Author Topic: Solaris Class Starship MKII goto the end of page six to read a MAJOR update.  (Read 11124 times)

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #100 on: October 17, 2010, 04:07:44 PM »
and how do I scale it ? I'm a rookie modeller so treat me like one :P I wasn't able to scale Cortez in MAX, now I'm trying to figure out the scale in NIFSkope :P

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #101 on: October 17, 2010, 04:14:43 PM »
in max 9 look fo the icon highlighted in red in the attached image(image 1.jpg), from there you can scale a model easily by selecting the inner triangle in what is shown in the second image (image 2.jpg)

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #102 on: October 17, 2010, 04:22:19 PM »
yeah I figured out that already but how can I scale it to 310 meters (my official size of Sobieski class -> Cortez - which is virtually just a tactical refit), I saw I can set grid size to any unit I want but still it's not the best way to scale a model and then exporting ruins scaling anyway ... everytime I set scale in MAX and then export it to NIF it's again half the size of a shuttle :funny

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #103 on: October 17, 2010, 04:39:31 PM »
im not quite sure, just keep increasing the scale untill appropriate, then export it to a NIF and see how big the ship is.

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #104 on: October 17, 2010, 04:42:38 PM »
I usualy set scale via NIFSkope, then I can see either ingame or in MPE if the model fits to hardpoints, it's kinda tricky but it works :)

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #105 on: October 17, 2010, 04:44:50 PM »
well if you want the ship 310 meters, then set the grid scale on max to 10m squared, the keep adding 10 more meters untill the desired size is reached, and export.

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #106 on: October 17, 2010, 04:49:42 PM »
yeah, thought about the same way, never tried it as I have Max since few days :) still can't figure out most of it's functions...

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #107 on: October 17, 2010, 04:52:24 PM »
best thing to do is youtube guides on max and learn from them.....

oh yeah how have all the bridges been going?, if you need any help ill be willing to do what i can....

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #108 on: October 17, 2010, 06:48:29 PM »
not much on this part... I have kind of a tricky  job to do first and I'm soo damn tired when I get back home I can barely see anything :( the worst thing about bridge modding is alligning displays animation frames :P takes too much time

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #109 on: October 17, 2010, 06:51:43 PM »
then the best bet is to limit animations to a few screens and leave the rest ast static images, the only real animations you have to do are the animations.

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #110 on: October 17, 2010, 06:57:11 PM »
yeah, I guess you're right,m anyway I never liked that epileptic blinking on every display, on every wall ;)

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #111 on: October 17, 2010, 07:20:23 PM »
well it cant be as bad as my christmas tree last year, every light on a fas, rapid....hypnotic..........blinking............  which could make any one have an epileptic fit......

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #112 on: October 18, 2010, 01:41:10 PM »
LOL  :funny nah... I think I'll avoid this kind of anims, I remeber many people preferred subtle anims due to low frame rate (only 5 frames per sec, per each display screen, now if every single button / display would blink differently in every it would be an overkill for eyes)

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #113 on: October 18, 2010, 01:44:30 PM »
like my christmas tree lol :funny

Offline Kirk

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #114 on: October 18, 2010, 02:23:23 PM »
The best way to scale a ship to an exact length is to make a plane that is that length and then to scale the ship to that plane.

Offline Bones

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #115 on: October 18, 2010, 02:33:11 PM »
Now that's something new :) I'll try it out on Minotaur class

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #116 on: October 18, 2010, 02:46:42 PM »
ok kirk, lolz at that image XD, and thats a good way of scaling too....

Offline flarespire

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Re: Solaris Class Starship MKI Read the last post by me for updates .
« Reply #117 on: November 24, 2010, 03:12:32 PM »
MAJOR UPDATE:  since the MK1 solaris class mesh had a MASSIVE meltdown and is now unuseable, im moving onto a MK2 design, agains this will be a kitbash, but will be a bit better done, with less mesh errors(hopefully) and wont have the same issue as the MK1 mesh, though im going to be designing the nacells, ill post them here when ive finalised the design.