Author Topic: Mass Effect ships WIP  (Read 12560 times)

Offline Nihilus

  • Posts: 407
  • Cookies: 14
Re: Normandy SR-2
« Reply #40 on: June 24, 2011, 09:46:19 PM »
Very sweet I like it.

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: Normandy SR-2
« Reply #41 on: June 25, 2011, 12:50:50 PM »
amazing!  :thumbsup:

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Normandy SR-2
« Reply #42 on: June 25, 2011, 02:47:30 PM »
It's now being uploaded ... I think :P

I couldn't upload it directly to BCFiles, so I put link through file hosting... if everything goes well it should be up soon ;)

Offline Shadowknight1

  • Posts: 1684
  • Cookies: 71
  • Star Trek Into Darkness
Re: Normandy SR-2
« Reply #43 on: June 25, 2011, 04:03:47 PM »
Awesome!  Now we just need the SR-1 and whatever other ships you plan on porting. :thumbsup: Have a cookie!

To Boldly Go...Again.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Normandy SR-2
« Reply #44 on: June 25, 2011, 04:29:28 PM »
Awesome!  Now we just need the SR-1 and whatever other ships you plan on porting. :thumbsup: Have a cookie!
thanks mate ! I;m preparing SR-1 ATM, she's ready, just need to add some blinkers and perhaps I could find some Mass Effect weapons sounds ripped from game, those would be awesome :D

Offline moed

  • Posts: 1472
  • Cookies: 57
  • Star Trekus Fanaticus
Re: Normandy SR-2
« Reply #45 on: June 25, 2011, 11:22:15 PM »
Great job on this Bones... looks awesome.

Cookie!

Offline Shadowknight1

  • Posts: 1684
  • Cookies: 71
  • Star Trek Into Darkness
Re: Normandy SR-2
« Reply #46 on: June 26, 2011, 12:34:49 AM »
thanks mate ! I;m preparing SR-1 ATM, she's ready, just need to add some blinkers and perhaps I could find some Mass Effect weapons sounds ripped from game, those would be awesome :D

That would be pretty cool to have the sounds from the game.  Can anyone help him out with that? :P

To Boldly Go...Again.

Offline Killallewoks

  • RNR
  • Posts: 1179
  • Cookies: 175
  • Innuendo implier extordanaire.
Re: Normandy SR-2
« Reply #47 on: June 26, 2011, 06:09:12 AM »
Ripping sounds might be quite difficult, considering that when the shooting starts the music start playing. Might be some sound files on the PC version?  :idk:

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Mass Effect Ship Pack
« Reply #48 on: June 26, 2011, 07:14:31 AM »
All sounds are stored in .PCC files, now while I can crack .afc files (with music and dialogs) I can't even find a way to extract .pcc files  :idk:

Normandy SR-1 is now ingame and working perfectly, she doesn't pack the punch as SR-2 does mainly because SR-1 has only 2 Javelin torpedo tubes, also this ship is at least half weaker and faster than SR-2
here's a beauty shot ;)

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: Normandy SR-2
« Reply #49 on: June 26, 2011, 08:06:48 AM »
id fix the smoothing errors on the sr1 before releasing it, the engines are the ones with most problems. same for the SR2 actualy

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Normandy SR-2
« Reply #50 on: June 26, 2011, 10:03:06 AM »
I fixed SR2 before I sent it out, SR1 has more of them I know, but it seems everytime I export it to .obj fix errors and re-export it to NIF they re-appear, will work on that tho

Offline Maxloef

  • STBC Aftermath Co Founder
  • Posts: 493
  • Cookies: 61
Re: Normandy SR-2
« Reply #51 on: June 26, 2011, 01:34:04 PM »
I fixed SR2 before I sent it out, SR1 has more of them I know, but it seems everytime I export it to .obj fix errors and re-export it to NIF they re-appear, will work on that tho

take out the OBJ exporting u can export to BC from any version of 3ds max nowadays anyway

