Bridge Commander Central
BC Forums => BC Modding => Topic started by: X_TheUnknown_X on May 31, 2009, 01:44:54 PM
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This is something I've wanted to do for a long time, retexture the kessok. After looking back on BCFiles I noticed that the last Kessok update was back in 2005! :shock:
Well, I've taken it upon myself to give the kessok a much needed retexturing to make them look up to the same quality as all the other ships that are out.
First things first was to scale up the existing textures (they were 256x256!) to 1024x1024.
I've started with the Kessok Light Cruiser to test out some effects. So far I've redone two texture files and I'm looking them over in NifScope. Here's how it's looking so far:
IMAGES REMOVED
See page 3 for completed textures
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WOW looks promising :D
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nice start, but wasn't there someone else doing that?
I think it was bones... dunno xD
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Ya know great job with the upscaling the textures....
I just wish someone would remodel these ships...
cause lots of that texture detail looks like parts that could be modeled on.
just a thought.
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I have to agree with Nebula, but this looks good for now :)
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indeed, the Kessok hasnt gotten much attention over the years compared to everything else unfortunately... it is always good to see anything Kessok being done...
it would be cool to see more Kessok ships and updated modeling and textures to today's standards...
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Yopyop, you're right, someone else was working on a Kessok retexture. However, that project is about a year old now and nothing was released to BCFiles.
Edit: As for re-moddeling, if only I knew how to do it properly... :?
The first update: I've decided to darken down the hull and make all the textures simillar colours and patterns:
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No it wasn't me ;) Glenn / Capt. Elgy was working on stock BC content retextures so SP campaign would more up to date GFX wise, I just offered Insurrection Sovereign bridge retexture to him but I guess now the mod is on hold due to lack of free time...
Nice work on these, would be great to replace that Cardassian feel to them... maybe make panneling more wheathered grey instead of pale brown
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heh now it looks like the Kessok ships have bio armor...
cool
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even better try to make it like species 8472 but only slightly similiar
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Yopyop, you're right, someone else was working on a Kessok retexture. However, that project is about a year old now and nothing was released to BCFiles.
Edit: As for re-moddeling, if only I knew how to do it properly... :?
The first update: I've decided to darken down the hull and make all the textures simillar colours and patterns:
All you would need would be a good model program and the BC SDK. I recommend Milkshape as its good for people just looking to get started. No-one is asking anyone to throw out a uber kessok-theme model, but a few tweaking of angles on various parts of the existing kessok ships, and there you would have a new ship.
The textures so far look great.
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Yopyop, you're right, someone else was working on a Kessok retexture. However, that project is about a year old now and nothing was released to BCFiles.
Edit: As for re-moddeling, if only I knew how to do it properly... :?
The first update: I've decided to darken down the hull and make all the textures simillar colours and patterns:
All you would need would be a good model program and the BC SDK. I recommend Milkshape as its good for people just looking to get started. No-one is asking anyone to throw out a uber kessok-theme model, but a few tweaking of angles on various parts of the existing kessok ships, and there you would have a new ship.
The textures so far look great.
or look for some Kessokish parts in existing ships and make a kitbash from those parts ;)
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Not one to thread hijack but i have a new mesh for the Kessok Freighter if your willing to texture it then your welcome to it...
(http://img41.imageshack.us/img41/9910/kessokfremapped.jpg)
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Nice Kessok ship! :D If there's one thing that the Kessok lack (apart from a decent texture :wink: ) is a variety of ships. And yes, I would be willing to take a crack at texturing your Kessok Feighter if you'd like.
As for making my own version of the existing Kessok ships; I'll look into it. But I'd prefer to roll out something proffesional rather than a novice attempt at a ship. But, I might have a go with Milkshape - see what I come up with.
Also, a bit of an update. I've been working on the underbelly of the Kessok Light. Also, Ive added armour plating to the top-rear side (dunno about it though, what do you lot think?). Here's what I've got:
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Now she is her own ship. That ceramic armoury stuff on the sides really gives it class. :D Cookie!
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Nice Kessok ship! :D If there's one thing that the Kessok lack (apart from a decent texture :wink: ) is a variety of ships. And yes, I would be willing to take a crack at texturing your Kessok Feighter if you'd like.
As for making my own version of the existing Kessok ships; I'll look into it. But I'd prefer to roll out something proffesional rather than a novice attempt at a ship. But, I might have a go with Milkshape - see what I come up with.
Also, a bit of an update. I've been working on the underbelly of the Kessok Light. Also, Ive added armour plating to the top-rear side (dunno about it though, what do you lot think?). Here's what I've got:
Milkshape and professional are two mutually exclusive terms :arms:, I like the ceramic armour too :)
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Nice Kessok ship! :D If there's one thing that the Kessok lack (apart from a decent texture :wink: ) is a variety of ships. And yes, I would be willing to take a crack at texturing your Kessok Feighter if you'd like.
As for making my own version of the existing Kessok ships; I'll look into it. But I'd prefer to roll out something proffesional rather than a novice attempt at a ship. But, I might have a go with Milkshape - see what I come up with.
ill send you the model file but you should know that the Freighter is completely untextured and needs unwrapping and mapped something which i suck at :p
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Basically complete with the Kessok Light Cruiser now. I'll probaly be changing things as time goes on, but here is the result as of now.
If there is any Constructive Critisism, please don't hesitate to say - I'd like to produce something everyone would want :D
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You've really done it justice, particular the bussards. I like how it wibbles from purple to orangey-red. Cookie torpedoes away! :D
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Heh, it looks like The Doctor gave the Kessok his tardis desktop theme judging by the... Bump things on the underside :P
Looks awesome however, cookies.
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I'd make the Bussards more red to match the CGI scenes in the game.
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thats a good point...
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Keep them as they are in those pictures.
Red bussards and blue nacelle grilles are canon to Federation ships. If the Kessok were meant to have red bussards and blue nacelle grilles, they would've been shipped with such textures when the game was first released.
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you haven't seen the CGI movies in a while have ya?
The bussards are the only thing that needs to be changed
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you haven't seen the CGI movies in a while have ya?
indeed - nothing in any of BC's CGI movies look like anything in the stock game (ships, backgrounds, sets, graphics, etc)...
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you haven't seen the CGI movies in a while have ya?
The bussards are the only thing that needs to be changed
I have a very good memory. The first time I saw a kessok ship in the cutscenes with red bussards, I died a little.
Keep the bussards the way you have them. I am begging you.
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I have a very good memory. The first time I saw a kessok ship in the cutscenes with red bussards, I died a little.
Keep the bussards the way you have them. I am begging you.
I agree with Billz here. It makes far more sense to me that the bussards would be a different colour.
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Yes, keep them as they are! The first time I saw the end cinematics all I could think of was that the people doing them, and designing the game, sent each other black and white pictures...
Although I suppose it does tie in with Star Trek on a whole doesn't it? Continuity errors were everywhere right?
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Although I suppose it does tie in with Star Trek on a whole doesn't it? Continuity errors were everywhere right?
Too true...
Anyway, I've decided it'd be better just to keep the warp engine colours the same for now. If some people really want the BC CGI colours then I guess it shouldn't be too difficult to re-colour and release variant textures.
Also, I've begun work on the Kessok Heavy. I don't paticularly like the pattern on the nacelles, but it seems to work OK:
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oooo Swirly
*gets lost in the swirls*
Awesome.
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very nice! :D
i must point out tho, you can see the texture line in the nacelles...
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very nice! :D
i must point out tho, you can see the texture line in the nacelles...
Yeah the Kessok heavy wasn't built very well... I think it has lots of un-welded verts.
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aaah
(goes to show ya how little of modeling skills i have lol :P)
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Well, It's been a few days since the last update, so here's the Kessok Heavy Battlecruiser complete. Again, if there's any ideas you want to put forward about it, then please don't hesitate to say.
Also, I'm completing the Specular maps for the Kessok Light Cruiser now, so it'll be in game soon.
On yet another note, I've been thinking about creating another Kessok vessel. I knew I'd need some 3D software, and Milkshape seem a little... basic (not to mention you still have to buy it!), so I had a look about for other 3D programs. Then I came across Blender, a free 3D program that seemed to look quite good. I'll be having a go with it soon. (PS: 3DS Max looked good until I saw a price tag of over $3,000! :shock: )
Finally, I'm adding textures to Rob Archer's Kessok Freighter. Pictures will be coming later...
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very nice! :D
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looks great!
but IMO it seems to be missing its windows....
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Now that heavy looks great ;) tho I'm not sure about green vents on the aft section but that's just my opinion ;)
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...
I love you. :shock:
Kessok! :dance :dance :dance
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Has a very organic feel to it. Good work.
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After days unwrapping, configuring textures and trying to find the right combinations; I'm happy to present my initial attempt at texturing Rob Archer's Kessok Freighter.
I'm aware of the various texture lines and irregular textures at this stage, and I'll find a way of sorting them out later. But for now, here's the first stage:
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Okay, these things need a brand new HP of awesomeness to go with this awesome retexture.
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Okay, these things need a brand new HP of awesomeness to go with this awesome retexture.
Most of that kessok freighters textures look great. I am not too sure on the forward section though. Heres a picture of the old beta with the original textures on the forward section. Maybe yours and something like the old ones textures on the forward section could 'meet somewhere in the middle'.
(PS: I don't remember where I got this beta from but it was quite a while ago)
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Okay, these things need a brand new HP of awesomeness to go with this awesome retexture.
heh.... *looks at KM 1.0 HPs*
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Okay, these things need a brand new HP of awesomeness to go with this awesome retexture.
heh.... *looks at KM 1.0 HPs*
He said "awesomeness" not "lameness" :arms: 8)
Nice cargoship, btw. Sorta reminds me of the armada dilithium freighters, kessok style. It's to bad the aramda guys never took of with that race, there'd be all sorts of new brainstorming ofr designs as a result. Maybe this project will start a movement.
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Okay, these things need a brand new HP of awesomeness to go with this awesome retexture.
heh.... *looks at KM 1.0 HPs*
He said "awesomeness" not "lameness" :arms: 8)
Nice cargoship, btw. Sorta reminds me of the armada dilithium freighters, kessok style. It's to bad the aramda guys never took of with that race, there'd be all sorts of new brainstorming ofr designs as a result. Maybe this project will start a movement.
maybe maybe
and no the Kessok HPs in KM 1.0 I think are one of the better ones in there... The torps pack quite a punch.
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Yeah, they are almost godlike.
Anyway nice job !!
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After days unwrapping, configuring textures and trying to find the right combinations; I'm happy to present my initial attempt at texturing Rob Archer's Kessok Freighter.
Very nice, I'm glad to see it finally looking like it should, good work.
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I am not too sure on the forward section though.
That's just reminded be of all the texures I've already got on the kessok light! It'd probaly look better if I copy some of the textures over to the freighter and see what I get. You're right, the aztec-y marks on the frighter dont quite work. (At least not as well as they work on the kessok heavy).
I'll have another try at the forward section...
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Right. I think it's time for an update...
Fistly, I've re-done the forward section of the Kessok Carrier's hull, filled in the blank spots and added the engine textures to the rear end. I'm finishing off by adding minor details to the hull.
Secondly, I've been thinking about re-hardpointing the Kessok, maybe as a seprate update. Just to give them my idea on what Kessok weaponry would be like.
Finally, ... the Kessok Light Cruiser is in game! :D . I'll let the screenshots do the talking.
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The Kessok Light looks brill in BC. :D
Still not overly convinced by the freighter though. I would;ve though the nacelles would e a smidge smaller but oh well.
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The Kessok Light looks brill in BC. :D
Still not overly convinced by the freighter though. I would;ve though the nacelles would e a smidge smaller but oh well.
I have to agree with this. The textures otherwise look brilliant.
Maybe if you adjust the length of the nacelles of the freighter model to something like the picture below, it would really suit well.
