Author Topic: Constitution Refit pack V.2  (Read 18841 times)

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #80 on: October 13, 2008, 04:14:31 PM »
Yup that's the first and the last time it was orange.
Now I'm learning how to fix smoothing in 3ds max 7 so hopefully model will be cleaned and ready for rehardpointing by the end of this week

Offline Captain_April

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Re: Constitution Refit pack V.2
« Reply #81 on: October 13, 2008, 04:25:46 PM »
Yes it will have MVAM switchable deflector.
I don't think my pack affected any other as it has unique names for plugins
couldn't you rig it with FTech so that when the engines power up, the deflector comes on?

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #82 on: October 13, 2008, 04:47:45 PM »
Yes it will have MVAM switchable deflector.
I don't think my pack affected any other as it has unique names for plugins
couldn't you rig it with FTech so that when the engines power up, the deflector comes on?
dunno if I know where to start if you have any suggestions ...

Offline Vortex

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Re: Constitution Refit pack V.2
« Reply #83 on: October 13, 2008, 04:50:14 PM »
In the first movie, the deflector was orange as the Enterprise left space dock. All the other movies since then, it was blue.

I think it was also orange when the ship powered up in TWOK, mainly due to the re-use of TMP footage for that sequence.

Looking awesome, McCoy.

Anychance that the torpedo tubes could be changed, so that they are red during red alert only, any other time they're black.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #84 on: October 13, 2008, 05:04:25 PM »
I don't think so cuz it would require another script/map or remap tho if you know how to make deflector and torpedo tubes power-up through FTECH then suggestions are very welcome ;)

btw. what do I use to fix smoothing in max ??? I've ported it to max but there are so many options that I get lost in it  :lol:

Offline limey BSc.

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Re: Constitution Refit pack V.2
« Reply #85 on: October 13, 2008, 05:26:11 PM »
Making the tubes red when the ship goes to Red Alert can be done with submodels.
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Offline WileyCoyote

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Re: Constitution Refit pack V.2
« Reply #86 on: October 13, 2008, 05:46:09 PM »
Quote
btw. what do I use to fix smoothing in max ??? I've ported it to max but there are so many options that I get lost in it 
Modifiers>Mesh Editing>Smooth>Auto Smooth
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

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Offline Bones

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Re: Constitution Refit pack V.2
« Reply #87 on: October 14, 2008, 07:04:51 AM »
Ok I've fixed smoothing but after exporting 3ds file back to NIF smoothing errors in docking ports airlocks are still there... I guess it's models foult.
that smoothing fix didn't seem to affect ID regs areas :?
here are pics of what I mean :

btw. second picture is wireframe for DJ, secondary hull does have triangles

Offline limey BSc.

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Re: Constitution Refit pack V.2
« Reply #88 on: October 14, 2008, 07:52:27 AM »
I've always had a problem with the smoothing groups with 3ds files. Are you using 3ds to get the model into Max 3 for exporting?
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Offline Bones

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Re: Constitution Refit pack V.2
« Reply #89 on: October 14, 2008, 08:34:52 AM »
No I'm using ms3d to export .NIF to .3ds and then I fix smoothing in max

Offline anazonda

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Re: Constitution Refit pack V.2
« Reply #90 on: October 14, 2008, 08:47:01 AM »
The smoothing errors / dark areas around the hatches MIGHT be the result of the verts not being alinged in the X/Y/Z axies... I had several of thoose on the Chip.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #91 on: October 14, 2008, 10:00:57 AM »
Hm and how would I fix that ???

Offline anazonda

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Re: Constitution Refit pack V.2
« Reply #92 on: October 14, 2008, 02:00:47 PM »
Hm and how would I fix that ???

My way is rather primitive i suppose...

I simply zoom in really close so i can see the displacement, and fix em manually... im not sure if there is a better way.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #93 on: October 14, 2008, 02:10:33 PM »
Hm and how would I fix that ???

My way is rather primitive i suppose...

