Author Topic: Constitution Refit pack V.2  (Read 18837 times)

Offline FourChan

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Re: Constitution Refit pack V.2
« Reply #100 on: October 15, 2008, 01:18:29 PM »
From looking over stuff on Memory Alpha, my guess that the Refit Connie was able to go between warps 8.9 and 9.2. Pushing the engines probably 9.2 is the max without the ships Structural Integrity field ripping the ship apart.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #101 on: October 15, 2008, 02:03:08 PM »
Yeah and that's what I heard some time ago 8.9 max and cruise speed around 5.5

Offline FourChan

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Re: Constitution Refit pack V.2
« Reply #102 on: October 15, 2008, 04:06:00 PM »
The Excelsior probably went 9.4 or something like that with it's transwarp engines, probably of had the warp scales readjusted for it, since Scott removed the chips I don't know if transwarp was done or not, truth is, I think Transwarp was still being used, just that in ST:III it was offline, The Excelsior Transwarp engines probably are pre-tech for the Galaxy Class engines. After you're done with this Set I think we should figure out what a Transwarp Constitution class ship would be like.

Offline Dalek

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Re: Constitution Refit pack V.2
« Reply #103 on: October 15, 2008, 04:08:36 PM »
I think Starfleet never figured out what happened to the Transwarp engines and stuff. Stupid idiots thought it failed yet a coupla chips had just been removed.
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline Vortex

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Re: Constitution Refit pack V.2
« Reply #104 on: October 15, 2008, 05:02:19 PM »
I can't remember where exactly, but it's stated somewhere that Starfleet studied the transwarp tech after ST: III, and it turns out that the Excel. would have been destroyed if it weren't for Scotty, due to technical reasons... AKA TNG was already airing and they still had normal warp, so they needed to keep that.

Offline FourChan

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Re: Constitution Refit pack V.2
« Reply #105 on: October 15, 2008, 05:21:43 PM »
Oh well, Starfleet should look back into Transwarp technology lol.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #106 on: October 16, 2008, 03:42:41 AM »
dunno if transwarp would change ships appearance very much, maybe slight warp glow change tho I'm not fond of Borg transwarp green in Fed ships ;)

Offline anazonda

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Re: Constitution Refit pack V.2
« Reply #107 on: October 16, 2008, 04:12:47 AM »
I think I know what you're talking about. Normals. If so that's the "Reverse Vertex Order" button in the face menu in Milkshape. But wouldn't that cause "holes" in a model (at least ingame) due to backface culling?

In theory ...  But im talking about just a single vertex that is already reversed, so if you reversed the single on you would not make a hole but rather cap it.

Offline gdata

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Re: Constitution Refit pack V.2
« Reply #108 on: October 16, 2008, 08:08:26 AM »
I think I know what you're talking about. Normals. If so that's the "Reverse Vertex Order" button in the face menu in Milkshape. But wouldn't that cause "holes" in a model (at least ingame) due to backface culling?

In theory ...  But im talking about just a single vertex that is already reversed, so if you reversed the single on you would not make a hole but rather cap it.

Right...but I don't know whether it's even possible to reverse a single vertex in MS3D... :?

Offline anazonda

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Re: Constitution Refit pack V.2
« Reply #109 on: October 16, 2008, 09:37:46 AM »
Indeed... probably the best solutions to this problem would be to delete the 4 (or so) polys around the vert and simply rebuild them...?

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #110 on: October 16, 2008, 10:11:12 AM »
I did have deleted these areas and made new but then it gets even worse  :?

Offline cordanilus

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Re: Constitution Refit pack V.2
« Reply #111 on: October 16, 2008, 10:32:03 AM »
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D

Offline Dawg81

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Re: Constitution Refit pack V.2
« Reply #112 on: October 16, 2008, 10:34:15 AM »
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D

I'd take him up on his offer Bones . Cordanilus is good. Hope those new weapons sounds work out

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #113 on: October 16, 2008, 11:16:51 AM »
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D

Non taken :D let's give Adonis a chance to check it ;) I asked him first for help and he agreed to check it. I'll now focus on making different ID regs (18 ships)

Offline cordanilus

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Re: Constitution Refit pack V.2
« Reply #114 on: October 16, 2008, 05:33:21 PM »
Well, the Adonis is far superior in the ways of 3DS Max. :D

Offline Dawg81

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Re: Constitution Refit pack V.2
« Reply #115 on: October 16, 2008, 06:08:49 PM »
Well, the Adonis is far superior in the ways of 3DS Max. :D
please dont inflate his ego :P