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BC Forums => BC Modding => Topic started by: Bones on April 13, 2008, 12:47:40 PM

Title: Constitution Refit pack V.2
Post by: Bones on April 13, 2008, 12:47:40 PM
Hi there !
As I had some free time I've been finishing some projects and started new one - V.2 of my connie refit pack and as promissed I tried to make  the textures as good as possible so it means :
-whole new color for the hull with new platings pattern (hull is now more beige than white, just as seen in ST1 and 2)
-all blue details changed to pale green
-changed phaser banks and thrusters orange to light brown/sand yellow
-changed impulse engines color to bright orange
-changed warp lit to brighter blue/violet
-new deflector
-all textures size have been doubled (most of them are now 2048)
-added ID map, so there will be every constitution refit ship in this pack + some fan regs and blank ID map

and now 'to do' list :
-FTech nacelles (warp engines goes blue when you engage warp speed, tho dunno if this is possible...)
-MVAM deflector power-up
-MVAM Impulse engines power-up
-Specular maps
-TWOK drydock retexture (similiar to dirty stargazer added as a bonus ship to my constellation pack)
-finally if it will be possible I'll extract some new phaser sounds from DVD, I hpoe it'll work :D

take a look on the pics, there are some photos of studio model for comparision, C&C is very welcome ;)
Title: Re: Constitution Refit pack V.2
Post by: Kirk on April 13, 2008, 12:53:34 PM
I believe the deflector, nacelles, and impulse engines can all be done with FTech, and the retexture looks amazing!
Title: Re: Constitution Refit pack V.2
Post by: Dawg81 on April 13, 2008, 01:01:41 PM
Bones is there any way to simulate her warp streaks like we saw in the movies when she travels at warp?
Title: Re: Constitution Refit pack V.2
Post by: Kirk on April 13, 2008, 01:03:44 PM
If you use "In-System Warp" with Galaxy Charts installed you get a result that is similar.
Title: Re: Constitution Refit pack V.2
Post by: admiral homer on April 13, 2008, 01:17:35 PM
Looking nice so far. Is it too early for names?  :lol:

Oh and have a well deserved cookie
Title: Re: Constitution Refit pack V.2
Post by: Jb06 on April 13, 2008, 01:42:23 PM
Bones is there any way to simulate her warp streaks like we saw in the movies when she travels at warp?

Oh i think i no something which can replicate that, which is coming out relatively soon, but i'll have to double check on that, and thats if bones wants to take it on.

Bones the ftech features... grab me on msn and ill send over the necessary files.

Looking great!

~Jb06

Title: Re: Constitution Refit pack V.2
Post by: Aeries on April 13, 2008, 03:11:16 PM
Noticing a little smoothing issue around the arboretum (sp) windows. :/ Otherwise, it looks cool.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 13, 2008, 03:30:04 PM
Yeah that smoothing is a real pain in a$$ cuz anytime this model is fixed and converted into NIF the error shows up :( so I can't do anything here unfortunatelly.

If warp streaks would be possible to use I would be happy to use them on this ship :D

Thx for comments and cookies !
Title: Re: Constitution Refit pack V.2
Post by: Nx-809 on April 13, 2008, 05:35:49 PM
WOW!! Nice job on texture but i don't like the khaliban model...there are imperfections and it is not a lot detailed!
Title: Re: Constitution Refit pack V.2
Post by: Aeries on April 13, 2008, 07:09:27 PM
Hmm... *has more ideas for ships I wanna do*
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 13, 2008, 10:50:19 PM
Hmm...Isn't there a docking port on the portside saucer rim?

Also, get rid of the "chroming" on the prongs surrounding the deflector, those should be the same color as the hull...

And to the naysayers of the Khaliban model...it's the best one out there.  There hasn't been a new refit Connie model since then that's been of any kind of detail, all we've had is the Moonraker & WZ Connies and well...they're not well detailed.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 14, 2008, 02:06:55 AM
Hmm...Isn't there a docking port on the portside saucer rim?

Also, get rid of the "chroming" on the prongs surrounding the deflector, those should be the same color as the hull...

And to the naysayers of the Khaliban model...it's the best one out there.  There hasn't been a new refit Connie model since then that's been of any kind of detail, all we've had is the Moonraker & WZ Connies and well...they're not well detailed.

