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BC Forums => BC Modding => Topic started by: Bones on June 22, 2011, 12:34:26 PM

Title: Mass Effect ships WIP
Post by: Bones on June 22, 2011, 12:34:26 PM
Hello boys and girls, I need 4 people to test the Normandy :)

I guess everything is in place and working properly but I wanna be sure.

I haven't posted this earlier because this project involved only porting and making new glows and speculars... also I had to adjust diffuse map a little bit to achive at least tiny bit of that cool shinyness it had in Mass Effect 2.

I tried to put together a reasonable hardpoint because 100% canon HP would have only 2 Javelin torpedo tubes (not counting Thanix Cannon cuz it looked bizzare in game ... I prefer when they stay hidden under hull plating :P) so the specs are as follows :

- Hull rating : 15000 (twice the size - twice tougher than SR-1)
- Kinetic barriers : 5000 per each side of the ship, recharge rte is 100 (EDI explained in certain point of game that Normandy's shields were designed for quick, strong attacks, then quick recharge, they cannot hold fire for too long)
- It's still fast as hell and really maneuverable but it's not a shuttle ;)
- 2x Javelin Torpedo tubes (actually it's 10 tubes to achieve proper effect when firing torpedoes) firing 5 torps per side
- 2x Disruptor cannon (fictional but still fun to use :P)
- Cloaking device

check it out
Title: Re: Normandy SR-2
Post by: MarkyD on June 22, 2011, 12:37:51 PM
Looks fantastic mate, great job. Have a cookie  :thumbsup:
Title: Re: Normandy SR-2
Post by: FarShot on June 22, 2011, 01:06:23 PM
I'll beta! :D  I just recently played through both ME1 and 2 so I have a fresh idea on the feel of both Normandy's.
Title: Re: Normandy SR-2
Post by: Killallewoks on June 22, 2011, 01:23:53 PM
Il have a bash bones!
Title: Re: Normandy SR-2
Post by: Shadowknight1 on June 22, 2011, 01:36:48 PM
i'd love to take a crack at it Bones!
Title: Re: Normandy SR-2
Post by: tiqhud on June 22, 2011, 02:25:18 PM
this is part of being a member of the team ,bones, If still want I'll beta fly your ship.
Title: Re: Normandy SR-2
Post by: Bones on June 22, 2011, 02:27:14 PM
Thank's for compliments guys :)

Ok then, we have a 4 people, PM's with download link sent ;) have fun
Title: Re: Normandy SR-2
Post by: Maxloef on June 22, 2011, 02:56:46 PM
hmm does it have the uber beam cannon?
Title: Re: Normandy SR-2
Post by: Bones on June 22, 2011, 03:19:13 PM
No, it was ugly and I would have to MVAM it to be retractable changing model during combat just to fire it = no fun at all :P
Title: Re: Normandy SR-2
Post by: Nihilus on June 22, 2011, 03:57:42 PM
Wow that looks amazing!  I don't think there are any solid clean shots of her yet but this ship has a completely new paint job in Mass Effect 3 because she's under Alliance control now instead of Cerberus.
Title: Re: Normandy SR-2
Post by: MarkyD on June 22, 2011, 03:59:05 PM
The Textures and specs on that thing look great.
Title: Re: Normandy SR-2
Post by: Maxloef on June 22, 2011, 04:52:59 PM
No, it was ugly and I would have to MVAM it to be retractable changing model during combat just to fire it = no fun at all :P

ah what a shame, she looks amazing though! its a shame ur SR1 has so many inacuracies :(
Title: Re: Normandy SR-2
Post by: FarShot on June 22, 2011, 05:31:55 PM
Beta Report:

1.  The SR2 feels a tad too maneuverable.  She very easily gets into a sitting spin, where she almost doesn't move at all and just sort of turns in place.  I would knock down the turn values to around 3/4 of where they are now.  Another reason you could get away with this is that Joker does have some issues maneuvering her once they arrive in the Collector's debris field.

2.  There are no GARDIAN lasers on your ship.  In the Collector debris field, GARDIAN lasers are fired on the oculuses at one point, each one seeming to fire just inboard of the larger engines.  See attachment.

Other than these two nitpicks, she's a fantastic ship and I can't wait to play with the others!