I simply zoom in really close so i can see the displacement, and fix em manually... im not sure if there is a better way.
Yeah and you're talking to the best modeller ever born  :lol: you mean I need to straighten those areas cuz they're somehow facing deeper into the hull than the rest

Offline gdata

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Re: Constitution Refit pack V.2
« Reply #94 on: October 14, 2008, 02:49:28 PM »
lol...I have no idea how do that either...neither in Milkshape nor in max. Smoothing in max is way easier than in Milkshape, but have you tried the usual Milkshape tricks? Breaking the model into small parts (every smoothing group one part), assigning smoothing groups and then regrouping the whole thing again?

Offline anazonda

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Re: Constitution Refit pack V.2
« Reply #95 on: October 14, 2008, 03:06:07 PM »
Hm and how would I fix that ???

My way is rather primitive i suppose...

I simply zoom in really close so i can see the displacement, and fix em manually... im not sure if there is a better way.
Yeah and you're talking to the best modeller ever born  :lol: you mean I need to straighten those areas cuz they're somehow facing deeper into the hull than the rest

That about sums it up.

Sorry for the poor explaination. But that is the only explaination i have to your solution. I have never seen anything else that looks alike... except for when a certain vert is facing the wrong way... like it should face "->" this way but in fact faces "<-" this way... but that would mean that your model is screwed up... wich i doubt considering the quality of the rest of the model.

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #96 on: October 14, 2008, 04:53:54 PM »
lol...I have no idea how do that either...neither in Milkshape nor in max. Smoothing in max is way easier than in Milkshape, but have you tried the usual Milkshape tricks? Breaking the model into small parts (every smoothing group one part), assigning smoothing groups and then regrouping the whole thing again?
never tried that tho I'll try ;)

Hm and how would I fix that ???

My way is rather primitive i suppose...

I simply zoom in really close so i can see the displacement, and fix em manually... im not sure if there is a better way.
Yeah and you're talking to the best modeller ever born  :lol: you mean I need to straighten those areas cuz they're somehow facing deeper into the hull than the rest

That about sums it up.

Sorry for the poor explaination. But that is the only explaination i have to your solution. I have never seen anything else that looks alike... except for when a certain vert is facing the wrong way... like it should face "->" this way but in fact faces "<-" this way... but that would mean that your model is screwed up... wich i doubt considering the quality of the rest of the model.
that model is kinda old and such screw ups are possible, I'll give it one last shot if this won't help I'll cry loudly :D

Offline Bones

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Re: Constitution Refit pack V.2
« Reply #97 on: October 15, 2008, 10:03:04 AM »
which source has the best Constitution refit specifications ? on NeutralZone.de I found that  Connie can travel with maximum warp 12  :shock: while voyager can only get 9.9... I guess that 12 is in Cochrane warp units and BC uses TNG warp scale so the question is how much will it be on TNG scale ???

Offline gdata

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Re: Constitution Refit pack V.2
« Reply #98 on: October 15, 2008, 12:24:54 PM »
Hm and how would I fix that ???

My way is rather primitive i suppose...

I simply zoom in really close so i can see the displacement, and fix em manually... im not sure if there is a better way.
Yeah and you're talking to the best modeller ever born  :lol: you mean I need to straighten those areas cuz they're somehow facing deeper into the hull than the rest

That about sums it up.

Sorry for the poor explaination. But that is the only explaination i have to your solution. I have never seen anything else that looks alike... except for when a certain vert is facing the wrong way... like it should face "->" this way but in fact faces "<-" this way... but that would mean that your model is screwed up... wich i doubt considering the quality of the rest of the model.

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?

which source has the best Constitution refit specifications ? on NeutralZone.de I found that  Connie can travel with maximum warp 12  :shock: while voyager can only get 9.9... I guess that 12 is in Cochrane warp units and BC uses TNG warp scale so the question is how much will it be on TNG scale ???

I have no idea. Have you already googled for a formula?

Offline Dawg81

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Re: Constitution Refit pack V.2
« Reply #99 on: October 15, 2008, 12:31:49 PM »
I think her warp speed is around 9.2 at best