Yeah ms3d mirrors models so port is now starboard, but thats only in ms3d :D I just got rid of that chroming it's a lot lighter and fits overall texturing very well :D

And I'm totally agreed with you about the model, khalibans model is the best out there - moonrakers has all wrong nacelles shape and WZ has some smoothing errors all over the saucer section.
Title: Re: Constitution Refit pack V.2
Post by: eclipse74569 on April 14, 2008, 05:37:02 AM
This looks good.  There's only one thing that's bugging me, but that's something I'll fix on my own install once this baby is released :).  COOOKIE TIME!

Rog
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 14, 2008, 07:22:41 AM
This looks good.  There's only one thing that's bugging me, but that's something I'll fix on my own install once this baby is released :).  COOOKIE TIME!

Rog
hmm and what is that ??? I'd rather know cuz I wan't to completely revamp this ship :D
thx for cookie :D
Title: Re: Constitution Refit pack V.2
Post by: eclipse74569 on April 14, 2008, 09:00:04 AM
This looks good.  There's only one thing that's bugging me, but that's something I'll fix on my own install once this baby is released :).  COOOKIE TIME!

Rog
hmm and what is that ??? I'd rather know cuz I wan't to completely revamp this ship :D
thx for cookie :D

Well I don't want to put TOO much on you, but the azteching on both sides of the saucer is reversed......
Title: Re: Constitution Refit pack V.2
Post by: Nx-809 on April 14, 2008, 09:14:46 AM
ok! We try to understand which are several the defects for possible new model!

Post models image!
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 14, 2008, 10:10:06 AM
Also, that grey || on the neck...it kinda goes wonky at the bottom. >.>
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 14, 2008, 11:37:08 AM
Also, that grey || on the neck...it kinda goes wonky at the bottom. >.>
which means ??? If you mean it's very faint, then that's the way it should be ;) but if you mean it's distorted in the middle then it also is as it should be :D cuz the neck is wider from middle up to the saucer and narrower at the torpedo bay.

From these comparision shots I can say the best detailed model is khalibans, it has the most canon nacelles and thicker saucer just as the studio model although I have to say WZ and moonrakers model has a lot better shuttle bay section - especially those red nav lights - they're all wrong on khalibans model unfortunatelly.
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 14, 2008, 11:57:25 AM
I mean that it goes / right at the bottom on one side. :P

If only someone would step up and make a new refit Connie...until then, I think that Khaliban's is the best, especially since it's the only one to have the actual interior aboretum.  Despite what people think, those windows aren't blue.  The only time they are is when you're looking at the ceiling, more or less.



GAH!  Those vertical lines I said needed to go need to stay, they just need to be so faint you can barely see them.  I don't believe they were there on the A, but they ARE there in the pic of the refit's studio model.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 14, 2008, 01:06:35 PM
GAH!  Those vertical lines I said needed to go need to stay, they just need to be so faint you can barely see them.  I don't believe they were there on the A, but they ARE there in the pic of the refit's studio model.
:lol: something told me not to remove them  :lol:
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 14, 2008, 01:26:54 PM
Also, I don't know if it applies to the original refit, but at least on the A, a small area on the bottom of the secondary hull is a bit darker color, almost the same color as the area surrounding the deflector.


http://members.aol.com/IDICPage/1701a2.jpg
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 16, 2008, 10:38:36 AM
hey Doc, so far it all looks great, im looking forward to them! i want to let you that the Enterprise-A's Impulse dome is not blue like the Enterprise Refits was. the A's was actually gold with light blue highlights. I'm providing you a link that was taken of the old girl when she was on display at the Smithsonian.

http://www.culttvman.com/startreksmithsonianjb.html

 

hope this helps!
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 16, 2008, 01:26:01 PM
I'm making refit but from ST1 to ST3 period not A so those may be usefull for A I can eventually make it but then this pack would be huge.
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 16, 2008, 01:40:52 PM
I'm making refit but from ST1 to ST3 period not A so those may be usefull for A I can eventually make it but then this pack would be huge.

*nudge nudge* ;)
Title: Re: Constitution Refit pack V.2
Post by: JimmyB76 on April 16, 2008, 02:15:35 PM
I'm making refit but from ST1 to ST3 period not A so those may be usefull for A I can eventually make it but then this pack would be huge.
what about using SDT?  it would decrease the size of the pack...
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 16, 2008, 02:24:02 PM
I'm making refit but from ST1 to ST3 period not A so those may be usefull for A I can eventually make it but then this pack would be huge.
what about using SDT?  it would decrease the size of the pack...