EDIT: Its too bad that you don't have permission to give this a texture and HP upgrade. It could really use them.
http://bridgecommander.filefront.com/file/Kessok_Assault;28973
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Hmm, shorter nacelles. Well I've shotened them down considerably in the next picture, I think I'll add a poll to see what the most popular version is...
Here are the comparison pics:
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I say the short ones :)
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Kessok Heavy Battlecruiser complete and now ingame! Pictues Attached.
Also, the Alpha layer of the Kessok Heavy has windows now included (for anyone who wants kessok and windows :) )
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Also, the Alpha layer of the Kessok Heavy has windows now included
Haha, I never noticed that. Nice!
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Finally, the rexexturing of the Kessok is completely... complete.
I'll be releasing it over at BCFiles soon, after I pack it all up and take some screenshots.
Talking about screenshots, here's a nice pic of our two NEW! Kessok ships ready for action. I'll also submit it as a PoTD.
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Rob Archer's Kessok Freighter/Carrier is now fully textured and hardpointed, and now ingame in Bridge Commander. I've given the ship a torpedo laucher, four phasers - two fore, two aft, reasonably powerful shields and a cloaking device. Top speed: Warp 8.5.
Here's some screenshots:
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pretty powerful for a freighter. might reconsider making it only a carrier.
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yeah, I would arm it a bit lighter, loose the torpedoes, maybe just give it two beams similar to the side arrays on the stock Kessok ships.
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Actually the specs he has are pretty similar to the original specs i set for the Kessok Freighter if your interested this is the original Specs:
* Primary Weapons: 3 Positron Beams
* Secondary Weapons: 1 Forward Torpedo Tube
* Length: 520 meters
* Top Speed: Warp 7.5
Bio: The Kessok Freighter is one of the largest Known Kessok Starships. The Ship is similar in size to a federation Galaxy Class Starship, the vessel is lightly armed but features powerful shield generators in the event the ship is attacked it can remain in a fire fight much longer until assistance arrives, The Vessel is one of the largest freighters of any known race, The Freighters were originally colonization ships from the Kessok Colonization fleet.
in 2373 9 of these ships arrived in the Omega draconis system which was a site of a new Kessok colony, 6 of the colony vessels were dismantled and used to assist the establishment of the colony, the remaining three were used to gather resources from nearby planets, their size allowed for more cargo to be hauled in a single run, ideal for the small colony.
My idea for the kessok was that they, originated in Tholian Space but were subjugated.
In New Frontier which was set after bridge Commander the Kessok were about to sign a treaty with the Federation making them a protectorate of the Federation, during the ceremony the Tholians Attacked claiming that the Kessok were citizens and thus under the rule of the Tholian Assembly. It is then revealed that the Kessok were a race who lived within the boarders of the Assembly however their homeworld was attacked and the race enslaved by the tholians, the Kessok in Omega Draconis were rebels who left the original Kessok Homeworld to establish a new colony (Omega Draconis).
The Tholians then attempt to annex the Omega Draconis colony which is under federation protection the resulting battle drives the Federation and Tholians into war, with the tholians seeking to take the maelstrom for themselves.
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Well, the Kessok Carrier is now complete and, yes it has been submitted to BCFiles. However I suggest you don't download it for the time being. It seems I was a little hasty in uploading it and I've missed out several important files. I tried to cancel it, but it appears to have gone through anyway and I've been asking for it be be removed - but that has not happened. Finally, with all the bugs floating around on the filefront network I cannot log in to post a 1.1 version.
With that out of the way, I can reveal my next Kessok-related project: the Kessok Space Station
There are stations available for almost every major species on BCfiles except the Kessok, until now. It's taken me a while to sketch up a design I really liked but the one I've settled on will hopefully be a welcome addition to a growing Kessok fleet. As someone mentioned earlier during the retexturing of the Kessok Light, Kessok ships and materials are simmilar to that of Species 8472 and the Cardassians. The station design is simmilar to existing Kessok ships, the Species 8472 Terrasphere (or Biosphere?) and some Cardassion DS9-type elements.
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I think the designs fits the Kessok perfectyl :D
Have a cookie ;)
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You could upload the 1.1 kessok carrier to megaupload or rapidshare until FileFront gets fixed.
About the space station:
The dome on-top doesn't really look like it would fit the kessok in my opinion. I suggest something that doesnt look like Regula 1 and Starbase 12 mixed together.
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oooh! i like where this is going! :D
*cookied*
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oh boy that looks awesome, how about adding additional ring/pylon... ds9-like structure around the dome ??
cookie !
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On the suggestion that the station looks like a Regula 1 - Starbase 12 combo; I've altered the dome section and made the long struts at the bottom curved. Also, about adding another ring simmilar to DS9, I might add that at the top of the dome and add some cardassian-style pylons to allow ships to dock.
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It's a Kessok Jellyfish! :P
But yeah, that looks quite cool. :)
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It's ok but....
I'd reverse those docking-pylons positions so they were leading away from the station.
I'd also have them a bit more level with the dome.
I think that may make it look interesting.
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I agree. :)
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Right, I've made some changes here. I've kept the inward's facing pylons and thickened them up a bit. Insead of them being docking pylons, I'll make them lead up to a smaller pod or dome. However there are now some smaller docking struts on the sides of the station.
Later I'll work on adding weapons ports and maybe a shuttle bay. I've also begun designing a Dry Dock Kitbash to accompany the station.
Finally, I can now log into BCFiles so I will try to get the faulty Kessok Carrier removed and a fully functional version uploaded.
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I think it's too smooth. =/
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Well, that's probaly because I use Blender's SubSurf function when modelling - which smoothens it out using less verts. Thing is it smoothens it even more when rendering.
Also, the docking struts are taken from the Kessok Heavy, mostly. One thing I've noticed with the Kessok the designs are Thorny and Tendril-y, and prefer curved shapes leading to a sharp point - which is something I'm hopefully duplicating.
Either way, the smoothness issue can be easily sorted.
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get rid of that thingy top center that looks like something dirty. 8) or change the shape, it looks silly.
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he shape of this, you have been very imaginative on ur ideas.
I would however refrain from using that "SubSurf function!"
Looking at it, it seems to do what maxers would call, "applying the meshsmooth modifier!" where as the computer looks at polygons, and will than add iterations to smooth out the shape. If this is for ingame, its better to shape them manually using other modifiers and then sorting out the smoothing groups.
This will help keep the poly count down, and will only prove to help improve your modelling skills. Good luck.
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Well, I've changed the SubSurf to a Bevel mesh modifier, and the total poly count has dropped significantly. Thanks for the advice. Also, I've added a Command Dome on the top, torpedo tubes similar to those on DS9 and phaser strips. Although, I know the Kessok don't seem to use phaser strips - but there was nothing else that I could get to look good. If anyone can think of something that would replace them - please suggest it.
Anyway, the Bevel has solved the smoothness issue, I hope; and the small pod on the top filters out the dodgy looking spike from earlier pictures :? . And on an unrelated note, I've realised that using Ambient Occlusion for model renders makes the pictures look more like 3ds Max renders. :lol:
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Ooh, very nice, and much improved over the original. :)
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Its really shaping up nicely. Good stuff
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hmm I bet you could make a few small towers on the rim for the phasers.
Very Nice :D
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Well, I think I'm about done on the model now. I've changed the phaser strips to phaser pods but I'm still not too sure on them (I've kept the stips just incase). I was also thinking about adding armour plating, but that would just ramp up the total poly count further. On the subject of mesh size: the total amount of faces so far is 6,684 with 6,358 vertices. However, most of those faces are squares - not triangles - and I'm not sure weather BC prefers triangles or if it's just considered good practice. Therefore the total face count could be over 12k after changing squares to triangles.
*gasp* With that out of the way, I'll start texturing soon as the mesh has already been unwrapped. Any of those extra details can easily be faked with textures. Also, about the size of the Station; let's face it, the Kessok don't do small. So it's about seven times the size of the Galaxy class. Not as big as the Feds' Mushroom station, but I always thought that its size was exaggerated.
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Wow, that is one big beasty. :D
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That's awesome!!
btw are you ever going to do the Kessok Mine or the Kessok Sunbuster??
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You could be the first person to make a Kessok fleet... I can see a Kessok fighter owning a Hideki...
You seem to have their design ethics down; great work... any chance of a cut-down version for an outpost?
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Indeed, you do seem to have their design pegged! This looks very...'Kessoky'. :P
I've been getting back to dabbling in modeling with 3DS Max, and while you aren't using that program, I'm curious nonetheless: How'd you model the original pylons that were on top of the station? While they might have been too high-poly for BC, they looked great.
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For the pylons; after creating the concave area, I just selected the some faces which would be the base of the pylons and Extruded them, Scaled them down, Rotated them a bit (about 30 - 45 degrees) and then repeated it a second time.
It doesn't sound that inspiring now... :?
Small update, I'm starting to get the Dome textures looking right. I've decided to change the phaser domes into pods similar to the torpedo launcher-plus-phaser things on DS9. And they will probaly be done with textures. No pics, nothing too special to see.
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you know, when I saw that tiiiny little Galaxy-class in that pic, I suddenly remembered the theme music for the Kraken in the pirates of the caribbean.. :shock:
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Well, it's been a while and I've got the basic textures for the station in place now. The one thing I find slows me down a lot it keeping strictly within the lines on the UV map. I've gotten to know photoshop's Lasoo tool very well in the last few weeks. I still can't settle on a suitable phaser placement for the station - strips don't seem very Kessok but pods look a little awkward. Anyway, pictures - as always - are included.
On another note, the idea of creating a fleet of Kessok vessels seems interesting. Especially the idea of a Kessok fighter-type ship, I can imagine it having a simillar body to the Kessok Heavy but with cannons or launchers instead of the oddly placed impulse engines.
And, yes - the station does look like a jelly fish or mythical super-squid. Which brings to mind two ideas. The first: I could add a tractor beam to the bottom of the station to pull in enemy ships (for the purpose of being captured or slavaged). The second: do I dare add a cloaking device to a space station? All Kessok ships (including the sunbuster) have one...
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hmm I still say towers... would look good... kinda like the forks on the heavy...
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I wonder, how would it stay in orbit without any kind of propulsion, lol?
But it looks great. I glad that someone is finnal showing some love towards the kessok.
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I wonder, how would it stay in orbit without any kind of propulsion, lol?
Perhaps the same way that our space stations stay in orbit? When you are in true orbit, you need no propulsion. Ballistics takes care of everything.
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I feel so stupid now. I can't believe I forgot how true oribing works just then.
Cookie for FarShot.
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I wonder, how would it stay in orbit without any kind of propulsion, lol?
Perhaps the same way that our space stations stay in orbit? When you are in true orbit, you need no propulsion. Ballistics takes care of everything.
You will need propulsion if you are close to the atmosphere, because you still have friction there and your space station will loose height. Best example: ISS.
Anyway, if you're farer away from the planet and move slower you can maintain orbit without any kind of propulsion.
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Propulsion. If you're absolutely desperate I could add some impulse engines / thrusters - but for now that's not necessary.
However, I'm now completely happy with the design and the textures. I took Nebula's advice and now the phasers are mounted on claw or spike-type things on the side of the dome. I've also added ceramic looking armour plates onto the dome, windows to the main sections (for all those who like Kessok to have windows :P ) and also some engraved writing to the curved pylons. (It's actually a Cardassian font I found on the internet - not Kessok, I know, but there isn't much in the way of Kessok scriptures in BC)
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awesome!!
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Very nice, but you seriously need to up the resolution of those textures. Remember, this thing is big. Look at the Galaxy class in comparison with your station. That thing is much smaller but it packs a ton of detail. You're going to have to up the resolution just to get that station to look the proper size, let alone make it detailed.
Oh, and I think you described your method for modeling the newer pylons. I was interested in how you modeled the originals; the ones that were too high poly for BC.