To solve the whole "thanix cannon" dilemma, why not issue two ships?  A stock Normandy SR2 and a fully upgraded SR2, with thanix cannons, upgraded armor, and upgraded shields?
Title: Re: Normandy SR-2
Post by: Bones on June 22, 2011, 05:34:41 PM
ah what a shame, she looks amazing though! its a shame ur SR1 has so many inacuracies :(
Not mine, it was YopYops \, I have already ripped SR-1, it's ready, just minor model/textures adjustments are needed (mirrored registries) as far as I know the only weaponary used in ME was two Javelin Disruptor torps launchers at the end so I'll follow that canon in my HP.

btw. model is from Bioware so it's 100% accurate :P
Title: Re: Normandy SR-2
Post by: Bones on June 22, 2011, 05:41:34 PM
Quote
1.  The SR2 feels a tad too maneuverable.  She very easily gets into a sitting spin, where she almost doesn't move at all and just sort of turns in place.  I would knock down the turn values to around 3/4 of where they are now.  Another reason you could get away with this is that Joker does have some issues maneuvering her once they arrive in the Collector's debris field.
noted, I felt the same way

Quote
2.  There are no GARDIAN lasers on your ship.  In the Collector debris field, GARDIAN lasers are fired on the oculuses at one point, each one seeming to fire just inboard of the larger engines.  See attachment.
Lol I completely forgot about em :P to be honest I thought it's that Javelin stuff :D
will correctg it ASAP.

Quote
To solve the whole "thanix cannon" dilemma, why not issue two ships?  A stock Normandy SR2 and a fully upgraded SR2, with thanix cannons, upgraded armor, and upgraded shields?
ah you spoiled it :P I was thinking about it, might consider it before releasing the ship ;)
Title: Re: Normandy SR-2
Post by: tiqhud on June 22, 2011, 05:47:18 PM
A before install Report


======================== Before install ================================================================
Are all visible in Nifscope?
1. All textures (weapons, icons, main textures)
Looks very Good,
 [textures maybe large for some systems , try dropping down to 1024x1024ish
 also cut down on lag, main thing is it ought to reduce lag ].

2. Is the plugin suitable? If not,  explain why.
looks very good.


3. File Structure ?
looks very good.


5. Good points.
nice style and design.


6. Bad points.
textures maybe to big.
in the HP at Normandy.SetModelFilename("data/Models/Ships/Normandy/Normandy.nif")
  [should be NormandySR2/NormandySR2.nif - might not hurt, just Keeps things strait for if any future work must be done]

in your custom-ships folder  the pluggin PY
Foundation.ShipDef.NormandySR2.CloakingSFX = "" why, you have no sound, no need
Foundation.ShipDef.NormandySR2.DeCloakingSFX = "" why, you have no sound, no need




7. Other.
Why 2 nifs? [SR2_1 and SR2]
  SR2_1 no required



TIP: just easier, for future works, if all scripts have same name as Nif.
Title: Re: Normandy SR-2
Post by: Killallewoks on June 22, 2011, 06:38:31 PM
Il have a report for you tomorrow bones got get some sleep. :(
Title: Re: Normandy SR-2
Post by: Bones on June 22, 2011, 08:04:20 PM
textures will be droped to 1024x1024 = no need to keep Biowares 2048 maps as the model I got from ME2 from endgame sequence ;) it involved some exterior hull action while in BC there's no need for such details ;)
Title: Re: Normandy SR-2
Post by: Maxloef on June 23, 2011, 04:05:01 AM
textures will be droped to 1024x1024 = no need to keep Biowares 2048 maps as the model I got from ME2 from endgame sequence ;) it involved some exterior hull action while in BC there's no need for such details ;)


hmm maybe keep both for those who like super high rez? would make me very happy ;)
Title: Re: Normandy SR-2
Post by: Bones on June 23, 2011, 04:25:53 AM
I will release 2 variants : high res and normal res, it will be better this way

oh and how about this  ? :D
Title: Re: Normandy SR-2
Post by: Nihilus on June 23, 2011, 06:19:47 AM
I will release 2 variants : high res and normal res, it will be better this way

oh and how about this  ? :D

Looks pretty sweet to me but I don't know how Canon it is.  Every shot of the ship I've seen in ME3 Demos have been in silhouettes.  I still think it looks awesome though  :thumbsup:
Title: Re: Normandy SR-2
Post by: Bones on June 23, 2011, 06:33:57 AM
UPDATE :

- gardian lasers are in place
- model is now fixed, no smoothing errors
- maneuverability is now 75 % of what it was
- pulse cannons realligned to wing (inbetween engines)
- model realligned to centre
- diffuse maps downscaled to 1024x1024, specular maps downscaled to 512x512 with exception for main hull which is 1024x1024
- 2048x2048 maps placed in separate folder (optional content for people with powerfull rigs)
- added a bonus ship :) Alliance Normandy SR2 with red N7 stripe and navy blue Alliance insignias instead of Cerberus logo
Title: Re: Normandy SR-2
Post by: Killallewoks on June 23, 2011, 11:30:08 AM
Finally finished school and bones she is a great ship my only gripe is that the shields recharge too fast. Tested in KM 1.2 and worked fine no issues to report.
Title: Re: Normandy SR-2
Post by: FarShot on June 23, 2011, 12:08:27 PM
Oh carp Bones, I forgot one more thing:  I recommend putting the ship in something other than "Other".  Perhaps "System Alliance Ships" or "Mass Effect Ships".
Title: Re: Normandy SR-2
Post by: Bones on June 23, 2011, 12:15:47 PM
Ok I'll make a new group 'Mass Effect Ships' and recharge rate was 100 I've already toned it down to 35 ;)