True, especially since the majority of the Connies are, presumably, based off the 1701 refit's textures rather than the A's.  That way, you'd only really need 2 base textures.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 16, 2008, 03:44:43 PM
Well infact SDT won't change anything here as I already made ID map with all regs placed on one 2048x2048 map which decreases size of the pack dramitically, enterprise A had all details blue, now every map on this model has some of these details : FCA 1 - top saucer (no differences), FCA 2 - bot saucer (different neck connection color), FCA 3 - saucer rim, impulse drive, top & bottom saucer domes (different impulse vents, dome, green->blue details colors), FCA 4 - nacelles (different warp vents colors + some green->blue details) FCA - 5 secondary hull (lots of panelling differences + lots of details) FCA 6 - deflector area (different deflector color, deflector rim color, UFP logo), FCA 7 - neck (green->blue details) FCA 8 - nacelle pylons (green->blue details) .... so it mean it would be whole new textures set, I'll only use SDT on ID maps to swap between registries ;)
Title: Re: Constitution Refit pack V.2
Post by: WillDecker on April 16, 2008, 05:32:02 PM
Bones, here's a link that might help you with some things if you haven't already looked there.

http://www.cloudster.com/Sets&Vehicles/STMPEnterprise/STMPEnterpriseTop.htm

Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 17, 2008, 09:49:11 AM
UFP logo on the A?  Huh?  And I don't think there are that many panelling differences since it was pretty much the same model...
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 17, 2008, 11:02:03 AM
UFP logo on the A?  Huh?  And I don't think there are that many panelling differences since it was pretty much the same model...
those differences were especially in color as A had more white&shiny hull, outlines were very faint and that logo I meant starfleet logo not UFP :D which arrow is yellow on refit and on refit A it is grey if I'm not wrong...
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 17, 2008, 11:20:17 AM
You are wrong I'm afraid.  They're pretty much the same.

Refit from TMP: http://movies.trekcore.com/gallery/albums/tmp/themotionpicture0401.jpg

Enterprise A "miniature": http://www.cloudster.com/Sets&Vehicles/STMPEnterprise/ColorPhotos/cSTMPent15.jpg


Note: "miniature" is in quotes because I honestly can't call anything that big a miniature, no matter how big the real Enterprise would be in comparison. :P
Title: Re: Constitution Refit pack V.2
Post by: limey BSc. on April 17, 2008, 11:44:32 AM
Bigatures! A phrase coined during the making of Lord of the Rings. And since the miniture for Isengard was the size of a football field, it was quite well deserved!
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 17, 2008, 12:28:34 PM
oookkk but there are still some details that make big difference between refit and refit A (like colors and small details like starfleet logo or light blue square at the bottom of secondary hull, tho I'm now tempted enough to make the big 'A' aswell :D
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 17, 2008, 12:34:05 PM
Thanks to me, you certainly have a start. ;)

Speaking of which... *nudge nudge* lol
Title: Re: Constitution Refit pack V.2
Post by: imoutosan on April 17, 2008, 12:44:47 PM
a new version of my favorite class?...........and the possibility of the 1701-A being in it?

i'm definitely lookinmg forward to this! :D
Title: Re: Constitution Refit pack V.2
Post by: Picard_1 on April 17, 2008, 06:22:53 PM
Wow Doc, I admire the level of detail you put into the Constitution Class such as the dirty textures, and
FTECH impulse. You've got a good eye for picking out details from the studio model. While I enjoy the
yellow/beige textures, I also wish we could see textures similar to the ones seen in ST:VI (most notably
when Enterprise A leaves spacedock)
Title: Re: Constitution Refit pack V.2
Post by: Technerd89 on April 18, 2008, 02:48:03 PM
Bigatures! A phrase coined during the making of Lord of the Rings. And since the miniture for Isengard was the size of a football field, it was quite well deserved!

aye and the helms deep mini was only 1/4 scale, they actually blew up the wall with explosives. anyways good work, look forward to seeing a newer connie out there
Title: Re: Constitution Refit pack V.2
Post by: limey BSc. on April 18, 2008, 03:10:53 PM
aye and the helms deep mini was only 1/4 scale, they actually blew up the wall with explosives. anyways good work, look forward to seeing a newer connie out there

