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				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?
			
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				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:
			
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				Hey Furswift how the Excels go? They would make excellant companions to your TMP Connie.  :)
			
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				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
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				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.
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				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.
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				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 ;)
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				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.
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				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. 
			
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				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
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				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
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				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