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I'd have to agree with Phaser on that. The station looks really cool (model-wise), but as stated the textures need to be a higher resolution and more highly detailed (imho). BC has needed new Kessok designs for a long time, so i'm glad your taking it upon yourself to try and do some new designs.
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I'd hve to side with Phaser and Darkthunder on this one.
But I otherwise love the fact that new Kessok ships are finally being made for BC. If this is released before I get back on my home computer, it'll be the first thing I download when I do get access to my home PC again.
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Well, the problem with increasing the resolution of the textures is that they are already at 1024x1024. I could shrink down the base texure layers but the resolution would stay the same. Or, I could make the texures for the larger structures 2048x2048 and scale the smaller sections (ie weapons pods and ops) to 512x512. I just don't want to make the final filesize too big.
My main problem, however, it exporting the model from Blender to the Model Property Editor, every time I try to load the NIFs in MPE, it crashes. The scripts I've downloaded to export Blender files to NIFs even has a Bridge Commander NIF button :? . Since the two programs aren't too different, if anyone using 3DS Max can tell me how they get exported ships working, it would be helpful.
Lastly, for Phaser: When I modelled the original pylons for the dome, I still used the Exdrude and Rotate method - but I also applied a SubSurf Modifier to it - which is called something like MeshSmooth in 3DS Max, I beleive.
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If you can get me something Max can open (obj, 3ds, etc.) and the textures, I'll export it for you.
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Well, after some trouble with the Model Property Editor :evil: , I have got the Kessok Space station ingame and fully functional :D !
I've given the base an almost complete cover of phaser fire, with some blind spots, and a few rapid-fire torpedo launchers. It is equipped with fairly strong shields and ablative hull armour. I've tested the Station against a fleet of 7 Carsassian ships (Hidekis to Keldons) and the station held up pretty well.
I do have a question, however: every time the station sustains visible hull damage, the game lags slightly. After looking in the nif folder there is a text file called Voxilizer_debug. In it, it tells be it's had to remove tonnes of 'Double-sided Triangles'. I suspect this is causing the lag. If so, what are double-sided triangles and how do I get rid of them?
Anyway, here's some game pictures:
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Blue shields?
I thought Kessok ships had a different shield colour. I can't verify this since I am not on my home PC and I have a absolutely rubbish memory :D
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i thought they had purple shields? its been a while so im not sure offhand...
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The Kessok do have slightly purple shields, and that has now been fixed. As well as reducing the overall shield power, the station is nearly complete now, just a few minor tweaks and It shoudl be done.
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there can not ever be to many stations, and TBH the Kessok needed one, so have a cookie
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Good job getting it ingame, I need to get my head around that :)
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So, for the last fourteen days I've been on holiday - and therefore unable (and unwilling :wink: ) to continue work on the Kessok Station. However, it gave me time to think about the one major problem with the station: it lags when damaged and damages unevenly across the whole station. It was, I think, related to a text document in the model folder which told be that it had to remove thousands of 'Double-Sided triangles'. I wondered what it might mean when it suddenly hit me; what shapes literally two triangles... squares! I realised that my model was comprised entirely of squares or other polyons.
Well, I coverted all the squares to triangles and saw the polygon count double, unsurprisingly :roll: . So I decided to use the 'Decimate' feature in Blender to reduce the number of faces and keep the shape the same (sort of opposite of MeshSmooth), with better results and fewer faces I was quite pleased with myself. But I then realised that the texture map had completely changed - meaning that I will now need to completely rework the Station's textures :argh: .
This will mean that the release of the Station will be kept on hold for a few more weeks. However, if anyone has any suggestions or requests about anything they would like to see added to the textures; now is a good time to make them.
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Right, changing the mesh's squares to triangles helped a little. The massive VoxelizerDebug file is smaller now, but the same damaging errors are still ocurring on the Dome and Central Pylon of the station; where there are still these odd Double-Sided Triagles. I've included a screenshot to show what I mean (the damage you see was cuased by three torpedo impacts).
I've seen other ships with simmilar debug files but none of them have this odd damage issue; or for that reason - lag the game when they get hit. If anyone has anything to offer on this issue, please help out. I don't really want to release the Station until it's running smoothly.
Files Removed
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I have no idea about the technical stuff, but wileys kelvin ship(s) make my system lag to hell when they take damage like what you're describing. It might be the same issue you're having, maybe wiley would have an idea about what to do
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I'm Pretty sure that these "doble sided Triangles" is refering to two or more faces on the same Position. (At least I found some on my last ship, facin to the inside and causing similar strange distortions when damaged.)
But I'm not sure of how to detect the exact locations of those in Blender. :?
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Thanks to Limey offering his assistance, the damage bug on the Station model has been removed :D . There are still a few of these odd Double-Sided triangles, but they don't seem to be causing any problems.
I'm just checking everything out now. Lessons learned from the Kessok Carrier and Rextextures - I don't want to have to submit any fixes or patches this time :( .
In the mean time, enjoy some more screenshots:
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Yay! It worked :D All hail Max's STL Checker :P
Mostly it was just a slew of unwelded verts, leaving open edges everywhere. The only real problems were on those things on the far right of the 3rd pic. They took a little longer to fix :P
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You might want to adjust the hardpoint as those phasers seem to be firing through parts of the model in that last pic.
Otherwise, I can't wait to play with this station. Excellent work.
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those phasers seem to be firing through parts of the model in that last pic.
Yes, I've just noticed, I'll have a look at editing the Harpoints to try and stop it happening too much.
Anyway, the Kessok Space Station is now ready to be released. I'm sure that all the necessary files are in the mod and everything seems to be working flawlessly. Also, unlike the Kessok retextures and Kessok Carrier, the Kessok Space Station now comes with Medium and Low quality textures if the high-res ones slow the game.
However, before I release the Station, I've designed a Kitbash Kessok Drydock which just about fits a Kessok Heavy inside (Although it's a tight squeeze) . Pics Included. There are some texture stretching errors, I know, but this is only an acompanyment to the Station - not a full quality release; I won't be making many changes.
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Is that the final product? It looks a bit plain.. (but then i know nothing about the kessok so... :P)
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OMG it's a headcrab!!! XD lol j/k
Nice work :D
are you ever going to retexture the kessok mine??
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With the Kessok station out of the way, I've retired from expanding the Kessok Empire for a while to reproduce a ship which I have liked ever since I saw it in the old PS2 game ST: Shattered Universe. It's name: the Akula-class.
The Akula is a TMP-era destroyer and escort ship and may be the predecessor to the TNG's Challenger-class. The ship's design was first seen in ST: Starfleet Command in which it was classified as a Light Cruiser. The ship was also seen in Star Trek: Legacy where it was (mistakenly) called the Apollo-class. To date there are three existing models of the Akula on BCFiles, with the latest being posted in late 2007.
Here's some renders of my version so far. Be aware the model is not yet complete and in an early stage of development:
Images removed
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Don't take this the wrong way, but the nacelle's shape is completely wrong, it's a hilariously complex shape to reproduce, beleave me, I know, I built a Connie... *runs*
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It's not a bad start. Yes, it is a little bit off in places but the general idea is correct. He also said its in the early stages of development.
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Not a bad start :)
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i have the Akula that's allready on BCfiles. you could use that for the form's ideas. beef the Akula up some, as the one I have needs some improvements.
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it is a good start, and as it has already been pointed out the engines are no quite right at yet
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you might wanna change that pylon, dorsal nacelle pylon is the longer one, and ventral is shorter more like refit Constitution neck with torpedo pod in the middle of it
here's a pic of my version it should be accurate enough but there might be a better one somewhere
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As adonis said mate, those necelles are a bitch to build (is bitch a swearword :wtf) Hmmm I dont know im sure someone will fix it if its an issue :funny
But yeah, with my connie, I ended up getting the denis bailey off Baz I think, and thats the only way i got my necelles right. was to look at his mesh, saw what shapes he used, and kind of went from there.
Good luck.
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:eek do want.. is there any chance that it would get a TNG era hardpoint, like the Constellation class pack had for the Hathaway? This ship is equally beautiful, and deserves just as good treatment as the Constellation.. the stock Akula is just as fragile as she is beautiful.
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As adonis said mate, those necelles are a bitch to build (is bitch a swearword :wtf) Hmmm I dont know im sure someone will fix it if its an issue :funny
But yeah, with my connie, I ended up getting the denis bailey off Baz I think, and thats the only way i got my necelles right. was to look at his mesh, saw what shapes he used, and kind of went from there.
Good luck.
gah, and all this is y i will never build anything TMP.
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As adonis said mate, those necelles are a bitch to build (is bitch a swearword :wtf) Hmmm I dont know im sure someone will fix it if its an issue :funny
But yeah, with my connie, I ended up getting the denis bailey off Baz I think, and thats the only way i got my necelles right. was to look at his mesh, saw what shapes he used, and kind of went from there.
Good luck.
gah, and all this is y i will never build anything TMP.
The way that worked for me the best (in really basic terms) is to use a chamfer box for the front, and a cylinder for the aft section, and boolean'em together.
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Just to back up mark and adonis the nacelles are a royal pain in the butt.
I used the dennis bailey model for my main ref, but I also used this tutorial to help build my nacelles on my TMP connie.
The tutorial is not for max but can give an newbie achive a good looking nacelle
http://jimroyal.com/design/starship-enterprise-project/ (http://jimroyal.com/design/starship-enterprise-project/)
Download the PDF tutorial
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bone i like your Akula but
there is no aft troepdo launchers and i dont like that bottom pylon
the design on SFC I it was attach to the torpedo pod
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bone i like your Akula but
there is no aft troepdo launchers and i dont like that bottom pylon
the design on SFC I it was attach to the torpedo pod
bottom pylon is quite the same I just moved torpedo pod more to the centre of the pylon because it looked weird also most of the Akulas made for SFC or BC had similiar pod w/o aft tubes, I just felt it would be better to leave a blind spot on it so it isn't yet another full weapons coverage ship, I always imagined Akula class as a quick action destroyer used to hit & run operations and fast frontal attacks... whatsmore I think that a ship with some weakness is a lot more fun to play as you have to watch your back while making another attack run, defending another ship etc. not to mention in SFC Akula is considerably older design than Miranda so it shouldn't really be equipped equally ;)
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Well, in response to the comments about the warp nacelle - I've decided to give it a complete rebuild as I probably will for the rest of the ship. I always thought it looked a little too 'blocky' compared to the real ones. Also, the original nacelle was modelled with referance to the Miranda's engines; which, surprisingly, are different to the Constitution's (only in some small details, but enough to make a difference).
In answer to some questions that have been raised:
are you ever going to retexture the kessok mine??
I was not thinking too much on rebuilding / retexturing the Kessok Mine or Sunbuster - mainly because they aren't used very much.
is there any chance that it would get a TNG era hardpoint
I wansn't considering that, to be honest. However, I do have something... alternate planned for the Akula.
The way that worked for me the best (in really basic terms) is to use a chamfer box for the front, and a cylinder for the aft section, and boolean'em together.
That's sort of what I've done. The nacelle is made up of several distinct shapes. A trapezoidal prism for the thinner body and an ovoid cylinder with engraved sides. (not the best explaination) Either way, these are REALLY difficult to get right. :mad
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is bitch a swearword :wtf
Neither bitch or **** are technically swear-words. A bitch is sometimes in reference to animals of the female gender, and not meant as anything bad. A **** (besides the obvious meaning), is also known as a Rooster. The weather-veins you see on the roof of many barns, are sometimes known as "A ****".
You learn alot by watching George Carlin :P
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You learn alot by watching George Carlin :P
may he rest in peace
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may he rest in peace
QFT, and a cookie for you.
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i honestly cried when i heard that news... his end of the world theory still makes me laugh to this day.... everyones uncle daves sitting around playing cards......TO YOUTUBE!!!!!
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Got alot of his "greatest hits" on my Mp3 player, and I listen to them regularly. Eventhough i've heard them all dozens of times, he still makes me laugh... but alas, we're going a wie bit offtopic here :)
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@Bones, your akula is excelent, i baed my legacy version in my TMP pack on it. Wich will alo go into legacy.