Actually, the one they blew up was a lot smaller. It was only intended as a wide shot model, but they ended up putting camera's VERY close to it :lol:! Anyway, enough off-topicness :P!
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 19, 2008, 08:27:47 AM
Ok the pack has just reached 20 different registries :D and I think that's enough, 16-17 regs are canon names taken from ex astris scientia the rest are uncanon.
USS Constitution NCC-1700
USS Constellation NCC-1017
USS Defiant NCC-1764
USS Eagle NCC-956
USS Endeavour NCC-1895
USS Enterprise NCC-1701
USS Essex NCC-1697
USS Excalibur NCC-1664
USS Exeter NCC-1672
USS Farragut NCC-1647
USS Hood NCC-1703
USS Intrepid NCC-1631
USS Kongo NCC-1710
USS Lexington NCC-1709
USS Potemkin NCC-1657
USS Republic NCC-1371
USS Yorktown NCC-1717
USS Archangel NCC-1999
USS Jupiter NCC 1708
USS Discovery NCC-1798
Title: Re: Constitution Refit pack V.2
Post by: Dawg81 on April 19, 2008, 08:39:58 AM
ill wait for the A like her color scheme better :lol:
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 19, 2008, 09:22:06 AM
Ah yes the big 'A' :D it will be separate mod released as a single ship :D
Title: Re: Constitution Refit pack V.2
Post by: Vortex on April 19, 2008, 10:06:13 AM
YAY for Endeavour!!

And your making the A seperates? YAY!!
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 19, 2008, 03:26:46 PM
That's not what he meant, it'll be a separate ship mod than the rest of the pack.
Title: Re: Constitution Refit pack V.2
Post by: eclipse74569 on April 20, 2008, 03:17:37 AM
Shadowknight I think that's what Vortex meant, he might have added the s by accident ;)

Kool beans on the names Bones.  I can't wait to get this one on my instal :D
Title: Re: Constitution Refit pack V.2
Post by: admiral homer on April 20, 2008, 05:44:43 AM
Hmmm i wonder were jupiter ncc 1708 came from lol. Cant wait to download this pack, thanks mate have a well deserved cookie.
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 22, 2008, 12:05:32 AM
Well, I hope that some of my stuff'll help Bones out.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 22, 2008, 07:47:46 AM
Well, I hope that some of my stuff'll help Bones out.
sure it does :D I just finished detailing the neck, now I need to fix mirrored torpedo bay map and prepare it for name ( yes, this connie will have its name on side of torpedo bays, just as it should be :D) when I'll add windows I'll post some pics ;)
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 22, 2008, 09:42:15 AM
20 registries!? wow! ive always wanted to play as the yorktown. but i have a question, the Constellation, Defiant and Excalibur were lost. Are these ships going to have an A at the end? Either way i still cant wait for this
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 22, 2008, 09:48:12 AM
Gah!  Bones, I just noticed something!  The thrusters you have on the deflector aren't right unless you've changed them since your first post.  They need to be the same as the A, look at the deflector texture I sent you. >.>
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 22, 2008, 09:52:33 AM
20 registries!? wow! ive always wanted to play as the yorktown. but i have a question, the Constellation, Defiant and Excalibur were lost. Are these ships going to have an A at the end? Either way i still cant wait for this

I'm not sure if this would be canon to leave them as they are now cuz Enterprise got A after destruction so these should also get A
Gah!  Bones, I just noticed something!  The thrusters you have on the deflector aren't right unless you've changed them since your first post.  They need to be the same as the A, look at the deflector texture I sent you. >.>

Thanks :D I dindn't notice that before, I better check this out ;)
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 22, 2008, 09:59:48 AM

I'm not sure if this would be canon to leave them as they are now cuz Enterprise got A after destruction so these should also get A

Agreed  :) They deserve that A afterwards.  heh, but then becomes the question "Did they build new constitution class ships or simply rename them like they did the USS Yorktown to USS Enterprise-A?" 

my answer to that would be.. who cares  8)


Man i wish someone would make a V'ger ship so when your pack is released i can fly the Enterprise in it.  :D
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 22, 2008, 10:04:23 AM
Gah!  Bones, I just noticed something!  The thrusters you have on the deflector aren't right unless you've changed them since your first post.  They need to be the same as the A, look at the deflector texture I sent you. >.>

Thanks :D I dindn't notice that before, I better check this out ;)
[/quote]

Yeah, for example, look at ST2, right when the Enterprise is firing Spock's torpedo towards Genesis, it's a really good view of that area.