Offline FarShot

  • That guy with good ideas...
  • Moderator
  • Posts: 2470
  • Cookies: 787
  • I'm actually making stuff! :D
Re: Normandy SR-2
« Reply #52 on: June 26, 2011, 03:08:55 PM »
Well, it's said in the codex that the SR1 has GARDIAN lasers too, but we don't get to see them fire because they are usually point-defense weapons after all.  But you could get away with placing them on the wings probably.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Normandy SR-2
« Reply #53 on: June 26, 2011, 03:15:47 PM »
yeah I'm using both Nifscope and max 9 with NIF plugins, works fine with most models but SR1 react quite strangely, but no worries will be trying again with different smoothing groups, gonna try lower groups ... everything above 10 gets tons of errors

I keep forgeting about GARDIAN lasers :P

Offline Phaser

  • Star Trek Canon Authority
  • Posts: 387
  • Cookies: 231
Re: Mass Effect ships WIP
« Reply #54 on: June 27, 2011, 08:42:16 PM »
That is awesome, Bones.  The spare time I used to spend cruising this forum I now spend on my 360, so seeing those two worlds come together is pretty awesome.

...I did not know ME was on the PC. Nonetheless, I played ME and ME2 on the 360, so what I said is still valid. :P

Offline MarkyD

  • Posts: 1150
  • Cookies: 627
  • "A mesh comes together!"
Re: Mass Effect ships WIP
« Reply #55 on: June 28, 2011, 12:35:20 PM »
This is a great project  :thumbsup:

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Mass Effect ships WIP
« Reply #56 on: June 28, 2011, 01:13:30 PM »
Thanks guys ;)

I searched probably every site with Mass Effect stuff but I found none info about Destiny Ascension armaments, while there is enough footage from ME1 battle for citadel scenes with Turian ships fireing their weapons as well as Alliance, Geth and Reaper ships then Destiny didn't fire at all...

Alliance ships have at least 4 forward weapons placements - 2 main guns with pulse like kinetic cannons and two torpedo launchers on both sides, Turians have a bit more weapons, mostly cannons like alliance dreadnaughts

...but the only info I have about that Asari ship is that it has that badass-big-gun-that-can-rip-through-any-ship... and lots of mass accelerator cannons ...

I was thinking about putting at least 30 mass accelerators (pulse cannons) 20 torpedo launchers and that big gun ... whereever it is :P

any suggestions ?

btw. is there weapon limit for hardpoint ??? I remember someone said that if you put more than 50 disruptor/phaser emitters to HP it will crash

Offline Lionus

  • Posts: 1561
  • Cookies: 79
Re: Mass Effect ships WIP
« Reply #57 on: June 28, 2011, 01:55:29 PM »
I remember hearing that sixty is the limit.
Star Trek Quad-nacelle fanboy Extraordinaire

StarFleet Research and Development Crash Test Dummie/Test pilot

"Beyond the rim of the star-light
My love
Is wand'ring in star-flight
I know
He'll find in star-clustered reaches
Love,
Strange love a star woman teaches.
I know
His journey ends never
His star trek
Will go on forever.
But tell him
While he wanders his starry sea
Remember, remember me."

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Mass Effect ships WIP
« Reply #58 on: June 28, 2011, 02:31:43 PM »
well then, I could put 30 cannons, 20 torpedoes, 9 beams and one super cannon :) that should do it :D

Offline FarShot

  • That guy with good ideas...
  • Moderator
  • Posts: 2470
  • Cookies: 787
  • I'm actually making stuff! :D
Re: Mass Effect ships WIP
« Reply #59 on: June 28, 2011, 05:01:11 PM »
The Destiny Ascension absolutely sucks in the battle against the Sovereign and the Geth because they come in at close range, and traditional space battles occur at dozens, hundreds, or thousands of kilometers range.  Therefore, I think her most powerful armaments are all linear firing mass accelerators, probably requiring the whole ship to turn.  Thus I'd strike those out, unless its possible to script a torpedo that fires at thousands or millions kph and with like a 1 degree firing arc.

I'd probably deck the ship with point-defense lasers on every surface, maybe half a dozen spaced around each arm.  It's unknown whether Javelin disruptor torpedoes are unique to humans only or not, but the concept (miniature mass effect cores used to disrupt the space an enemy vessel occupies upon impact) seems sound enough and something I would have thought up if I had space-warping material.  You could probably get away with similar weaponry.  They are fired in the "knife-fight" range because they don't move at relativistic speeds and must be fired close so as not to be intercepted by point-defense weaponry or by kinetic barriers.