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Long time, no update. Anyway, I've been spending the last few weeks getting those TMP nacelles to look right, I must've rebuilt them at least three times so far and I think I've just about got them done :) .
I've also rebuild the saucer and bridge dome. The latter I'm still not quite happy with, but for tonight I just can't find a way of doing it properly. For the new Akula build, I've been heavily studying referance pictures and scematics for the Constitution so hopefully I'll be able to do the ship justice. There are still a new normals errors on a few of the faces but they shouldn't be too difficult to fix.
Images removed
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Wow, that has really improved. :D
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Long time, no update. Anyway, I've been spending the last few weeks getting those TMP nacelles to look right, I must've rebuilt them at least three times so far and I think I've just about got them done :) .
I know exactly how that feels like. Looks tons better now :)
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Just a little update to show my progress so far: The main hull segments are now in place, as well as a Bridge pod I'm quite happy with and a the impulse engines are attached smoothly to the hull. Apart from only one confusing normals error on the Nacelles, everything else appears to be fine.
Images removed
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She looks awesoome ;) tho I think you should show a pic of side view rly cuz I'm getting feeling that dorsal nacelle pylon is too short ATM ... I may be wrong tho :P
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I'm now happy enough with the model, and after a full day's worth of agonizing UV Unwrapping, have started applying textures to the Akula. For now, only the main saucer has been textured, but it has taken long enough trying to find a reliable source for the Akula's registry, a good few shots of the Constituition's saucer (which I now have lots of) and some good TMP-Era Aztecs. Next week I'll begin on the bridge module and sensor dome, before tackling those dreaded nacelles :( .
Images removed
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It has a (very good) SFC feel to it. Great stuff! Can't wait to see the rest of it. :)
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I hope that her HP matches the good looks. I tried the previous Akula today, put it against K'Tinga, and won.. barely. Got 1/3rd of the saucer section blown off. :eek Let's just say that her defensive reserves didn't quite match the dominion war era ships offensive capablities..
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I hope that her HP matches the good looks. I tried the previous Akula today, put it against K'Tinga, and won.. barely. Got 1/3rd of the saucer section blown off. :eek Let's just say that her defensive reserves didn't quite match the dominion war era ships offensive capablities..
Don't forget the Akula is TMP era; considering they're not even canon (I think) makes it difficult to know whether they even got a TNG era refit/upgrade. I'd like to see a TNG HP'd one though...
Lookin' good! I've always liked the Akula class and you're doing her justice.
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I thin kthat it was actually replaced by one of the victims at Worf 359.. I think it's called Challenger-class?
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Yes, you are thinking of the Challenger. However the Akula class wouldn't have been replaced completely; just moved down to lesser roles (Survey ships, light escort duties etc) Much in the same way Oberths, Mirandas and Excelsiors did during TNG.
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In other words it was phased out of service, moved through the usual steps like transports, academy cadet trainers etc? Oh well, could've been worse fate. :)
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Oh well, could've been worse fate. :)
Like the Yamato class battleship or the Ulysses class dreadnoughts, simply two of the ugliest ships I have ever seen...and they were in both of the TMP-era Starfleet Command games as well as Klingon Academy. The ship I loved to blow up, in other words. *laughs* The Akula, though, that was kinda nifty. My heart still belongs to the Connie refit when it comes to TMP designs, though...with Miranda at a close second.
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Dude, use hex #EFEFEF as the main hull color. My TMP stuff use it, your coloring resembles the Lakotas duck-egg more than a pure TMP paint job. on that color I gave the aztec should go towards the pale grey-blue shades.
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Awesome :) I love that torpedo pod :)
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It's been some time and, unforunately, time is something I'm finding myself with less and less of recently. But even so, I've nearly completed work on the saucer - including bridge and sensor pod (some remodelling needed there too :roll ) as well as some work begun on the nacelle grilles. Next, I guess I'll start the hull sections, impulse and torpedo pods before finally trying those nacelles... *shudder*.
I have also changed the colour scheme from the 'duck-egg' yellow to a blue-grey. However, I will be keeping hold of that colour for an... alternate Akula texture...
Images removed
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good to hear that this project is still rolling. still loving it.
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Looks good....I would however eliminate those extra portholes on the saucer section. they should go like this
--- - --- - - - - --- - ---
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and not have the extra portholes....Im just being nitpicky....unless your'e doing your'e own alternate version in which case...keep up the good work!!! But this looks fantastic so far....
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Another small update now, the hull and impulse engines have been textured, windows fixed and vaious writings added into the hull. The only part to complete now it trying to fit the aztecs onto the nacelles. (unwrapping a cylinder is proving complicated).
Images removed
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A bit of a pointer: On the saucer ventral, look how you nicely positioned the 4 oumost segments and made the last two a lot fatter. Redo those two how you did the 4 outermost ones, and the windows too should then fall into their correct space. like now it looks like the deck above the sensor array got cut in half vertically (at best).
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How did I miss this thread?
This Akula, oh yes, me likey alatte. :D
Are you going to have a warp warm-up script or will the warp engines always be 'active'?
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In response to some issues raised:
The error with the circular deck divisions (I assume they were what you were referring to, Adonis) has been fixed. Not only was it a texture issue, but also an issue with the model itself which has also been fixed. Some retouching carried out on the nacelles also.
As for the warm-up script; I will add the capability to do it - I'll need to get to grips with the scripts first, but I'm sure it will be easy enough. For now, I'm just trying to get the current model ingame before I create the speculars, hardpoints and plugins.
Now for something slightly related:
I have been insinuating for a little while, I've been planning a couple of alternate Akulas for seperate release. The first would be a Terran Empire version with stronger weapons and defenses but slower engines and poor sensors. It will, of course, have a new lick of paint; but I won't just be putting a few yellow stripes on it, I'll make sure to give the ship a whole new colour scheme and decals.
The Second would be a Dominion War refit version: stronger shields, TNG weapons (perhaps a few quantums :s ), but weakened from battles. Again, it will have a whole new texture making it look like its done battle.
I was considering making one of the variants exclusive to BC Central. If you're interested, I will be creating a poll to see what your want.
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dominion war refit! :evil
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dominion war refit! :evil
Word up! *High Faaaahhve!!!*
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I third that. a tough as nails dominion war jobbie
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Both. ;)
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I'd go with Option 3, "Neither. Release both on BC Files".
It still means they'll be made. It just seems unfair to confine them to one community.
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Akula's now textured, hardpointed and ingame!
There's just one problem now: I can't find the Engine Warm-up script. I know that it can be done with MVAM, but that means I need two HPs, two models, the fact you have to talk to Saffi every time you want to warp and that you can warp while the engines are tuned off. I've heard that this Mod will allow you to turn the engines on to 'Warp Mode' automatically when you want to warp. I have KM1.0 installed, but I can't find the mod there.
Can anyone tell me the Filename of the script (if it comes with KM1.0), or what the name of the Mod is called on BCFiles? If I can get that working, the Akula should be ready for beta testing by next week.
EDIT: I've been looking around and I've spotted that the Skinning and Damaging tool allows you to swap textures. I can't get this to work (even after following the readme, and using BCUT), let alone finding out how to swap the textures for Warp Mode.
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IIRC the warmup script is called AdonisTMPWarp located in scripts\custom\techs.
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"Adonis"..? :wtf you're not serious.. atleast I hope so.
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"Adonis"..? :wtf you're not serious.. atleast I hope so.
what's so strange in naming mod/script after it's creator/co-creator's nickname :wtf in this case Adonis was co-creator IIRC :roll
IIRC the warmup script is called AdonisTMPWarp located in scripts\custom\techs.
Although I have it (got it for my Constitution Refit v2 project), I'm not sure if it comes with KM... can't find it in clean KM install
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Thanks teleguy ;) ! I found the warmup script in Adonis' Akyazi + Oberth ship packs, and I'm starting to get my head round them now. Hopefully, I can get them working by tomorrow.
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Hate to double-post, but...
While I continue to resolve the problems with the Warm Up script, I've begun work on the Terran Empire version of the Akula: the I.S.S. Phobos, named after the Greek God of Fear and Despair. The registy, NCC-1877 is the year in which Mars' moon, Phobos, was discovered. As I promised, it isn't just a yellow paint job, I've altered the hull colouring, the markings are all going to be different and when I get to the HPs, the ship will be more powerful in battle, but less maneuverable and with poor sensors.
Images removed
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Looking great just one nit pick - regs and phaser banks on dorsal saucer is missaligned (according to Constitution refit saucer) I've made a schematic of how it should look like, red is the way your regs and phaser banks are alligned, green is how it should look like properly. Other than that rhey all look very good, clean textures and that ventral neck looks far better than mine ;)
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The registry error has been fixed, as well as the Warp Warmup problem :) . This means that the Akula is fully functional now! I'll start .zip-ing it later and I'll probaly be asking for some Beta testers soon (I'm taking no risks this time, this Akula is going to work 100% properly :argh: ).
Also, the Poll is now closed - and from popular vote, both the Terran Empire and the Dominion war refit variants will be released to BCFiles. Finally, if anyone can think of a name for the Dominion War refit Akula, please suggest it.
Anyway, here's the usual supply of pics to show off:
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Looks absolutely beautiful Unknown.
As for a name for the Dommie refit...well, the Akula is a Russian class of submarine, so perhaps you could call the Domie version after one of the actual Akula submarines? Such as Vepr (Wild Boar), Gepard (Cheetah) and Nepar (???).
Just a 21st Century idea. :P
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or pull a bad gag and call it Widowmaker. :D
my brain is telling me to put a name on it that just screams "i am gonna kick your ass from here to Borg Space"
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Hmmm.. USS Harpy, USS Behemoth, USS Ares, USS Mannerheim ( his tactics did stop Soviet Union from invading Finland successfully.. TWICE.)
Also, I volunteer as beta tester :D I love to test the latest toys. the problem is, KM doesn't have too many ships that would be equal with Akula Class, since the ships of KM are hardpointed towards Dom War.. but that's why you did the DW refit. :evil
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She's damn epic. I love that design ;) have a cookie
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indeed. *cookies away* :D
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What about naming it after a western submarine class?
How's about Swiftsure after the Royal Navy sub?
http://en.wikipedia.org/wiki/Swiftsure_class_submarine (http://en.wikipedia.org/wiki/Swiftsure_class_submarine)
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Name suggestion: USS Miyagi
I can't wait for this one X_TheUnknown_X. :)
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Gepard would really fit as name imo. Can't wait to DL this beauty!
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Thanks for all the positive comments so far :) !
I've uploaded a Beta version to FileFront, so if anyone wants to beta test the Akula, please PM me. I would like to hear any thoughts you have on the Akula so I can fine tune her for public release.
In other news, the Terran Empire variant is nearly textured, I'm just adding some faint scratches, burns and fatigue marks to the hull, unlike the USS Akula (who has the just-out-of-drydock look) the ISS Phobos will look to have been representing the Empire for some time.
Also, to Lionus: consider your volunteer for Beta tester accepted.
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review PM'd.
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Edit: Dalek taken seriously. review moved to PM.
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It would be easier (and perhaps not so embarassing) if you send your beta reports through a PM.
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So what are you thinking of calling the dom war refit then?
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I think it's time to respond to some questions/issues raised about the Akula.
First of all, I'm going to redo the hardpoint (almost from scratch) to accomadate for the various power drains + overpowered subsytems on her. I've also just finished remapping the UV for the USS Akula, reducing texture wastage and going down from 84MB of textures to 40MB. Unfortunately, I can't get it down any further without making drastic changes to the UV map and model at this point.
Also, to King Class Scout mainly, the grilles on the warp nacelles will only glow when the ship is at warp; thanks to Adonis' TMP warp script (which it true to the movies). If you go to warp and they still don't glow, then either you don't have the necessary files for the script to work or I haven't programmed the ship properly.