And to be honest...I don't think those ships should get an A, they should have totally different registries.  Look at Sisko's Saratoga, and the two DS9 Defiants.  None of them had an A in the registry, despite being second or third in the line.  I think the A, B, C, etc. was something that Starfleet applied to the Enterprise in honor of the original's 20+ years of service, and in honor of her crew.
Title: Re: Constitution Refit pack V.2
Post by: admiral homer on April 22, 2008, 01:58:54 PM
Wasnt it more 40 years old. The yorktown was used in ST4 before we see the enterprise at the end. There is a small clip in the film were we see a bridge shot of Vijay Amritraj playing the yorktown captain, the bridge showed the same computer displays as were seen in TMP. Now if that ship we see as the A at the end of ST4 was the yorktown then they must of upgraded and repaired the ship really quickly or its another ship that reasigned as the A.

Now did that make sence or have a just confused you and me at the same time lol.
Loving the work tho so far mate, keep it up!  :lol:
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 22, 2008, 02:39:06 PM
I think you confused first refit age with overall constitution class age, cuz in ST6 it was nearly 40 if not 50 years old but the Enterprise first seen in ST series and refit ST TMP was nearly 20 years old as adm. Morrow stated in ST3, yet it is confusing to me why they wanted Enterpise to be decomissioned ? because of its age while other constitution refit ships were flying around even in ST6 ? Scotty said that Enterprise required few weeks in drydock to be fully functional... I think they just came with idea to effectively finish Enterprise in this movie cuz it dosn't make sense to me, we have seen in trek much more damaged ships i.e. in DS9 the defiant or even in NEM - Enterpise with 1/4 of its saucer blown off.

Now as I promised, here are some pics of progress on connie, thrusters on deflector rim are fixed, neck is fixed and windows are in place + i've lightened a little blue warp vents just to make them as they were in TMP.
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 22, 2008, 03:35:58 PM
The Enterprise was around 40 years old. She was launched in 2245 and destroyed in 2285. She had seen many 5 year missions: 1 with Captain April, 2 with Pike and 1 with Kirk. At the end of Kirks missions around the 2270s, the Enterprise returned home. During the 70s she received the refit as seen in the TMP. Admiral Kirk commanded the Enterprise after the V'ger incident for a few years then passed the command to Captain Spock. Then in 2285 the USS Reliant was hijacked and Khan engaged the Enterprise. After TWOK the Enterprise returned home. 
(There is a difference in the appearance of the Enterprise between Star Trek II: The Wrath of Khan and Star Trek III: The Search for Spock: in Star Trek III, the ship's external appearance appears to have deteriorated around the areas damaged by Khan's attacks, while other areas of the ship that hadn't been damaged by Khan's attack had battle damage, including the starboard secondary hull, both nacelles, and the top of the saucer. This extra damage was explained in non-canon Star Trek literature as having occurred in spars with Klingon warships between the second and third movies. The aggressive move to attack the Enterprise was explained by the secrecy of the Genesis Planet and the overall uneasiness it created. This could also explain the Klingon aggressiveness displayed throughout the third movie.)
Then in 2285 she was destroyed over the Genesis Planet by Admiral Kirk

 :D fun stuff!


-info mostly provided by Star Trek Wiki
http://www.memory-alpha.org/en/wiki/NCC-1701
http://www.memory-alpha.org/en/wiki/Enterprise_history
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 22, 2008, 05:11:51 PM
Looking better Bones, but why is that thruster color like that?  Wasn't it darker in the movie, or am I just confused?  And don't forget, the little square ports glow white. :P

Also, regarding the Enterprise's history, she had been through all kinds of stuff by the time TWOK rolled around.  At that time, she had been re-assigned as a training vessel.  As such, Starfleet had probably written off the ol' E.  When she came home nearly in pieces, some Starfleet bureaucrat probably decided that it would be a good time to yank her out of active duty permanently.
Title: Re: Constitution Refit pack V.2
Post by: Aeries on April 22, 2008, 06:06:38 PM
darn doc, you've worked wonders with the old girl haven't ya?
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 22, 2008, 06:26:00 PM
wait! Doc! theres a color error on the neck! that ribbed area where the neck meets the torp tubes on the back for the 1701 should be black. it was blue/green on the 1701-A. trust me on this, ive built A LOT of models and every guide notes that color difference.  plus its in the movies  8)

Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 22, 2008, 08:35:03 PM
lol, I caught that, but left it alone cause I figured either he'd pick it up, someone else'd point it out, or, just possibly, he hadn't gotten to it yet. :P
Title: Re: Constitution Refit pack V.2
Post by: Erk on April 22, 2008, 09:29:08 PM
lol, I caught that, but left it alone cause I figured either he'd pick it up, someone else'd point it out, or, just possibly, he hadn't gotten to it yet. :P

