Author Topic: Trek XI Enterprise  (Read 23980 times)

Offline baz1701

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Re: Trek XI Enterprise
« Reply #120 on: January 02, 2009, 05:39:41 PM »
Rebuilt the impue stack and improved the deflector area
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Offline DJ Curtis

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Re: Trek XI Enterprise
« Reply #121 on: January 02, 2009, 05:44:22 PM »
baz, what is the current texture resolution?

Offline baz1701

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Re: Trek XI Enterprise
« Reply #122 on: January 02, 2009, 05:45:57 PM »
no idea, but I have this ship all on one image 2048x 2048
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Offline DJ Curtis

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Re: Trek XI Enterprise
« Reply #123 on: January 02, 2009, 06:01:34 PM »
the textures, especially on the nacelles, seem really blurry.  If you put them on a seperate map and enlarge it then it will come out a lot clearer.  Same resolution though.

Offline Johnnymuffintop

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Re: Trek XI Enterprise
« Reply #124 on: January 02, 2009, 09:04:34 PM »
I'm not sure if the warp coil grills inside the nacelles are how they are in the movie, but I still like 'em. Keep up the good work.

Offline baz1701

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Re: Trek XI Enterprise
« Reply #125 on: January 03, 2009, 09:16:59 AM »
the textures, especially on the nacelles, seem really blurry.  If you put them on a seperate map and enlarge it then it will come out a lot clearer.  Same resolution though.

they are still  rough and need cleaning up, i'm trying to avoid multi textures
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Offline DJ Curtis

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Re: Trek XI Enterprise
« Reply #126 on: January 03, 2009, 06:20:47 PM »
right on.  thanks for the clarification.

Offline Shadowknight1

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Re: Trek XI Enterprise
« Reply #127 on: January 03, 2009, 09:54:39 PM »
Keep on truckin baz, the model's looking fairly good considering the lack of reference.

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Offline baz1701

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Re: Trek XI Enterprise
« Reply #128 on: January 04, 2009, 04:51:08 PM »
well I guess she is as done as I can make her. I'm still having trouble exporting to NIF from MAX 9. I lose textures when I export to 3DS.
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Offline Billz

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Re: Trek XI Enterprise
« Reply #129 on: January 04, 2009, 07:34:00 PM »
Registery spotlights could do with being redone completely. They look too bright and don't fade into the ship very well.

IMHO.

Everything else = AWESOME.
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Offline Kirk

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Re: Trek XI Enterprise
« Reply #130 on: January 04, 2009, 11:57:30 PM »
Hey baz, I could help you out with making some nicer looking lightmaps. :D

Offline lint

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Re: Trek XI Enterprise
« Reply #131 on: January 05, 2009, 12:05:35 AM »
Exporting to .3ds screws up the mapping co-ordinates

Offline FourChan

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Re: Trek XI Enterprise
« Reply #132 on: January 05, 2009, 02:25:26 AM »
Nice, I can't wait to fight Klingons with it. :D

Offline baz1701

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Re: Trek XI Enterprise
« Reply #133 on: January 05, 2009, 04:04:54 AM »
When I export to 3DS the lights flash an error saying that they are not exported.

Tonight When I get home I'll upload and release the MAX file and texture file to my file front account if anyone ones to pull it apart, repaint and generally convert it for the game they are welecome to.
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Offline limey BSc.

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Re: Trek XI Enterprise
« Reply #134 on: January 05, 2009, 06:24:40 AM »
Exporting to .3ds screws up the mapping co-ordinates

Not if you tick the box saying "Preserve MAX's texture coordinates". The only pain with backporting using 3ds that I've found is that you have to reassign textures if you want a remotely useful name for them (I don't count things like "Ship1", "Ship2" as usefull, and thus, never use them).
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Offline baz1701

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Re: Trek XI Enterprise
« Reply #135 on: January 05, 2009, 06:30:26 AM »
I had the box ticked. I've used the name temp.tga on a 2048x2048 solo texture. In Nif scope the texture is missing though the ship is intact compare to the first abortion I created.

Why are these things never simple?
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Offline baz1701

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Re: Trek XI Enterprise
« Reply #136 on: January 05, 2009, 03:29:14 PM »
a big thank you to wiley for converting my ship and sorting the textures out.
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Offline limey BSc.

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Re: Trek XI Enterprise
« Reply #137 on: January 05, 2009, 04:22:16 PM »
I had the box ticked. I've used the name temp.tga on a 2048x2048 solo texture. In Nif scope the texture is missing though the ship is intact compare to the first abortion I created.

Why are these things never simple?

Nifskope never seems to show the textures for me, but they're still there :?
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Offline baz1701

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Re: Trek XI Enterprise
« Reply #138 on: January 05, 2009, 04:24:30 PM »
Well thanks to Wiley I can see mine in nifskope so now I have to try and get it working in the game
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Offline WileyCoyote

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Re: Trek XI Enterprise
« Reply #139 on: January 05, 2009, 04:34:11 PM »
I added the new texture glows which makes the ship look a lot better. :D  The ship still needs a specular map.  That will take less than 5 minutes to make.
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