Finally, the name for the Dominion War refit Akula will be... the USS Swiftsure, as suggested by Captain_Obvious. But I would have to say, it was very close between the Mannerheim and the Gepard. As King Class Scout said, it would need to be a name which said "I'm gonna kick your ass from here to Borg Space".
NB: Beta test positions are now closed.
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"We're Sure she'll Swiftly kick kick their asses just don't take her underwater.
With love
The grease monkeys.
P.s.
Pun intended :P"
A note found on the captains chair on launch day.
Looks awesome :)
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I'll have to play with the warp, then. i think it will work fine...I have the JJ's that have the scripts, both Baz's and Wileys.
I've just gone over my two Akulas. the older akula i have is 2048's...yours is 1024's...so i know now it's NOT the texture size that nails me. i need to check the scales between the two akulas. if the scale is the same, it's the poly counts, if the polys are the same or close, it's the scale. this will help me figure out my computer's stick point. thanks
just glad to know my Kick your Ass style name inspired your pick.
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well, you could later release an alternate skin for Mannerheim.. pretty please? And I'll check the nacelle glow in warp too, I don't remember if they worked or not..
edit: nope, no nacelle glows. Isn't that script etc part of KM? if so, then it should work. Oh, and the blinkers DO work. I mixed them up with the lights on the top of the nacelles. :hide
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I've just had a peek, myself. have someone vet your warp lights script. when warping, I have a sudden strange shift of the forward nacelle tip lights. they scooted backwards and slightly to the right, taking on a Plasma-blue glow. since I have some trouble with warping (everything blacks out but the bridge set) i can't see a shut off when arriving at a system.
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Another thing I just noticed. In the custom/ships script, the warmup is like this:
"AdonisTMPWarpStartUp": {
"track": {
"akulanacelleextras_glow": {
0.0: "data/Models/Ships/TUAkula/High/akulanacelleextras_glow.tga",
1.0: "data/Models/Ships/TUAkula/High/akulanacelleextras1_glow.tga",
}
}
}
should be like this:
"AdonisTMPWarpStartUp": {
"track": {
"AkulaNacelleExtras_glow": {
0.0: "data/Models/Ships/TUAkula/High/AkulaNacelleExtras_glow.tga",
1.0: "data/Models/Ships/TUAkula/High/AkulaNacelleExtras1_glow.tga",
}
}
}
I've just had a peek, myself. have someone vet your warp lights script. when warping, I have a sudden strange shift of the forward nacelle tip lights. they scooted backwards and slightly to the right, taking on a Plasma-blue glow. since I have some trouble with warping (everything blacks out but the bridge set) i can't see a shut off when arriving at a system.
Try this on that: go to scripts/custom/autoload and remove the extension of the LoadNanoFXv2Fixes.py and delete the *.pyc, that should fix it, the blinkers have a bug that they invert after warp so you cannot see a thing outside the bridge when that script is active. That came up when Leo wrote that script to address some issues with NanoFX.
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I've fixed the blinker goof, but i can't find a drop of the script sample you posted anywhere. musta been looking in the wrong place. oh, the actual function script in techs had a typo that python noticed. bad tabbing?
got it. all repairs made.
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It seems the problem I was having with the warm-up script was probaly native to my PC only, I did post my solution on my thread in BC Scripting. However, after remapping the textures (total filesize now 47.8MB), I decided to rename all the textures - and they all have lower case this time.
Anyway the USS Akula is back ingame, and I've been doing some of my own trial runs with her. The ship will stand a good chance against any TMP Era vessel now, although there is one flaw. If all combatting ships are equipped with my Torpedoes, the Akula will be able to win about a half of all battles, but if the enemies are equipped with the ZZST6Photons (which seem to be a standard on TMP ships for BC, and have very high damage and splash damage settings) then the Akula looses most of the battles. This means I will probably need to increase the damage of my torpedoes or equip the Akula with the ZZST6Photons.
Also, to Lionus, I can make the Mannerheim registry for the Dominion War Akula for you to use yourself, if you would like. But the Swiftsure will be the public release version.
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I would like that a lot. And in my tests, Akula was doing well against early Klingons and Romulans, as long as you did your best to avoid the torps and kept the phasers blazing. That blind spot in the rear must be guarded more tightly than fort knox..
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agreed. i had several ships beeline straight for the Akula's six, and STAY there. since I'm using a conversion program for a joypad instead of a keyboard...
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agreed. i had several ships beeline straight for the Akula's six, and STAY there. since I'm using a conversion program for a joypad instead of a keyboard...
and that's why I'm grateful of KM's thruster control ability. with some of the bigger ships I usually bump it up from 1/8 to 1/4 or even 2/4.. and suddenly, that huge ship turns INSIDED the enemy vessels trajectory, and that's when they usually veer off to avoid getting a full brunt from main phasers and tubes.
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Good news! I've managed to solve a problem with the warp warm-up script where the grilles stayed lit up even after warping :) . Also, I've looked at the torpedo issue and bumped up my torpedoes' damage from 450 to 750 (the ZZST6's are 900 with 0.25 splash radius, higher than TNG torps :eek ), but mine now have better guidance. Now, she will win most battles against the Akyazi, but with heavy damage - half against the Miranda (from ZZ's Miranda pack) and just under half against the Constituition (wins mainly because of better maneuverability). Shields have been improved - to offer better forward protection - and the warp core power has been increased; all systems online should only just start to drain auxiliary power, instead of draining herself dry :( .
So, I think this means that the USS Akula can be considered finished. I'm going to check over and finalise a few things, but I will probably submit it to BCFiles by Wednesday.
To anyone whose interested, here is the code (to be placed in the ship's plugin) to shut down the grilles after warp:
Foundation.ShipDef.TUAkula.dTechs = {
"AdonisTMPWarpStartUp": {
"startTrack": {
"akula04_glow": {
0.0: "data/Models/Ships/TUAkula/High/akula04_glow.tga",
1.0: "data/Models/Ships/TUAkula/High/akula04a_glow.tga",
}
},
"stopTrack": {
"akula04a_glow": {
0.0: "data/Models/Ships/TUAkula/High/akula04a_glow.tga",
4.0: "data/Models/Ships/TUAkula/High/akula04_glow.tga",
}
}
}
}
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The USS Akula is now completely finished, and I'm about to submit her to BCFiles (just writing up a readme). In the meantime, I've pushed ahead with the ISS Phobos and the textures are now finished there too. From here, I only need to make the speculars, hardpoints and plugins and she'll be ready to go.
Pics removed
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great job i hope you'll do a federation version of this ship
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great job i hope you'll do a federation version of this ship
He has... look at the previous page and also read the poll on the top...
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With the USS Akula released, the Phobos shouldn't be too far behind. I've managed to the the Akula's evil sister ingame and she's performing brilliantly. The Phobos' more powerful weapons (now with new VFX and SFX by me) allow it to overpower a Miranda if you play it right (sonething the Akula found more difficult, only being a light cruiser). However, I think i've git it balaced fairly well, top impulse speed is about 4,000kph (Akula's more like 6,500) and top warp only 8.5, the sensors only work within 85km and the power system will only handle one system at 125% power (with the rest at 100%).
The next ship, the Swiftsure, I've begun texturing. I have a good explosion damage effect that, I personally think, looks realistic.
Pics of the Phobos don't do her justice, I think. But here they are:
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sweet :D *eagerly waits for the DW version* ;)
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Well, Lionus. You wait for the DW Akula is almost over. I've finished textures on the Swiftsure for now, After that it's just speculars and hardpoints. As for the Phobos, I'll be sumbitting the mod to BCFiles shortly.
There should be no need to introduce the following :P :
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You could waste a few more poly's by actually modelling in the holes in the hull. Would look much more realistic than flat burn marks.
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Agreed, it looks like something has just gone "splat" against the hull.
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all I can say is..
ninja edit: He can always make damaged model for the nitpickers when and if he feels like it. Now, shush, and let me drool after the pretty. :D
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Are those tiny little phaser arrays rather than single point emitters I doth spy?? :)
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I have to agree with that conclusion. *cookies to the author*
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You could make the hull deformed and twisted in damaged places like Ent-A in ST6, I like the idea of newer phaser arrays actually ;) You have done exceptionaly great job on Akula
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You could probably spend a few more pollies on the warp nacelles, but otherwise, shes purdy! :D
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hey, I had to talk the polys DOWN, Billz. I can't use half the ships you guys make cause I can't upgrade my graphics card to accommodate them!
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Well it's time, I think, to respond to some posts:
Firstly, the new phaser arrays. It always bothered me that, on the DS9 war scenes, the Mirandas (and other TMP ships) always fired single phaser beams from the dual cannons (for in the case of the Saratoga, the sensor pod :P ). I thought it would be interesting to have a kind of micro-array so that it would look right. I'm glad y'all think so too :) .
The biggest cause of dicussion is the damage effects. To get any reasonable level of detail into the mesh for damage effects would mean that even more polies would be added to the 6.5K mesh that I have now. It would also mean some remapping, as well more fiddling around with the normals calculations. In brief, and respectfully, it would just be too much work, for too little effect. What I have done, however, is added some embossing to the textures; so, much like ablative armour can be textured in with bevels, the damage can be given a sunken effect with an emboss without altering the mesh.
Once I've completed specs and got the Switsure ingame, I'll post again.
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So, here we reach the final curtain of Project Akula. The Akula's come far since the basic mesh I posted a few months' ago, here is now the last in the Akula-class series, the USS Swiftsure. The Swiftsure is balanced to the Light Cruiser status of the war era, she'll prove a match for ships of the same group such as Cardassian Galors, Dominion Bugships (in groups) and Kligon K'Tingas, however her weakness is the extensive battle damage. The ship has a weak ventral shield, the starbord phasers are slow to charge, the engines are slower than usual and at red alert, at least two systems must be kept below 90% power to avoid draining the batteries.
There are only a few more tweaks to be made until her release, until then I present the ingame pictures of the USS Swiftsure:
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Sweeeeeet.. :D
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Nice work.
It'll be interesting to fly the Swiftsure.
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I'm guessing there isn't going to be a "fresh off the shop floor" version of the Swiftie?
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It's great and all, but isn't anybody noticing those smoothing errors that are all over the place? oO
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It's great and all, but isn't anybody noticing those smoothing errors that are all over the place? oO
By my count, there were three :P . I've just now been looking over the model and, yes, there are a few errors with the way the normals are calculated. By now, it would be a little too late in the project to make any adjustments to the model, but you learn from your mistakes; so my next model shouldn't have the same problems.
I'll be submitting the Swiftsure later today BTW.
EDIT: In a complete reversal to what I said earlier, I have actually finished working on a hotfix for the smoothing errors (two on the nacelles, one on the impule engines and one on the sensor pod). The problem was merely with the way the normals are calucated in complex meshes; now I've just split the problem areas up, recalculated normals and reintergrated the meshes (the only side-effect is duplicate verticies, which is why I was reluctant to try this earlier). Anyway, the fix will be included for all the Akulas - along with a full set of instructions - with the Swiftsure. The release time will be a little later while I test the new mesh.
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Good to hear ^^
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Okay, the Akula is now out of the way. So I've decided to end my break of expanding the Kessok Empire to bring you a new ship in their line: a Destroyer.
So far, the Kessok have very few ships at their disposal. The Light Cruiser and Heavy Battlecruiser in the stock version, and the Assault Ship, Carrier and Station realeased on BCFiles (the latter two on my account). The Kessok Destroyer is a semi-kitbash of existing Kessok hulls (although I have built all the sections myself) along with new attachments to give the ship an original design element. The ship itself is about the same size as a Kessok Light, and is designed to be the Kessok's version of the Defiant; speed and strength being the primary design ideology.
Here are some pics as the ship stands so far:
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cool! i love kessok ships.
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I'd change the forward section a bit as it looks rather 'innapropiate (Yes, I'm immature at times. Helps keep me sane, lol)' but otherwise, getting more Kessok hardware is always a good thing. Keep it up.