did anyone noticed that gardian lasers fire through the ship ... I'm not sure what I did wrong with them  :idk:
Title: Re: Normandy SR-2
Post by: tiqhud on June 23, 2011, 01:45:34 PM
Im not sure why either but I got an IDEA.
Sometime [in MPE] when you add somethin new to a ship ,and sometimes even if you dont, the HP is just not quite right, a system may not be right.
I looked at NormandySR2 in MPE and everything look right, there is space between the Arc-box and hull, it shouldnt fire thru. And even XYZ axis [red, green, blue] lines are correct. looking strait on, blue-pointing left, red foward, green up. {if any others report I'd just make new]
or  arcs need minor adjustment, using the Spin tool

Then agian it also maybe my system. [ancient]
Title: Re: Normandy SR-2
Post by: Maxloef on June 23, 2011, 04:36:53 PM
I will release 2 variants : high res and normal res, it will be better this way

oh and how about this  ? :D

alliance logo needs to be darker blue! this is the official model of the normandy from ME3 http://media.giantbomb.com/uploads/0/1366/1765461-17311_super.jpg might wanna look at it :)
Title: Re: Normandy SR-2
Post by: Bones on June 23, 2011, 04:57:19 PM
Hm something tells me they won't use that for an official paint job but I might be wrong, for my taste there way too much of the blue and way too much of alliance logos... personaly I liked SR1 paint job. Dunno why they put blue on that model... Alliance fleet is using only red for markings (see Alliance Dreadnaughts, fighters or SR1). Honestly I'm considering making insignia black and the rest of those blue bits - red
Title: Re: Normandy SR-2
Post by: Nihilus on June 23, 2011, 05:31:44 PM
Hm something tells me they won't use that for an official paint job but I might be wrong, for my taste there way too much of the blue and way too much of alliance logos... personaly I liked SR1 paint job. Dunno why they put blue on that model... Alliance fleet is using only red for markings (see Alliance Dreadnaughts, fighters or SR1). Honestly I'm considering making insignia black and the rest of those blue bits - red

Here she is.
Title: Re: Normandy SR-2
Post by: Bones on June 23, 2011, 06:18:12 PM
such nice ship, so ruined paint job  :facepalm: I'll take care of that new color scheme then :P
Title: Re: Normandy SR-2
Post by: newhalo123 on June 23, 2011, 09:06:57 PM
Are you still thinking about the separate model for the upgraded Normandy? I love Mass Effect, and it would just make this ship even better than it is right now, which is otherwise impossible :D
Title: Re: Normandy SR-2
Post by: Meteorafallen on June 23, 2011, 09:40:09 PM
Hey Bones,

Another good place to see the new Normandy paint job from ME3, is on the model that Bioware will be releasing in November.

This is a link to the ship on the Bioware store, I know the shots are small, but considering how well you did with the Resurrection, I'm sure you will have no problem recreating that paint scheme.

http://biowarestore.com/mass-effect/mass-effect-accessories/ssv-normandy-ship-replica (http://biowarestore.com/mass-effect/mass-effect-accessories/ssv-normandy-ship-replica)

Cheers!
Title: Re: Normandy SR-2
Post by: Shadowknight1 on June 23, 2011, 11:42:56 PM
You were beaten to it Meteorafallen.
Title: Re: Normandy SR-2
Post by: Meteorafallen on June 24, 2011, 12:49:49 AM
Whatevs lol Now he's got more pictures lol
Title: Re: Normandy SR-2
Post by: Bones on June 24, 2011, 04:12:52 AM
Thank's for the pics guys, now this should be walk in the park ;)

UPDATE :

Gardian lasers are now firing in proper direction, they don't clip through hull anymore.. now the way I got it working is strange to say at least :P I had to switch them so now starboard beam is in port beams location and its arc is facing the ship :hithead: confusing but works just fine

Also as my beta testers suggested, I've refined plugins so now there will be separate group - 'Mass Effect Ships' and they will be cathegorized by factions like System Alliance, Cerberus etc.