SUUUUURE ya did  8) 


p.s. doc, if you need any light references check out this video :

his model is awesome, a nice clean STILL example instead of a paused screencap with the motion blurs. the only thing i dont like on this guys model is the top light on the NCC section, but nobodies perfect  :D
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 23, 2008, 03:24:31 AM
Looking better Bones, but why is that thruster color like that?  Wasn't it darker in the movie, or am I just confused?  And don't forget, the little square ports glow white. :P
Hehe still looking for good color, if you say this one should be darker I'll look after it :D

lol, I caught that, but left it alone cause I figured either he'd pick it up, someone else'd point it out, or, just possibly, he hadn't gotten to it yet. :P

SUUUUURE ya did  8) 


p.s. doc, if you need any light references check out this video :

his model is awesome, a nice clean STILL example instead of a paused screencap with the motion blurs. the only thing i dont like on this guys model is the top light on the NCC section, but nobodies perfect  :D

Of course I did :D no, really ? I must have missed this one, or maybe I was looking on wrong model :D
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 25, 2008, 10:28:24 AM
Yeah, I noticed it when I got my TWOK Art Asylum Enterprise refit. :P
Title: Re: Constitution Refit pack V.2
Post by: Shion on April 26, 2008, 05:25:46 AM
The Metallic colored area around the federation insignia on the engineering hull should be the same color as the rest of the hull.  It was only metallic colored on the Enterprise-A.

Even though its in b&W you can clearly see that there is no change in the shade of that piece, also some small paneling details are visible as well.

apart from that it looks extremely accurate to the ST: II Enterprise.  Very nice work on those textures.
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 26, 2008, 08:29:21 AM
The Metallic colored area around the federation insignia on the engineering hull should be the same color as the rest of the hull.  It was only metallic colored on the Enterprise-A.

Even though its in b&W you can clearly see that there is no change in the shade of that piece, also some small paneling details are visible as well.

apart from that it looks extremely accurate to the ST: II Enterprise.  Very nice work on those textures.

Yeah that was pointed out earlier and is changed ;) I'm improving alpha channels now as those from pack v.1 are blurry and blocky will post some in game shots when alphas are finished.
Title: Re: Constitution Refit pack V.2
Post by: Shadowknight1 on April 27, 2008, 02:10:43 AM
Uh Shion...that wasn't metallic on either the 1701 or the A.  That area's always been the same color as the rest of the secondary hull. :P


Are there any of those alpha channels that you're improving that could be applied to the A?
Title: Re: Constitution Refit pack V.2
Post by: Bones on April 27, 2008, 04:14:36 AM
Yeah except those on saucer, every other is almost the same tho A had more dimm lights.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 10, 2008, 02:41:06 PM
Major update !
model is now 100% retextured and ID maps ready !
It took some time to restart all projects and now hopefully I'll be able to finish them ;)
all I need to do with it now is :
-apply MVAM power up/down deflector
-FTECH warp lit
-redo hardpoints
-make all registries available for Constitution class
-make some decent specular maps

here are some in game shots and some ms3d/MPE shots showing detailing
Title: Re: Constitution Refit pack V.2
Post by: mckinneyc on October 10, 2008, 02:49:55 PM
I've just broken my jaw from it hitting the table!

Great work on the textures, so much detail and you've the name on the side of the torpedo laucher! I love it!
Title: Re: Constitution Refit pack V.2
Post by: moed on October 10, 2008, 02:50:52 PM
These are looking just awesome! Great Job.

One thing though, the ridged section of the aft part of the neck just above the photon torpedo bay needs to be black.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 10, 2008, 02:54:23 PM
nope, it is black only on Ent-A and this is TMP-TWOK Enterprise so no black details on it ;)
Title: Re: Constitution Refit pack V.2
Post by: moed on October 10, 2008, 02:59:52 PM
Cool! I never noticed that.

Title: Re: Constitution Refit pack V.2
Post by: FekLeyr Targ on October 12, 2008, 10:43:44 AM
Time to sneak into the drydock to steal this ship ;)
Good work.
Title: Re: Constitution Refit pack V.2
Post by: DJ Curtis on October 12, 2008, 12:22:07 PM
way to go Bones, that looks awesome.

I have one idea for what make that ship look even better.  On the drive section cylinder, the textures appear to dip slightly in the center of each polygon from certain angles like in pic 1.  You can solve this by making the polygons all triangles instead of squares.  I've attached a pic to show you what I mean.