Have you given any thought to a Kessok equivilent of a Federation Fighter craft? Would be interesting to see the Kessok use small single occupant fighter craft.
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It doesn't look that innapropriate Billz. :funny It reminds me of the front of a Rommie Warbird actually. Cool stuff :)
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Well, the design for the destroyer was originally intended to be a Sabre or BOP size fighter craft - but as the ship began to take form I decided to bump up the size and reclassify it. However, your suggestion to design a fighter craft inspired me, Billz.
I used very simmilar design methods used for the Destroyer here, mainly 'cause it was easier :P . As you can see by the pictures, it is somewhat larger than a Federation Shuttle - so probaly not a single occupant fighter (the Kessok don't really do small). Also I've made some changes to the hull of the destroyer, to try and de-dogdyify :wtf it for Billz, as well as give the nacelles a 'lip-thingy' (as per Kessok Heavy) and, most notably, an aft torpedo launcher.
Images Removed
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It looks neat, good design.
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IMO the fighter ought to be about the size of that typ 6. maybe just little bigger.
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IMO the fighter ought to be about the size of that typ 6. maybe just little bigger.
I think it has the right size. Pretty much comparable to a Dominion Bug. IMO The_Unknown is right: The Kessok don't really do small.
It just needs to look a bit more insecti'sh.
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It just needs to look a bit more insecti'sh.
If I'm honest, I always considered the Kessok to be more like a crustacean than an insect (although the two groups share simmilar shapes). Continuing with the idea of crustaceans, I've gone all scampi with the fighter and given it exoskeleton-type ribs, tail-like projections and a modified engine module. I've also included windows, but I'm not too sure about them. I'm still trying to keep the fighter fairly low-poly, and I havn't done much work with the Destoryer recently -just messing with smoothing groups. (I think I'm using too many, compared to the Akula where I certainly used too few)
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translation from British.
Dodgy=Questionable/funny lookin/weird as bleep.
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Looks great!
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Okay, no complaints for the fighter then... :) . Here's the work now on the Kessok Destoryer, I now conisder the model nearly finished, so if there are any suggestions or errors you would like see corrected - now would be the best time to make them before I apply all the mesh modifiers.
Also, I'll probaly have more time over the Christmas period - to I may get it done for a Christmas release, otherwise I'll probaly be new years. I'll be posting again with the first draft of the textures, when they're done. (Also, I never realised Dodgy was a mainly British word)
Images Removed
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Long time, no post it seems.
I haven't even started on the textures yet, it appears I've underesitmated how long it would take to unwrap the model. I've been straining to limit myself to 3 texture maps, probably two 10242 ones and a 5122 one. Although i might make one of them a 20482 if the texures aren't detailed enough. Anyway, the model is unwapped now, and texuring will begin shortly - so this is the absolute final oppertunity to suggest any major model changes or errors, becuase after texturing the only changes will be minute.
I've decided on a scale for the Destoryer: here's a pic with it side-by-side with the Sovereign.
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That looks like nearly 300 meters. I think that's a bit too big. Maybe something around half that size would fit better for a destroyer. (IMO 300 meters is more a Cruiser size, At least concerning ST ships).
And the model still looks good, otherwise I would have yelled ;)
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yes scale it down abit, we have the kessok light for that size of ship
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I removed my last post to post some more updates to the textures so far. I've been doing some more work on the lower hull, as well as some initial attepts with the Kessok-light-style section of the ship. For the whole ship, I have been trying to limit myself to about five different materials to prevent it from looking over-constructed, the ceramic armour that I used for the Kessok Light retexture won't be making an appearence, but will be replaced by the plating you can see on the lower picture.
For now, the Kessok Destroyer uses four texture maps - so it should be high quality and low filesize. I do have one final suggestion, which would be to attempt to design animated bussard collectors for the Destroyer. I'm not sure how to do it in Blender, but if enough people would like them - I will certainly look into it ;) .
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great work :D i nominated you for december modder of the month :)
great work on it love the organic look mixed with tech :)
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Thanks! Have a cookie. (for the compliment and the vote ;) )
Anyways, I've been getting some work in on the Destroyer and I think I've arrived at a suitable conclusion. Of course, the files aren't saved to .tga yet - so I'm open to suggestions. There are only two problems that need considering: First, the nacelles don't have any grilles, but the way I've had to unwrap them would make it difficult and I'm not sure they're required; secondly, as the ship stands there are no port or starbord weapons placements. I'm not sure wether to model in weapons 'blisters' or texture in some phaser strips. Your thoughts on this topic are welcome.
In the meantime, take a look at some pictures:
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create 2 port and star nodes to fire pulse weapons
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why?? I don't remember kessok ever having pulse weapons...
weeee 1701 post.
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the hybrid did, and it was Kessok weaponry
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oooh... forgot about the hybrid..
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That was probably a Cardassian idea.. After all, they had witnessed how devastating pulse weapons of Defiant-class were..
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It's been a while since I've updated this :( . I've been meaning to post my progress for some time, but havn't been getting around to it.
The Kessok Destroyer is now ingame and functioning well. As it stands, the ship matches the KM Vor'cha and Keldon class ships. It does very well against ships it can outrun - and the four forward positron beams can cut through shields like they're butter. I took the suggstion and modelled in two weapons nodes on the port and stabord sides of the ship, as well as texturing in some nodes on the dorsal and ventral quaters. They aren't strictly pulse weapons, but pulse-beam shots simmilar to the phasers on TMP ships, they do much less damage than the main beams (which are only forward facing) yet prevent the Destroyer from having too many blind spots.
Here's some ingame pictures, I will soon be asking for beta testers and start texturing the Fighter which whill be included with the Destroyer on release.
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Looks awesome
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As much as I dislike Kessoks andd their ?berships, I'd love to test her and see how she matches against Eclipse-class Enterprise G and few other bad boys and girls I have in storage for occasions like this. :evil
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Normally, I'd be begging to beta test all the latest ships, but i'm sure it comes as no surprise to anyone that I am still having computer issues.
Seems to start happeneing every December, with me not being able to get it fixed until late January. I'm cursed.
Anyway, I'm glad the Kessok are still getting their much needed attention and look forward to using the Destoryer as soon as I am able to.
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im in!
love kessoks. and this one is ace! ;)
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I am in
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I've removed my last post to make way for this one.
The Kessok Fighter (to be included with the Destroyer, which explains the delay so far) has reached the completion of the textures stage. I will soon be exporting to .nif, so if you have any issues to adress with the Fighter don't hesitate to make them.
Beta testing is now closed. And as a general response to all testers, thankyou. And for some information on the modifications made - I'd decided the shields were strong enough already, but the recharge rate was increased by 25%. The four forward beams are still as powerful, but the discharge rate and recharge times are increased significantly. Hopefully, the Destroyer shouldn't be too powerful (for a low-classed ship) or overpowered against simmilar opponents.
Here's some shots of the fighter:
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Beta testing is now closed. And as a general response to all testers, thankyou. And for some information on the modifications made - I'd decided the shields were strong enough already, but the recharge rate was increased by 25%. The four forward beams are still as powerful, but the discharge rate and recharge times are increased significantly. Hopefully, the Destroyer shouldn't be too powerful (for a low-classed ship) or overpowered against simmilar opponents.
Well, I got beat by the Defiant, so I think its balanced pretty well
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So, the Kessok Destroyer and Fighter are now complete! I've given the Fighter similar abilities to the Federation's Danube shuttles, with the ususal Kessok enhancements. As of now, I'm just typing up the Readme - finalising hardpoints and collecting screenshots. It should be ready by Friday, so expect both ships (bundled in a single pack) to be on BCFiles on Saturday. A screenshot is attached below, showing all my Kessok work so far (it took a lot of Edit() mode to get that looking right)
My next project, which I was keeping silent till now, is going to be the Federation Spacedock (or the super-huge floating mushroom ;) ). The stock model is quite dated, and only a few others exist on BCFiles - I always wanted a higher detail spacedock, so I took the if-you-want-it-make-it-yourself attitude and have decided to make it myself. Before I begin, however, I'll need some referance pictures. I've been searching, but I can only find the off-angle shots used in the movies. Basically, if anyone can help me find some Blueprint-style pictures showing the spacedock from the ususal modelling angles (side, top, front), it would be extremely useful.
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Oh maaan these Kessoks rocks ! I hope you'll make these challenging opponents ;)
here are some blueprints ;) http://www.starbase79.com/Starbase79Blueprints.htm
and have a cookiie !
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thou has been cookied. the image I saved for a wallpaper. your probably the only one who paid any attention to the Kessok. I look foreward to DLing these
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The top of the spacedock you linked to Bones, looks a bit too small compared to the rest of the station... (Perhaps between TMP era and TNG the completely rebuilt the exterior housing of the docking area to allow larger ships?)
Anyways, awesome ships and screenshot!
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The top of the spacedock you linked to Bones, looks a bit too small compared to the rest of the station...
You're right, the first picture does seem that way. But one a little further down shows the Starbase on it's side - and that picture looks in proprotion. Thanks, as well, to Bones for the link - my own research found only two versions of the starbase schematic; the one Bones linked to, and the other made the 'dome' too flat and the 'stalk' too fat.
The Kessok Destroyer is now uploaded, thanks to everyone who dowloaded it so far - and for the nice comments :D . I've already created the basic mesh for the station. It is quite simple, really. As of now, the basics are done and I am moving to model in inside (which will be based entirely from ST:III and VI) and then the antennae on the dorsal and ventral sides. I'll probaly by taking some artistic licence when creating the station - little reference material exists, and the stock model is quite bland - so I may include some slight model details, and hull markings on the texture.
Here, as I always do, are some pictures of my work so far.
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Small update. I've done some work on the interior, and the enterance. The stock starbase model only has one open docking port, so I'll be keeping only one open for this model. Next up is the antennae and model details.
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I'd recommend having a starship as part of the model, like it is docked inside, maybe a CG Sovy, the low quality model, so it don't slow machines
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That would certainly give it a more Starbase-y feel, deadthunder. The only problem is the base's poly count it already shooting up to 6,000 :eek . If I can, I'll see about adding some low-poly meshes onto the base - otherwise I may look into attemting to add a script which could place the ships inside the base. I have my doubts about the script option, but it's worth a try :s .
Updates later, maybe. I've started on the Antennae now - so nothing too interesting.
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Instead, I would recommend making a custom system, using this base and scripting in some "hulks."
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or, use P-81
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Well, I'm still looking into some good, low poly ships to add into the dock (I could turn to Armada II for that). Otherwise I'll no doubt be an edit of the Starbase 12 system which could be installed optionally.
Anyway, I've got a scale set for the Starbase. As you can see from the pictures, it's just large enough to fit a Galaxy-class - which is the widest ship of the late-TNG era (it'll be tricky if you like docking in manual). The antennae are done, although I haven't added too many to avoid raising the poly count to far. After I strip down the mesh removing every un-needed vertex I can, I will move on to the monsterous job of UV unwrapping the base (I still don't know exactly how I'm going about that :wtf ). Unlike the Destoryer, the textures will probaly be loads of small files.
Images Removed. Updated next page.
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Would there be a way of setting up some kind of orbit inside the the station so that it could have small ships flying around controlled by the AI (workbees or Runabouts)?
Just curious. Looks good, if a little disproportionate, though.
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Would there be a way of setting up some kind of orbit inside the the station so that it could have small ships flying around controlled by the AI (workbees or Runabouts)?
Just curious. Looks good, if a little disproportionate, though.
I must agree that this base looks a little...off as far as proportions go. I think the "mushroom cap" is too tall. Don't get me wrong, it's a good model, and we need a good new Starbase, but it just seems off to me.