Added some tech aswell, ship is now using Multivectoral shields and Ablative Armor, been considering adding advanced armor but it seems there's no effect in game :P

... and I've added short descriptions for both ME2 and ME3 Normandy :P

I'll be absent for next 2 days but  after that I'm gonna repaint SR2 with alliance paint job

UPDATE 2 :

Engines repaint completed

started redrawing main hull, gonna take some time as I need to redraw almost whole hull from scratch to avoid cheap lighten/darken effect :P
Title: Re: Normandy SR-2
Post by: Maxloef on June 24, 2011, 12:47:12 PM
She's a beauty!
Title: Re: Normandy SR-2
Post by: Bones on June 24, 2011, 01:55:14 PM
She's a beauty!
thank's :) oh and you were right about color scheme, good find ;)

UPDATE :

Alliance Normandy SR2 is now completed :)

I have to admit I'm starting to like this color scheme.

here are some pics of it, comparison shots of both Cerberus and Alliance Normany and perspective shot
Title: Re: Normandy SR-2
Post by: Shadowknight1 on June 24, 2011, 06:02:23 PM
Sweet!

I really need to get Mass Effect 2.  I just wish ME1 was on PS3...or that I had a better computer.
Title: Re: Normandy SR-2
Post by: MarkyD on June 24, 2011, 06:46:31 PM
Never played the game mate, and dont really like the shape of the ship, but the work is awsome, model looks great and the texture work is FAB!

Have another cookie  :thumbsup:
Title: Re: Normandy SR-2
Post by: Vedic on June 24, 2011, 09:27:58 PM
Awesome Awesome Awesome

She looks Great in Alliance Colours.
Title: Re: Normandy SR-2
Post by: Nihilus on June 24, 2011, 09:46:19 PM
Very sweet I like it.
Title: Re: Normandy SR-2
Post by: Maxloef on June 25, 2011, 12:50:50 PM
amazing!  :thumbsup:
Title: Re: Normandy SR-2
Post by: Bones on June 25, 2011, 02:47:30 PM
It's now being uploaded ... I think :P

I couldn't upload it directly to BCFiles, so I put link through file hosting... if everything goes well it should be up soon ;)
Title: Re: Normandy SR-2
Post by: Shadowknight1 on June 25, 2011, 04:03:47 PM
Awesome!  Now we just need the SR-1 and whatever other ships you plan on porting. :thumbsup: Have a cookie!
Title: Re: Normandy SR-2
Post by: Bones on June 25, 2011, 04:29:28 PM
Awesome!  Now we just need the SR-1 and whatever other ships you plan on porting. :thumbsup: Have a cookie!
thanks mate ! I;m preparing SR-1 ATM, she's ready, just need to add some blinkers and perhaps I could find some Mass Effect weapons sounds ripped from game, those would be awesome :D
Title: Re: Normandy SR-2
Post by: moed on June 25, 2011, 11:22:15 PM
Great job on this Bones... looks awesome.

Cookie!
Title: Re: Normandy SR-2
Post by: Shadowknight1 on June 26, 2011, 12:34:49 AM
thanks mate ! I;m preparing SR-1 ATM, she's ready, just need to add some blinkers and perhaps I could find some Mass Effect weapons sounds ripped from game, those would be awesome :D

That would be pretty cool to have the sounds from the game.  Can anyone help him out with that? :P
Title: Re: Normandy SR-2
Post by: Killallewoks on June 26, 2011, 06:09:12 AM
Ripping sounds might be quite difficult, considering that when the shooting starts the music start playing. Might be some sound files on the PC version?  :idk:
Title: Mass Effect Ship Pack
Post by: Bones on June 26, 2011, 07:14:31 AM
All sounds are stored in .PCC files, now while I can crack .afc files (with music and dialogs) I can't even find a way to extract .pcc files  :idk:

Normandy SR-1 is now ingame and working perfectly, she doesn't pack the punch as SR-2 does mainly because SR-1 has only 2 Javelin torpedo tubes, also this ship is at least half weaker and faster than SR-2
here's a beauty shot ;)
Title: Re: Normandy SR-2
Post by: Maxloef on June 26, 2011, 08:06:48 AM
id fix the smoothing errors on the sr1 before releasing it, the engines are the ones with most problems. same for the SR2 actualy
Title: Re: Normandy SR-2
Post by: Bones on June 26, 2011, 10:03:06 AM
I fixed SR2 before I sent it out, SR1 has more of them I know, but it seems everytime I export it to .obj fix errors and re-export it to NIF they re-appear, will work on that tho
Title: Re: Normandy SR-2
Post by: Maxloef on June 26, 2011, 01:34:04 PM
I fixed SR2 before I sent it out, SR1 has more of them I know, but it seems everytime I export it to .obj fix errors and re-export it to NIF they re-appear, will work on that tho

take out the OBJ exporting u can export to BC from any version of 3ds max nowadays anyway
Title: Re: Normandy SR-2
Post by: FarShot on June 26, 2011, 03:08:55 PM
Well, it's said in the codex that the SR1 has GARDIAN lasers too, but we don't get to see them fire because they are usually point-defense weapons after all.  But you could get away with placing them on the wings probably.
Title: Re: Normandy SR-2
Post by: Bones on June 26, 2011, 03:15:47 PM
yeah I'm using both Nifscope and max 9 with NIF plugins, works fine with most models but SR1 react quite strangely, but no worries will be trying again with different smoothing groups, gonna try lower groups ... everything above 10 gets tons of errors

I keep forgeting about GARDIAN lasers :P
Title: Re: Mass Effect ships WIP
Post by: Phaser on June 27, 2011, 08:42:16 PM
That is awesome, Bones.  The spare time I used to spend cruising this forum I now spend on my 360, so seeing those two worlds come together is pretty awesome.