On the other hand, I might be seeing things, so if I am, just disregard this.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 12, 2008, 04:00:18 PM
way to go Bones, that looks awesome.

I have one idea for what make that ship look even better.  On the drive section cylinder, the textures appear to dip slightly in the center of each polygon from certain angles like in pic 1.  You can solve this by making the polygons all triangles instead of squares.  I've attached a pic to show you what I mean.

On the other hand, I might be seeing things, so if I am, just disregard this.

Yeah you may be right on that, also there are some ugly smoothing errors on pylons and around docking ports.
While retexturing and remaping for ID maps I've found that shuttlebay is somehow strange, it's not the way it should look - wrong shape.

btw. does anyone have any idea why I can't fix smoothing in ms3d ??? I tried many times with all smoothing groups but nothing changes   :( I'm affraid the model needs small overhaul.

EDIT: small update.
Thanks to JB06 I have now TMP nacelles warmup tech applied and running perfectly in game :D
Title: Re: Constitution Refit pack V.2
Post by: cordanilus on October 12, 2008, 05:04:41 PM
You're better off to apply the smoothing in 3DS Max.  Trust me.  I'm pretty good at milkshape and I can't do the smoothing very well either.  They seem to erase when ported to the nif format.  If you can fix it in max and export it from there, it should be much better.
Title: Re: Constitution Refit pack V.2
Post by: Captain_April on October 12, 2008, 10:13:24 PM
cookie.  excellent work.
Title: Re: Constitution Refit pack V.2
Post by: Flux Capacitor on October 13, 2008, 12:23:28 AM
What are the chances we could get the ability to switch from a golden deflector to a blue one in-game?   :)

Also, I'm not sure which Connie pack it was, but I had a problem with one that resulted in my TOS Mod Pack Enterprise being replaced by the TMP Era Enterprise. Just hoping that won't be an issue with this mod.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 13, 2008, 05:22:21 AM
Yes it will have MVAM switchable deflector.
I don't think my pack affected any other as it has unique names for plugins
Title: Re: Constitution Refit pack V.2
Post by: limey BSc. on October 13, 2008, 07:30:35 AM
In the show, when did the deflector change colour?
Title: Re: Constitution Refit pack V.2
Post by: Billz on October 13, 2008, 07:59:54 AM
In the show, when did the deflector change colour?

In the first movie, the deflector was orange as the Enterprise left space dock. All the other movies since then, it was blue.
Title: Re: Constitution Refit pack V.2
Post by: Bones 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
Title: Re: Constitution Refit pack V.2
Post by: Captain_April 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?
Title: Re: Constitution Refit pack V.2
Post by: Bones 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 ...
Title: Re: Constitution Refit pack V.2
Post by: Vortex 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.
Title: Re: Constitution Refit pack V.2
Post by: Bones 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:
Title: Re: Constitution Refit pack V.2
Post by: limey BSc. on October 13, 2008, 05:26:11 PM
Making the tubes red when the ship goes to Red Alert can be done with submodels.
Title: Re: Constitution Refit pack V.2
Post by: WileyCoyote 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
Title: Re: Constitution Refit pack V.2
Post by: Bones 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
Title: Re: Constitution Refit pack V.2
Post by: limey BSc. 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?
Title: Re: Constitution Refit pack V.2
Post by: Bones 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
Title: Re: Constitution Refit pack V.2
Post by: anazonda 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.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 14, 2008, 10:00:57 AM
Hm and how would I fix that ???
Title: Re: Constitution Refit pack V.2
Post by: anazonda 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.
Title: Re: Constitution Refit pack V.2
Post by: Bones 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
Title: Re: Constitution Refit pack V.2
Post by: gdata 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?
Title: Re: Constitution Refit pack V.2
Post by: anazonda 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.
Title: Re: Constitution Refit pack V.2
Post by: Bones 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
Title: Re: Constitution Refit pack V.2
Post by: Bones 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 ???
Title: Re: Constitution Refit pack V.2
Post by: gdata 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?
Title: Re: Constitution Refit pack V.2
Post by: Dawg81 on October 15, 2008, 12:31:49 PM
I think her warp speed is around 9.2 at best
Title: Re: Constitution Refit pack V.2
Post by: FourChan on October 15, 2008, 01:18:29 PM
From looking over stuff on Memory Alpha, my guess that the Refit Connie was able to go between warps 8.9 and 9.2. Pushing the engines probably 9.2 is the max without the ships Structural Integrity field ripping the ship apart.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 15, 2008, 02:03:08 PM
Yeah and that's what I heard some time ago 8.9 max and cruise speed around 5.5
Title: Re: Constitution Refit pack V.2
Post by: FourChan on October 15, 2008, 04:06:00 PM
The Excelsior probably went 9.4 or something like that with it's transwarp engines, probably of had the warp scales readjusted for it, since Scott removed the chips I don't know if transwarp was done or not, truth is, I think Transwarp was still being used, just that in ST:III it was offline, The Excelsior Transwarp engines probably are pre-tech for the Galaxy Class engines. After you're done with this Set I think we should figure out what a Transwarp Constitution class ship would be like.
Title: Re: Constitution Refit pack V.2
Post by: Dalek on October 15, 2008, 04:08:36 PM
I think Starfleet never figured out what happened to the Transwarp engines and stuff. Stupid idiots thought it failed yet a coupla chips had just been removed.
Title: Re: Constitution Refit pack V.2
Post by: Vortex on October 15, 2008, 05:02:19 PM
I can't remember where exactly, but it's stated somewhere that Starfleet studied the transwarp tech after ST: III, and it turns out that the Excel. would have been destroyed if it weren't for Scotty, due to technical reasons... AKA TNG was already airing and they still had normal warp, so they needed to keep that.
Title: Re: Constitution Refit pack V.2
Post by: FourChan on October 15, 2008, 05:21:43 PM
Oh well, Starfleet should look back into Transwarp technology lol.
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 16, 2008, 03:42:41 AM
dunno if transwarp would change ships appearance very much, maybe slight warp glow change tho I'm not fond of Borg transwarp green in Fed ships ;)
Title: Re: Constitution Refit pack V.2
Post by: anazonda on October 16, 2008, 04:12:47 AM
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?