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I think those gates are waaay to big also station is too small against Galaxy, I have both Constitution and Galaxy docking screencaps for comparision
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The proportions of the station match the schematics of the link Bones provided. The cap of the mushroom might look a little too tall, but they are based off - what I believe to be - tech manual drawings from the ST:III spacedock. My own research found only two blueprints - Billz's link version (starbase 79) and one from Ex-Astris-Scientia in which the cap and dock enterance looks too small, the stalk looks too fat, and the bottom antennae are offset. I'll attach both pictures (it's not too late to change just yet). IMO, the Starbase 79 style is better :P .
I have both Constitution and Galaxy docking screencaps for comparision
AFAIK, the docking shots from ST:III were re-used for the docking sequence in TNG, leading to a dramatic size difference. If neccessary, I'll make the station larger against the Galaxy. But I'm trying to keep it resonably small so it doesn't dwarf other ships and stations. Finally, in the escape sequence from ST:III, as the Enterprise exits the doors, you can see the enterence is quite tall in comparision - although I might need to make them thinner and a bit shorter.
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It was Bones that gave you the schematic link by the way, not me.
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Apologies, Billz. Corrections made.
As for the proportions issue, one of the problems was that the gates were too big. This was because I took the entrance 'gap' and extruded it outwards - making it larger. I've redone the entrance, this time extruding inwards. I've rendered an image, trying to resemble the shot with the Galaxy-class Bones posted.
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looks already better but still I can't get used to the fact that Galaxy is one huge ship and now starbase doesn't look so menacing as it used to be in TNG and TSFS, here is another thing that bothers me, will Galaxy fit inside the dock with ease ???
not that I nitpick or something lol :funny I think it would be awesome to just have TMP variant as well as TNG one
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The door appears wider at the base than it is at the top, in the screencaps, they are perfectly rectangular.
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The door appears wider at the base than it is at the top, in the screencaps, they are perfectly rectangular.
Give the man a gold star! I knew something was bugging me about this. He's right, the Spacedock doors are rectangular, not angled.
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Bren is probaly right. Attached to this post is an analysis of the lines on the station (picture from a few seconds before Bones' screenshot), extrapolated out to see if they match. The red lines (the docking enterace) meet at completely different location (off screen) to the green lines (points of referance from the dome's slant).
However, analysis of both sets the scematics shows that the slant of the dock enterance and the Dome's slant are equal, meeting at the same point off the image. At this point, I may have to side with the easier option of letting the current model stand as it is - because modeling it to by square with the ship could prove difficult - and would require a redesign of the outer and inner sections of the enterance.
I'm willing to attemt it though, if enough people want to have the docking enterance changed - it's not too late to make adjustments. If you'd like it edited, please say.
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HMM, looking at it, IMO it appears fine as is.
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I've always wanted a good, accurate looking starbase, so I vote to change it. Sorry! :P
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I've always wanted a good, accurate looking starbase, so I vote to change it. Sorry! :P
While in a way I agree with Bren...there's nothing that says every starbase is exactly the same, is there?
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I apologize this a kinda late idea, but what about the starbase in the painting , in Picards room.
http://www.neutralzone.de/database/Federation/Station/Base/StationPicardPainting.htm
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I apologize this a kinda late idea, but what about the starbase in the painting , in Picards room.
Perhaps my next project? Also, it looks a lot like one of the bases I've seen on the STO trailers.
Well, I decided to do a redesign of the dock entrance anyway (thankfully I saved a model of the dome without any cut-out sections). I've made it much squarer now, and it is resized against the Galaxy (DJ's model). How about this then:
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Looks good! Keep it up!
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Doors look great, you're in buissness man ;) keep it up !
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Now it looks right! :D
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I've started texturing the Station, with most of the modelling phase out of the way, I think it would be best.
With most of my ships so far, I start at the top; but I'm deliberately avoiding the 'mushroom cap' section until I'm sure it looks right. So, I started these textures on the upper section of the 'stalk' and the underside of the Dome. The current design is still very much WIP, and there are more lights and illumination to be added. I'm adding some of my own design ideas here (such as the hull plating - which seems sensible considering the plated sections are where the people live), because there is so little referance and source material on the Spacedock. I was wondering whether to add the station's name 'Starbase 12' somewhere on the station - considering the K-7 stations had their names written on :s .
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I wouldn't add Starbase 12 somewhere on it. BC is need of a new Starbase and leaving it untitled on the texetures allows anyone to use it anywhere.
Looks good. :)
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yummi :D that is cookie worthy ;)
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I wouldn't add Starbase 12 somewhere on it. BC is need of a new Starbase and leaving it untitled on the texetures allows anyone to use it anywhere.
Looks good. :)
I'd have to agree with Dalek on this one. Stations of the late TMP, TNG, DS9, VOY never had there names on them. Best leave that to TOS stations. It really only 'works' with them.
Otherwise though, nicely done. Is this intended to act as a replacement model for BC (replaces stock model automatically but still able to dock with it) or as another add-on? Would be good to have it replace the stock model by default.
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Is this intended to act as a replacement model for BC (replaces stock model automatically but still able to do with it) or as another add-on? Would be good to have it replace the stock model by default.
Then yes, it probably will replace the stock model. Also, I was thinking about making a BCMod version, the latest BCUT has the facility - why not pioneer the technology? (it would be the first BCMod in some time :eek )
And I won't add and naming onto the base, but I might include some of the PSD files incase anyone wishes to add names themselves.
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Definitely keep the name off, just make it pretty much a generic starbase. Good start on the textures.
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BCMod format is an obsolete method. I wouldn't bother if I were you.
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BCMod format is an obsolete method. I wouldn't bother if I were you.
He's right. What about install creator? Some mods install that way, why not use that instead of BCMod?
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you mean the Mod Installer that comes with the latest BCUT? i'm having trouble. it seems to delete single ship plugins (packages get theirs)
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No no, not with BCUT, its a separate program entirely. I believe it was the Europa class ship pack (I think by Captain Russel) that used the program, and several other mods used it too, I just cant rememeber which ones.
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honestly, you really dont need an installer... just include the folders (data, scripts, sfx, etc) and create a plugin for it using BCUT and youre good to go... it isnt difficult for people to copy/paste lol
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Okay, so a general no on the BCMod idea then. It will come packaged just as my other mods were.
I've done some more work texturing the starbase, working down further on the stalk. Still left to do are the spheroid section at the base, the top and inside of the dome (certainly the hardest :roll ) and the small details. Any sugestions or advice are welcome. Also, before I start on the dome - feel free to make any final comments on the model, after texturing fixing the mesh will become... troublesome.
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Can i ask what resolution are your textures?
cheers
~Jb
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Well, the top and middle sections are 1024x1024's. The top and indside dome will probably be 1024's, with small details being 512's and smaller.
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Some more updates on the textures here, as well as some minor model changes (windows on dome, hangars on stalk).
The top dome textures are nearly complete, with just a few more windows that I need to add. After this, I'll get the antennae finished - before attempting the inside section :( . Here's a picture of the starbase now, the numbers on the doors are on the actual station model.
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The doors look a little big to me, but aside from that I like it.
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I'd say about double compared to the references on the previous page.
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The size of the doors might be a slight illusion, given the angle the screenshots are taken at. I'll post an othogrphic, side-angle shot to compare with the schematics (I'm using the black+white ones from the previous page). Also, I'm basing the station on the size of the Galaxy, so It'll just fit through the doors; reducing the size of the doors further would require increasing the entire station's size to compensate. Again, it is something I'm willing to do if enough people agree.
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Well, like you said, the doors are wide enough to accomdate a Galaxy class saucer section seeing as it is the widest type of Fed ship. There wouldn't be any reason to change the station at all. I think, you should leave it the way it is.
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Doors looks about right to me :) you should keep them this way ;)
p.s. more windows ;)
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The size of the doors might be a slight illusion, given the angle the screenshots are taken at. I'll post an othogrphic, side-angle shot to compare with the schematics (I'm using the black+white ones from the previous page). Also, I'm basing the station on the size of the Galaxy, so It'll just fit through the doors; reducing the size of the doors further would require increasing the entire station's size to compensate. Again, it is something I'm willing to do if enough people agree.
I see the illusion now, wow thats trippy lol. Anyways I see your point it looks pretty good.
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I agree with everyone else, I think it is right on the money. You might want to consider the windows on the top or the "Head of the mushroom". It's just my opinion, but they should be much smaller if you are comparing it to DJ's galaxy and of course more of them as you have already stated that you are going to do.
This is an awsome piece of work, Be glad to see it come out. :)
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Could you post a top ortho with a galaxy class beside it for comparison?
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Could you post a top ortho with a galaxy class beside it for comparison?
Certainly. In this picture, however, I have not yet applied the revised window size, if needed.
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Thats sweet, cookie time!!!!
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it's perfect, amazing, cool, outstanding :eek cookie !
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Could you post a top ortho with a galaxy class beside it for comparison?
Certainly. In this picture, however, I have not yet applied the revised window size, if needed.
Then the bulk of your windows need to be a lot smaller and a lot more of them around. You would not be seeing much 2,3 or more deck high windows on anything, Starbases included. Don't forget that this thing is massive. The size of the Galaxy besides the Starbase just proves how big your windows actually are and don't forget that Galaxy class starships have 42 decks! This is the only gripe I have with your model, fix those, and she'll be really good looking.
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Love it, though the windows look to be the size of a Galaxy Class Starship's whole bridge, and then a little moreso. The rest is pretty cool tho, keep up the good work.
Edit: Woops, missed the "not applied new window size" part. My bad. :P
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Certainly looking great. even without the revised windows :). Once you rescale them I think that it'll look even better :D
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Reducing the window size by 50-60%, and increasing the amount by double should help alot to prove it's scale.
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Looks great! Hasn't been a good 24th century starbase made in quite some time! I'm glad someone took up the job of making a new one. Insta-cookie!
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Once you rescale them I think that it'll look even better
Well, thy will be done. I've reduced the window size to about a half of the original, and added at least double what there used to be. The windows on the inside (not pictured) might need some rescaling too, but things look OK so far. The only thing now is, do I add windows to the inside of the dome (not the pillar in the inside centre :P )? From a design point-of-view; would they even be necessary? (Just to stare into the docking area).
On an unrelated note, I recently dowloaded the the new Blender 2.5 Alpha release (the two picutres below are rendered from there). From the looks of things, Blender's moving up there with the big boys of 3D Modelling.
Here's some pictures, see what you think:
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:eek
Awesome.
About the inside windows, I wouldn't bother with having them on the inside of the 'mushroom'. It is probably a good idea to leave on the interior stalk though, purely for screenshots and whatnot.
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Don't forget to leave some larger 'windows' where the aux shuttlebays are, if this is possible. (Evidence below)
Also some parts of the inside of the 'shroom should have windows, also shown below.
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Don't forget to animate the landing strips!
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How about two versions? one with the doubled up, half sized windows for the TNG era...and one with the original windows and sized for the TMP era...would go great with Wiley's TMP Constiution for the 'Stealing the Enterprise' scene from STIII
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More textures on the Dome's inside completed. The windows might look a bit big, but if I make them smaller I'm not sure the texture resolution will define them enough. If you want smaller windows, just say and I'll look into it.
From now, I'm building the Alpha channels into outer dock textures - so is anything needs to be done there now is the time to say.
Don't forget to animate the landing strips!
I was thinking about using some finely-timed blinkers to show the docking ports.
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hmm don't forget about the docking-arms/gangways!!
*hint "11001001"*
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I was thinking about using some finely-timed blinkers to show the docking ports.
You can't time blinkers, that's the thing. For the landing strip lights, you would only need to make the landing strip a separate part of the mesh and apply animated textures using cordanilus' new tutorial.
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Wow, this is impressive. I have always loved flying into the spacedock and can't wait to download this one.
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Will there be high res textures for users with more powerful computers? The interior looks very low res to me.
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The progress on this thing is great. The more you do the better it gets,
I would have another suggestion you might want to consider about the outside, at the door entrance.