...I did not know ME was on the PC. Nonetheless, I played ME and ME2 on the 360, so what I said is still valid. :P
Title: Re: Mass Effect ships WIP
Post by: MarkyD on June 28, 2011, 12:35:20 PM
This is a great project  :thumbsup:
Title: Re: Mass Effect ships WIP
Post by: Bones on June 28, 2011, 01:13:30 PM
Thanks guys ;)

I searched probably every site with Mass Effect stuff but I found none info about Destiny Ascension armaments, while there is enough footage from ME1 battle for citadel scenes with Turian ships fireing their weapons as well as Alliance, Geth and Reaper ships then Destiny didn't fire at all...

Alliance ships have at least 4 forward weapons placements - 2 main guns with pulse like kinetic cannons and two torpedo launchers on both sides, Turians have a bit more weapons, mostly cannons like alliance dreadnaughts

...but the only info I have about that Asari ship is that it has that badass-big-gun-that-can-rip-through-any-ship... and lots of mass accelerator cannons ...

I was thinking about putting at least 30 mass accelerators (pulse cannons) 20 torpedo launchers and that big gun ... whereever it is :P

any suggestions ?

btw. is there weapon limit for hardpoint ??? I remember someone said that if you put more than 50 disruptor/phaser emitters to HP it will crash
Title: Re: Mass Effect ships WIP
Post by: Lionus on June 28, 2011, 01:55:29 PM
I remember hearing that sixty is the limit.
Title: Re: Mass Effect ships WIP
Post by: Bones on June 28, 2011, 02:31:43 PM
well then, I could put 30 cannons, 20 torpedoes, 9 beams and one super cannon :) that should do it :D
Title: Re: Mass Effect ships WIP
Post by: FarShot on June 28, 2011, 05:01:11 PM
The Destiny Ascension absolutely sucks in the battle against the Sovereign and the Geth because they come in at close range, and traditional space battles occur at dozens, hundreds, or thousands of kilometers range.  Therefore, I think her most powerful armaments are all linear firing mass accelerators, probably requiring the whole ship to turn.  Thus I'd strike those out, unless its possible to script a torpedo that fires at thousands or millions kph and with like a 1 degree firing arc.

I'd probably deck the ship with point-defense lasers on every surface, maybe half a dozen spaced around each arm.  It's unknown whether Javelin disruptor torpedoes are unique to humans only or not, but the concept (miniature mass effect cores used to disrupt the space an enemy vessel occupies upon impact) seems sound enough and something I would have thought up if I had space-warping material.  You could probably get away with similar weaponry.  They are fired in the "knife-fight" range because they don't move at relativistic speeds and must be fired close so as not to be intercepted by point-defense weaponry or by kinetic barriers.
Title: Re: Mass Effect ships WIP
Post by: Bones on June 29, 2011, 03:12:07 AM
'Houston we have a problem'

What am I doing wrong  :idk: I can import SR-1 into max 9, I can fix ALL the problems with smoothing but I can't export her back to NIF :facepalm: I'm getting error, picture of it is below.

Now that completely sucks because if I save it as OBJ it looses it's size, if I save it as 3DS it has smoothing errors again in Nifscope, seems the only way is to export it directly to NIF but I'm getting that stupid error... any suggestions ?

Title: Re: Mass Effect ships WIP
Post by: FarShot on June 29, 2011, 03:29:52 AM
Save it as a MAX and send it my way.  I can see if it works on my end.
Title: Re: Mass Effect ships WIP
Post by: Bones on June 29, 2011, 06:17:31 AM
Here, I read about the problem and it's most likely the way it was exported through either MS3D or Nifscope ...
Title: Re: Mass Effect ships WIP
Post by: Locke on June 29, 2011, 12:54:42 PM
Well, here you go.  It exports correctly now.  It opens fine in NIFSkope, but seems to not like MPE for some reason.   :idk:

All I did is eliminate the hierarchy and delete the unnamed parts.  That seems to fix it.
Title: Re: Mass Effect ships WIP
Post by: deadthunder2_0 on June 29, 2011, 07:54:03 PM
Now just re add the higharchy to the model, it will fix it.
Title: Re: Mass Effect ships WIP
Post by: Bones on June 29, 2011, 08:27:54 PM
Awesome, will give it a go tomorrow :)
Title: Re: Mass Effect ships WIP
Post by: Bones on June 30, 2011, 04:45:27 AM
It worked but now about that higharchy ... I can't add NiImage to NiTextureProperty... there is NiTexturingProperty with NiSourceMaterial added to it... either MPE or BC won't run it with those funny little details :P

