Author Topic: Deletion Time  (Read 6497 times)

Offline oldmangreg

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Deletion Time
« on: August 13, 2010, 02:51:05 AM »
DELETE.
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Offline flarespire

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Re: New Guy.
« Reply #1 on: August 13, 2010, 05:59:16 AM »
do what im doing with the solaris class starship, make a thread on the ship(with images), then as you go people will help you out on hardpointing the model, script it, and make it a NIF(which is an easy conversion...) you'll get help, people on the forums usually like to help out on peoples first mods for bridge commander, also if you havent done this alread, smooth the whole model and then do an STL check on it for any mesh errors like the problem im having with open edge errors, but anywys, good luck, youd better have planned what weapons this ship will have so if someone else hardpoints your ship they know what to put in.  :thumbsup:

Offline limey BSc.

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Re: New Guy.
« Reply #2 on: August 13, 2010, 06:50:01 AM »
You need to download the Niftools 3DS Max plugins from here.
Then use BCUT to create the scripts.
Then MPE (which is within the SDK) to hardpoint it.
MUSE!!!


Offline Locke

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #3 on: August 14, 2010, 03:49:25 AM »
An STL Check (I think) shows you errors in your mesh.  How it calculates what an error is, I've no idea. :dontcare:  Or for that matter, why it's important.

You should be aware that anyone who has Max and the correct conversion scripts can take your mesh and do whatever they want with it once it's in the game.  Any model in NIF format can be converted back to Max format simply and with texture mapping intact.  Essentially they will have your exact model, just as you converted it.  However, most of the people around here are very respectful with other people's work, and will be sure to ask permissions if they want to change anything or use any parts.

Offline EDD_7

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #4 on: August 14, 2010, 07:21:47 AM »
I think, and i'm only guessing, that theres way more polys on that ship than bridgecommander can take. What is the current poly count?

Offline Side 3

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #5 on: August 14, 2010, 12:20:04 PM »
I think, and i'm only guessing, that theres way more polys on that ship than bridgecommander can take. What is the current poly count?

I doubt that, there have been a few ships in excess of 50k+ (I'm also reminded of the Stargate Pack Daedalus, but can't remember the count). It's an interesting design, though.

Offline ACES_HIGH

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #6 on: August 14, 2010, 02:41:55 PM »
yeah, I'm pretty sure BC can't support more than about 50-60K polys

Offline bankruptstudios

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #7 on: August 14, 2010, 02:48:43 PM »
You can always try, and if not, Start a new , lower poly one, :thumbsup:
 


Offline Locke

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #8 on: August 14, 2010, 04:34:09 PM »
A good set of benchmarks for poly count:

<5000: standard for the stock models.  Usually called "low-poly".  Play well, but don't make great screenshots.

5000-10000: General range for quality models.  A large amount of detail can fit in this category.  Most of DJ Curtis's ships, for instance, are in this range.

10000-20000: "High-poly" models.  These are great for artistic shots, but won't run as well on most older computers.

20000+: This is where things get dicey.  I personally can't use any ship with this poly count unless it's the ONLY ship in battle.  High-quality texture sets (2048x2048) complicates this even further.

Offline King Class Scout

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Re: {RENAMED} USS RENGADE-JJ Verse Version
« Reply #9 on: August 15, 2010, 10:31:35 AM »
don't forget to post a basic of this with the nacelles and pylons in place, too.  'cause i'm picturing  pushbacks that hover just over top of the e hull.
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Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline bankruptstudios

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Re: {RENAMED} Nemesis-class WIP
« Reply #10 on: August 17, 2010, 02:14:50 AM »
I realy like the design, but wow, your close to 20k already?

Here is a little advice. Please don't take this the wrong way, i'm jest trying to help out a new modder to BC. I think your coming from a different school of thought. If memory serves my, you came here from Scifi meshes, so i assume you learned modeling there. Most meshes there are awesome, but very high in detail and polys. You said that you current  model is nearly 20k already, i'm thinking that maybe that you might be using for a lack of a better term, waste polys. If you check out Red dragons sovie you might get a better idea of how to build for BC.

http://bridgecommander.filefront.com/file/Soverign;55553

I took a look at one of the best detailed sovies, the CG sovie, and its polys hit 13085, and it is very detailed.

I'm not trying to discourage you, i cant wait to see the finished project.
 


Offline bankruptstudios

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Re: {RENAMED} Nemesis-class WIP
« Reply #11 on: August 17, 2010, 07:32:55 AM »
Yea, thats it, in hind sight i could of jest looked at page 1,lol. its great to hair the you learned your self, as did i, thats why i posted a link to Red Dragons sovie. My very first model was baised off of that one,lol. :thumbsup:
 


Offline bankruptstudios

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Re: {RENAMED} Nemesis-class WIP
« Reply #12 on: August 17, 2010, 04:07:41 PM »
Looks like an aft firing luncher/ role bar. Cant wait :thumbsup:
 


Offline Locke

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Re: {RENAMED} Nemesis-class WIP
« Reply #13 on: August 17, 2010, 04:16:34 PM »
If it's a rollbar, it's similar to the "spoiler" seen on a fair amount of cars these days.  You know, the little ones that don't actually serve a purpose?  Like this:

Looks to me like a protrusion.  Just a part of the hull that sticks out a bit more than the rest.

Offline starship

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Re: {RENAMED} Nemesis-class WIP
« Reply #14 on: August 17, 2010, 06:40:02 PM »
Hmm. When I get done with my nemesis, I'll try my hands with this one... look at the picture. I'm pretty sure that is a rollbar, but I'm not sure.

I believe it?s something like the Reliant has on her top.

Offline King Class Scout

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Re: DEFIANT MARK II
« Reply #15 on: August 23, 2010, 07:13:11 PM »
looks more like a fighter concept to me.  must be those big "wings"
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Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Shadowknight1

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Re: DEFIANT MARK II
« Reply #16 on: August 23, 2010, 08:13:30 PM »
Hmmm...not enough Defiant in it yet.

And the Defiant's registry was NX-74205

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Offline Shadowknight1

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Re: DEFIANT MARK II
« Reply #17 on: August 23, 2010, 08:35:32 PM »
Yea Thanks to the other guy I realized I was missing the saucer looking part. I'll upload some newer pics in a bit.

Thanks for the registry. Her's will be NCC 74205-A.

Shouldn't it be 74205-B?  After all, the original Defiant was destroyed and replaced...though I can't recall them ever settling on the second Defiant's registry since they used stock footage near the end of the show. :idk: :banghead:

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Offline Locke

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Re: DEFIANT MARK II
« Reply #18 on: August 24, 2010, 02:33:28 AM »
Just need someone to texture and hardpoint her.

How many times have I read that one! :funny

No one seems to want to get into the nitty-gritty of designing.  The textures and HP are the real test of a modder's capabilities.  I struggled for weeks with my Sentinel class, and have gone even longer on my Regal.  It's a long process that everyone should have to go through if they want their model to be a good one.  Creating a mesh is (relatively) easy compared to the texturing.  I can't tell you how many times I've stopped during the texture process and thought to myself that I just can't keep doing it.  A great mesh is only great because someone took the time and effort to texture it greatly.

Don't stop.  You're on a great track.  Now try the hard parts . . . ;)

Offline TheConstable6

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Re: DEFIANT MARK II(Model Complete, No textures)
« Reply #19 on: August 24, 2010, 09:20:03 AM »
Well maybe you should put the rules on the front page where everyone can see them instead of having people go through trial and error.

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