In theory ...  But im talking about just a single vertex that is already reversed, so if you reversed the single on you would not make a hole but rather cap it.
Title: Re: Constitution Refit pack V.2
Post by: gdata on October 16, 2008, 08:08:26 AM
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?

In theory ...  But im talking about just a single vertex that is already reversed, so if you reversed the single on you would not make a hole but rather cap it.

Right...but I don't know whether it's even possible to reverse a single vertex in MS3D... :?
Title: Re: Constitution Refit pack V.2
Post by: anazonda on October 16, 2008, 09:37:46 AM
Indeed... probably the best solutions to this problem would be to delete the 4 (or so) polys around the vert and simply rebuild them...?
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 16, 2008, 10:11:12 AM
I did have deleted these areas and made new but then it gets even worse  :?
Title: Re: Constitution Refit pack V.2
Post by: cordanilus on October 16, 2008, 10:32:03 AM
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D
Title: Re: Constitution Refit pack V.2
Post by: Dawg81 on October 16, 2008, 10:34:15 AM
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D

I'd take him up on his offer Bones . Cordanilus is good. Hope those new weapons sounds work out
Title: Re: Constitution Refit pack V.2
Post by: Bones on October 16, 2008, 11:16:51 AM
You can't reverse a single vertex in milkshape, select a face then reverse vertex order will work but only if you have a face that is backwards.

....oh, you're talking about the travelpod ports.  Okay.  It would be easier to fix the smoothing errors in 3DS Max and remap the inside part of the port.  Milkshape has trouble with that if the map for the inside ring is the same as the main hull and port doors.  It has to be seperated.  It can be done in Milkshape but it's much easier in 3DS Max.  (At least for me)

I know you're modding capabilities bones (no offence intended), so unless someone here is going to fix it...I'll take a shot at it later this evening.  Just let me know which model it is so I can get it and fix'er up.  And get permission of course to alter the model.

But, if you want me to show you in milkshape...it's a bit harder but you'll have to come on messenger so we can pass around some screenshots and some info. :D

Non taken :D let's give Adonis a chance to check it ;) I asked him first for help and he agreed to check it. I'll now focus on making different ID regs (18 ships)
Title: Re: Constitution Refit pack V.2
Post by: cordanilus on October 16, 2008, 05:33:21 PM
Well, the Adonis is far superior in the ways of 3DS Max. :D
Title: Re: Constitution Refit pack V.2
Post by: Dawg81 on October 16, 2008, 06:08:49 PM
Well, the Adonis is far superior in the ways of 3DS Max. :D
please dont inflate his ego :P