I tried everything but at this point when I try to add anything to NITextureProperty I can only add a parent node which doesn't help me at all... damn... so close yet so far  :facepalm:

...oh well at least the model is cleaned :D no smoothing errors  :dance

I'm attaching partially fixed NIF to the post, if anyone has any idea how to convert those properties either gimme some tips or feel free to try it :)

with this issue sorted out, the ship is ready for beta testing
Title: Re: Mass Effect ships WIP
Post by: Maxloef on June 30, 2011, 07:14:17 AM
It worked but now about that higharchy ... I can't add NiImage to NiTextureProperty... there is NiTexturingProperty with NiSourceMaterial added to it... either MPE or BC won't run it with those funny little details :P

I tried everything but at this point when I try to add anything to NITextureProperty I can only add a parent node which doesn't help me at all... damn... so close yet so far  :facepalm:

...oh well at least the model is cleaned :D no smoothing errors  :dance

I'm attaching partially fixed NIF to the post, if anyone has any idea how to convert those properties either gimme some tips or feel free to try it :)

with this issue sorted out, the ship is ready for beta testing

you dont really need to manualy add them nifscopes plugin automaticly does that.
Title: Re: Mass Effect ships WIP
Post by: Bones on June 30, 2011, 07:33:54 AM
Solved, NIFplugin for some reason messes up everything, it puts entirely deifferent properties and messes eveything up

here's a pic of corrected and working model properties (left side of the screen) and the one I exported from 3ds max via NIF plugin (right side), see the difference ? ;)

UPDATE :

I've tested SR-1 in game, works perfectly, model looks clean, just need to adjust speculars
Title: Re: Mass Effect ships WIP
Post by: MarkyD on June 30, 2011, 11:57:25 AM
Top stuff mate, looks great  :thumbsup:
Title: Re: Mass Effect ships WIP
Post by: Bones on June 30, 2011, 01:35:42 PM
Thanks Marky ;)

I've sent SR-1 to my beta testers, if everything will be ok, she's gonna hit BCF by the end of this week ;)
Title: Re: Mass Effect ships WIP
Post by: TheConstable6 on June 30, 2011, 04:13:33 PM
SR-2 blew my mind, really good work!
Title: Re: Mass Effect ships WIP
Post by: Maxloef on June 30, 2011, 05:20:48 PM
wheres my fully upgraded sr2?>,> i want big laser beam! XD
Title: Re: Mass Effect ships WIP
Post by: Bones on June 30, 2011, 06:39:49 PM
not this time, for now I'll focus on bringing as many ME ships as I can to BC, then there will be plenty of room for additional modification ;)

UPDATE :

Turian Frigate now in game, it's scaled, it has no smoothing errors, it has cool hardpoint (although I'll have to reduce max charge on all cannons) and it's ready for beta testing :D

armaments & specs so far :
Engines - 20 % slower and less maneuverable than SR2
Shields - stronger than SR2 but has less recharge rate
Weapons :
 - 10x Javelin Torpedo tubes (1 torpedo per tube)
 - 8x light Mass Accelerator Cannons
 - 2x heavy Mass Accelerator Cannons
Ablative Armor
5x Turian Fighters in hangar bay

what do you think ?
Title: Re: Mass Effect ships WIP
Post by: Lionus on July 01, 2011, 12:37:08 AM
I managed to beat Son'a battleship with SR-2.. took some effort despite of the speed and agility the ship has. the torp/missile tracking leaves me bit frustrated..
Title: Re: Mass Effect ships WIP
Post by: Shadowknight1 on July 01, 2011, 08:20:04 PM
Just finished up testing on the SR-1.  Nothing game breaking detected.  BC was kinda stuttery, but I don't think it's because of the Normandy.  I did notice this little thing though.  The cylindrical tower on the back of the ship isn't very smooth.  Pic enclosed.

I took her up against several different ships.  Because this SR-1 doesn't have pulse weapons, the older SR-1 gave it trouble.  The NX-01 fell easily.  The NCC-1701 gave me a little bit more of a fight.  The SR-2 though, that tore the SR-1 a new hole...as it should since it's more advanced. lol
Title: Re: Mass Effect ships WIP
Post by: Bones on July 01, 2011, 08:25:39 PM
Hm, I'll see if I can smooth her just a little bit more, thanks for heads up ;)
Title: Re: Mass Effect ships WIP
Post by: Killallewoks on July 02, 2011, 05:39:53 PM
Hey Bones just finished beta testing her, no conflicting errors to report other than the affermentioned smoothing error. She is pretty well balenced, got tore a new one with ZZ's Reliant. Over all same high quality and fantastic little ship. 
Title: Re: Mass Effect ships WIP
Post by: Bones on July 02, 2011, 06:59:23 PM
That's great, it's working on 5 BC installs without problems so I guess it's ready for public :D sending her right now ;)

I tried all the tricks I know to fix smoothing but it seems this was the upper treshold for model, if I go higher with smoothing groups, errors kicks in in several places.

Next for beta testing : Turian Frigate + Turian Fighter (launchable from frigate) ;)
Title: Re: Mass Effect ships WIP
Post by: Saquist on July 04, 2011, 07:16:25 AM
Can't wait to see Destiny Ascension and Sovereign (if there is one)
Title: Re: Mass Effect ships WIP
Post by: FarShot on July 04, 2011, 02:46:30 PM
No nitpicks on the SR1 beta, by the way.  She's great. :thumbsup:
Title: Re: Mass Effect ships WIP
Post by: Saquist on July 04, 2011, 06:03:59 PM
I managed to beat Son'a battleship with SR-2.. took some effort despite of the speed and agility the ship has. the torp/missile tracking leaves me bit frustrated..

Are these actuallly fighters because  when it crashed against Sovereign it looked like the size of Excelsior
Title: Re: Mass Effect ships WIP
Post by: Bones on July 04, 2011, 06:52:00 PM
I have both Turian Frigate and Turian Fighter, Frigate is about the size of SR-2 (350-380 meters) while fighters are around 15 meters long / tall (they look like a crossing of Slave-1, Colonial Viper MK7 and the fighter we get at the beginning of Freelancer :P )

Turian Frigate will hold 10 fighters in its hangar
Title: Re: Mass Effect ships WIP
Post by: TheConstable6 on July 10, 2011, 07:43:01 PM
not this time, for now I'll focus on bringing as many ME ships as I can to BC, then there will be plenty of room for additional modification ;)

UPDATE :

Turian Frigate now in game, it's scaled, it has no smoothing errors, it has cool hardpoint (although I'll have to reduce max charge on all cannons) and it's ready for beta testing :D

armaments & specs so far :
Engines - 20 % slower and less maneuverable than SR2
Shields - stronger than SR2 but has less recharge rate
Weapons :
 - 10x Javelin Torpedo tubes (1 torpedo per tube)
 - 8x light Mass Accelerator Cannons
 - 2x heavy Mass Accelerator Cannons
Ablative Armor
5x Turian Fighters in hangar bay

what do you think ?

Me likey
Me wanty
Title: Re: Mass Effect ships WIP
Post by: Bones on July 11, 2011, 02:04:18 AM
There was a minor setback ... I accidently deleted Turian pack  :facepalm: but don't worry, had early backup with out HP's, fixed model etc. etc. I'm recovering it ATM... this time will be much more carefull when moving it from place to place :P
Title: Re: Mass Effect ships WIP
Post by: FarShot on July 11, 2011, 09:52:43 PM
Hey Bones?  I'm having issues with your beta issue.  Firstly, Turian Fighters are not launching.  Shuttle launcher framework is enabled.  Secondly, those mass accelerator cannons don't fire.  I'm assuming they are mapped as pulses, right?

It might be on my end, so I'd wait and see what the other beta testers report.
Title: Re: Mass Effect ships WIP
Post by: Shadowknight1 on July 11, 2011, 10:54:23 PM
Hey Bones?  I'm having issues with your beta issue.  Firstly, Turian Fighters are not launching.  Shuttle launcher framework is enabled.  Secondly, those mass accelerator cannons don't fire.  I'm assuming they are mapped as pulses, right?

It might be on my end, so I'd wait and see what the other beta testers report.

No problem with the Fighters, but I have the same issue with the cannons.
Title: Re: Mass Effect ships WIP
Post by: Bones on July 12, 2011, 02:46:13 PM
Strange, I'll check them again, must have missed something :P thx for heaqds up guys  :thumbsup:


UPDATE :

Solved. I am officially a NOOB :) I've put 'max charge' =1 and 'min firing charge' =5  :facepalm: it's fixed now

here are updated scripts : http://dl.dropbox.com/u/3658970/Scripts.rar

UPDATE 2 :

Turian Frigate and Fighter are ready, I've sent them in a pack to BCF so expect it soon ;)

until it's not up on BCF here is the link to it http://dl.dropbox.com/u/3658970/DM_Turian_Frigate_v.1.0.rar

enjoy ! :)
Title: Re: Mass Effect ships WIP
Post by: Aeries on July 18, 2011, 09:55:21 PM
Bones, I love you.
Title: Re: Mass Effect ships WIP
Post by: Bones on July 20, 2011, 09:56:57 AM
Bones, I love you.

Then you're gonna love this news :

Alliance Dreadnaught is almost ready tho I'll have to put it on tiny hold for this week, still sightseeing Canada :P
Title: Re: Mass Effect ships WIP
Post by: FarShot on July 20, 2011, 10:02:43 AM
I don't recall there being any Alliance dreadnoughts in the games.  Correct me if I'm wrong though. :hithead:
Title: Re: Mass Effect ships WIP
Post by: Nihilus on July 20, 2011, 12:49:07 PM
I don't recall there being any Alliance dreadnoughts in the games.  Correct me if I'm wrong though. :hithead:

The Alliance fleet shows up to save the Council, (or let them Die depending on the players choice), and defeats Sovereign.
Title: Re: Mass Effect ships WIP
Post by: FarShot on July 20, 2011, 01:34:22 PM
As I recall, those are cruisers though, not dreadnoughts...
Title: Re: Mass Effect ships WIP
Post by: Vedic on July 20, 2011, 01:40:02 PM
As I recall, those are cruisers though, not dreadnoughts...

That would likely have something to do with the FX Screw up ME1 had.
Title: Re: Mass Effect ships WIP
Post by: FarShot on July 20, 2011, 01:55:36 PM
The Mass Effect wiki lists them as cruisers.  If I had ME installed, I'd check the Codex, but I think ME Wiki's info is from the Codex.
http://masseffect.wikia.com/wiki/Cruiser#Cruisers (http://masseffect.wikia.com/wiki/Cruiser#Cruisers)
Title: Re: Mass Effect ships WIP
Post by: Bones on July 20, 2011, 05:09:38 PM
to be honest I didn't change filenames too much , I left all those ship names as they were in original data packages used in ME, in example Turian fleet was supposed to have frigates, dreadnaughts and carriers... I found only frigate but the model appeard way too big in cutscenes to be qualified as frigate so I've mixed all three ships into one, so it's just a little bigger than SR-2, has firepower of dreadnaught and holds 10 fighters ;)

Title: Re: Mass Effect ships WIP
Post by: Nihilus on July 20, 2011, 06:30:28 PM
to be honest I didn't change filenames too much , I left all those ship names as they were in original data packages used in ME, in example Turian fleet was supposed to have frigates, dreadnaughts and carriers... I found only frigate but the model appeard way too big in cutscenes to be qualified as frigate so I've mixed all three ships into one, so it's just a little bigger than SR-2, has firepower of dreadnaught and holds 10 fighters ;)



Scaling might have been pretty off in the game though.  The Destiny Ascension looked like it dwarfed the Turian ships around it, yet the Turian ship looked to be about half the size of Sovereign when they collided.  Based on that scale it would appear the Destiny Ascension is larger than Sovereign which contradicts the comments about how massively large Sovereign was supposed to be.
Title: Re: Mass Effect ships WIP
Post by: Bones on July 20, 2011, 09:05:04 PM
yep and that's why I follow ME wiki - ship classification when it comes to scale ;) besides there is a clear comparision of Turian frigate and Normandy when Joker maneuvers her when they reach Citadel in the beginning of the game, it shows that Turian frigate is about the same size as SR-2 which is twice the size of SR1
Title: Re: Mass Effect ships WIP
Post by: TheConstable6 on July 21, 2011, 10:42:46 PM
Then you're gonna love this news :

Alliance Dreadnaught is almost ready tho I'll have to put it on tiny hold for this week, still sightseeing Canada :P

I lloovvee you!
Title: Re: Mass Effect ships WIP
Post by: Aeries on July 21, 2011, 11:12:46 PM
Also, took a quick peak at the Normandy SR-1 model herself, Bones. Excellent work on her; she's a real beauty and very nicely built*. The only nit-pick I had was the lack of smoothing in some areas. Regardless, I was quite impressed.

Edit: Can't wait to see the SR-2; she'll be a real sight in my 3ds Max window. :P
Title: Re: Mass Effect ships WIP
Post by: Bones on July 21, 2011, 11:48:40 PM
Also, took a quick peak at the Normandy SR-1 model herself, Bones. Excellent work on her; she's a real beauty and very nicely built*. The only nit-pick I had was the lack of smoothing in some areas. Regardless, I was quite impressed.

Edit: Can't wait to see the SR-2; she'll be a real sight in my 3ds Max window. :P

Blame NIF smoothing and BioWare :P I only remapped SR-1 for registry maps (originally ship name was a map with name, reg number and transparent backgroound that converted to TGA went black) :P

SR-2 ??? thought I released it before SR-1 ;)
Title: Re: Mass Effect ships WIP
Post by: Shadowknight1 on July 22, 2011, 12:19:13 AM
I can vouch for the veracity of that statement.  SR-2 definitely came before SR-1 in Bones' universe. :p