If you watch ST3 ,when Enterprise approaches spacedock, there are a set of blinkers at the bottom of the doors at the ring of the mushroom outside that cascade from the ring up to the bottom of the door. They blink in a cascade that point to the door outside. always thought they looked neat. They sort of say, "here's the door!" as you approach from a distance. :funny
You are really doing some wonderful work here, Keep it up.
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Will there be high res textures for users with more powerful computers? The interior looks very low res to me.
The files were already fairly high-res for those model sections (512x512's), it's just that I used a quite low-res method for creating the windows. That has now been fixed, and the interior window size has been reduced by about 25%.
I think I can now say the texturing phase is complete, below is a render of the station (complete with some post-processing ;) ). Unless there are any objections I will spend tomorrow exporting to nif format.
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It looks awesome.
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Animated maps?
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I certainly wish that it will have kick-ass phasers that will give romulans and klingons creeps..
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512x512's are high res?
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size is a issue here, 512x512 might not be as high, but i believe that anything over 240x240(I think) is high res, and i don't want to bog down any computer
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512x512 IMO was considered normal res 6 years ago... high res is anything 1024 and above.
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It's been a while since my last post; there's been a lot to get done in the meantime. I've spent almost two days just turning squares into triangles on the mesh and getting them to align properly (NifSkope does a better job of it than Blender, but I can't realign any normals with it). Then there's been the usual problems of converting to NIF, but those are out of the way now - so I've begun the process of hardpointing.
Some other news as well; I've been looking over the stock station model and realised the thing's HUGE :eek , it is completely out of proportion when you realise the dock entrance is tiny compared to the rest of station. Replacing the stock model with mine could end up causing some problems (especially with SP where it spawns ships inside Starbase 12). So, I've decided to make my station a separate model - but I will probably edit the Starbase 12 set script to switch it with my station. Then I can add some ships inside the base without using up polys in my current model, everybody wins :D ! (it will be an option install, of course).
Now, I feel it's time to answer a few questions:
Animated maps?
Yes, I've followed Cordanilus' tutorial and they should be working. It's just that the Model Propery Editor refuses to read and open the file, and if MPE won't read it - I'm not sure if BC will. But I'll keep trying. Now, I'm working on the un-animated model just in case the animations don't work.
I certainly wish that it will have kick-ass phasers that will give romulans and klingons creeps..
Weapons. Well, yes. However, it is a space dock and not a battlestation, so I think it will be fairly limited weaponry. Not to say that it can't defend itself, but I'd imagine there'd always be a ship to defend it (probably an Akula ;) )
512x512's are high res?
Well, maybe not high res - but normal res. The 512's are only being applied to a comparitively small area of the model, so larger textures would be being wasteful - 512's give the best resolution, on the smaller areas for the lowest file size.
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hey have you taken a look at that one TNG ep with the Binars??
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Would you mind if I check it, because not all nif exporters are equal. Sometimes, it doesn't export the nif heirarchy properly and I would have to check each piece to make sure it's configured properly. Just hit me up on msnger, same as my email in my profile. All I would need is the nif.
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some program like cord- said mess up and dont export right, and without the nid\node hierarchy it is very hard to gett a Hp set up right. [down right imposible]
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Well, with Cordanilus' help, the animated maps are now working and Model Property Editor now open the file. So, yestersay was spent adding hardpoints, writing up descriptions and saving the plugin file. All seemed to be working, everyting was fine... until I started Quick Battle :argh: .
It seems those annoying double-sided trianges have shown up again, uninvited. I now have a voxelizer debug file the size of a small novel :eek , confusingly I built the Akula and Kessok Destroyer in the same way at the Stabase and neither of those two had double-sided traingles. Besides, I'm not even sure what double-sided triangles actually are; the only idea I have are that they are duplicate vertices, but I need those to give the model hard edges (smoothing groups?).
It would be annoying is this meant a rebuild of the model, but as of now the game just won't load it. I'll keep trying until I run out of options. No screenshots this time, there's nothing to take a picture of :( .
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Well, I'm no expert, but when I tried creating a ship in Milkshape nearly every position in the Debug file meant an additional face somewhere on my model facing to the inside.
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Okay, so I havn't been able to solve this annoying double-sided triangles problem. I've tried everything now, exporting again, editing the mesh in NifSkope etc. Nothing has worked :mad . The good news is, it does load ingame - after about 5 minutes - the bad news is the voxelizer nif file is 200MB large :eek ! Confusingly, these double-sided triangles only how up on four parts of the mesh, and the amount of double-sided triangles is way more than there should be in those sections.
I can only narrow it down to a problem when exporting the mesh from Blender. When I re-imported the mesh, there were duplicate vertecies appearing everywhere. So, I ask for help from anyone who has the ability to reliably export the model to nif format (I believe theres a specific version of 3DS Max that can do it). If you can help, send me a PM and I'll send the model in 3ds format over. Thanks to anyone who can help.
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Okay, so I havn't been able to solve this annoying double-sided triangles problem. I've tried everything now, exporting again, editing the mesh in NifSkope etc. Nothing has worked :mad . The good news is, it does load ingame - after about 5 minutes - the bad news is the voxelizer nif file is 200MB large :eek ! Confusingly, these double-sided triangles only how up on four parts of the mesh, and the amount of double-sided triangles is way more than there should be in those sections.
I can only narrow it down to a problem when exporting the mesh from Blender. When I re-imported the mesh, there were duplicate vertecies appearing everywhere. So, I ask for help from anyone who has the ability to reliably export the model to nif format (I believe theres a specific version of 3DS Max that can do it). If you can help, send me a PM and I'll send the model in 3ds format over. Thanks to anyone who can help.
Send it to me I'll help ya :)
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Good news! I've managed to get rid of all the double-sided triangles :dance ! The bad newsis that, for some reason, the voxelizer file is still 187MB large. Now I am confused. The total number of faces (even after converting squares to triangles) is a little under 8,000; which is less than a DJ Galaxy or CG Sovereign, so it's not as if the station is packed full of faces.
I can't release this with such a major flaw, so I'm asking for help again. AFAIK, the vox file is used for calucating damage to the mesh ingame, is this true? And are there any ideas on how to solve this problem? Any help would be appreciated.
Unfortunately, If I cannot find a solution to this problem I will probably abandon the project and move on to something else - maybe returning to the spacedock at a later date :( .
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Someone else can correct me if I'm wrong, but the vox file isn't necessarily needed. I mean it is, but iirc, BC creates a new one if one isn't detected. That's also usually the first troubleshooting anyone does if their ships damage funny is to delete the vox file. Again, I could be dead wrong, and if so, hopefully someone else can be more helpful. :idk:
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As far as I can tell from experimenting with models, the larger the model is in game the larger the Vox file will be. If I remember correctly, with larger models you need to decrease the damage resolution in the py file in the scripts/ships folder. I can't remember exactly how to do this though and BC isn't installed on this computer so I can't check, but I 'think' you need to increase the value for each of the damage settings.
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If you want send the nif over to me and ill try sort it out.
~Jb
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Many thanks for the offer JB , but it seems that Genty put me on the right track with the damage resolution. It appears that the game has two seperate damage res settings, one in the hardpoint file and one in the ship py file. The latter was causing the problem, being set too low. I copied the settings from the stock starbase's py and the voxelizer file has been reduced significantly; by 187MB! There's no vox file at all now - and it still damages quite well :dance . Well, that's restored my faith in my own modelling ability now :D .
The release is still a while away yet, however. There's still some issues with the textures I'd like to change, as well as setting up a new Starbase 12 system. Kirk may be happy to hear there is animated maps and they work properly. In the meantime, here's a few inagme pics to look at:
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Kirk may be happy to hear there is animated maps and they work properly.
:D :drink2: :drink3:
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Many thanks for the offer JB , but it seems that Genty put me on the right track with the damage resolution. It appears that the game has two seperate damage res settings, one in the hardpoint file and one in the ship py file. The latter was causing the problem, being set too low. I copied the settings from the stock starbase's py and the voxelizer file has been reduced significantly; by 187MB! There's no vox file at all now - and it still damages quite well :dance . Well, that's restored my faith in my own modelling ability now :D .
The release is still a while away yet, however. There's still some issues with the textures I'd like to change, as well as setting up a new Starbase 12 system. Kirk may be happy to hear there is animated maps and they work properly. In the meantime, here's a few inagme pics to look at:
:drool:
I love you. :D
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:woot: :drool: DO WANT!
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WHOOOOOOOOOOOT! :D Dude, glad you got it figured out! :) COOKIE TIME!
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DEWWWWWWD!!!! :dance
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Thanks for all the nice comments :D . I've been working on the hardpoints recently and I've given the starbase some blinkers, sadly I can't time them to work in sync beacuse NanoFX overrides the timings to they all blink at the same time, but they're only asthetic anyway. From now, I'll be working on a custom Starbase 12 set and then finish off by packing it all up and perhaps asking for betas (but I'm not sure if it'll be necessary, considering the static nature of a space station).
Anyway now that I can take ingame pictures, here's some more. Now with more antialiasing :dance !
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YEP, beta testing is Always nessacary, something way have been leftout [minor] and also can my ship dock, is this blinker working, things like that, just better in the long run
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If ships can dock with the new Starbase, what angle is the docking animation seen from?
Would look awesome if it could be seen from inside the Starbase while the ship is actually docking or departing. :)
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Some bad news I'm afraid. In fact, some ?ber bad news:
The other day, my laptop failed on me :argh: . The screen went white and the computer froze. Thankfully, my laptop lasted long enough after restart to backup my files on an external HDD (so Starbase 12 is safe for now), but today the screen has gone completely.
I post this with the laptop in 'safe mode' and the screen connected to my TV. Until I can either fix this computer, or get another one if it's beyond repair :( , the release date for the Starbase will be put on hold.
When I get back to work with the Starbase I'll post my progress again.
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That's cool. We all been there with PC probs,, :banghead: Usually hard drive probs with me, know the value of backing things up now.
Man those screens are works of art. Sometimes you think this game will eventually die out some day and then something like this comes along. Whenever it finally comes out, I will be docking ships for a month. :funny
Awesome work and will be well worth the wait.
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I'm back :dance ! It seemed that the graphics card on my old laptop was shot completely, probably due to all the dust that had found it's way in, somehow :doh: . So the cost of repairing it was a little high, so it was decided that I could get a new one, so over the last few weeks I've been copying over all my files and reinstalling the programs (64-bit Windows 7 can play havoc with some of them).
Anyway I've been working away at building a new Starbase 12 system, and with USS Sovereign's help - success! New Holland now has a brand new Starbase in orbit. Below is a picture (only 800x600 and with minimal AA, because I needed windowed mode to debug the set script) of the new Starbase in position. At the moment, I'm wondering whether or not to go all-out with the New Holand system (better planet texture, NanoFx Atmosphere etc.) or just release the mod as it is and do all that later, any thoughts?
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You could release as it is now and then release an update after JLS have released the first systems with the new planets. You could learn a trick or 2 from them and make an absolutely fabulous New New Holland. :P
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Due to the sheer detection of awesomeness and pure win in this mod, I am giving you a cookie.
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Might be good practice to do the full New Holland system rather than to release the new Starbase on its own.
It'll give you a chance to build a new starsystem, which could give birth to new ideas (center of the galaxy, anyone?). Also, it would allow you to have fully working docking scripts with the new starbase, to avoid trying to adjust the old one.
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Good to hear your back up and running :yay: They can be a headache.
Had to repair my bosses laptop a few times at a job I had for a textile company. best I remember, he finally spilled coffee or something on it and put it out of it's misery,, :D
I sort of agree with the others. It would be nice to have this sooner, but a new system to go with it would be icing on the cake.
Have ship activity like the Jones systems, and a better looking New Holland would be what this base deserves.
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I've been doing some work on the New, New Holland system. I was very surprised at the difference adding a NanoFX atmosphere makes to a planet, it really hides the low res! So far there's the new planet + atmosphere, I've added a Moon and put two ships in there (the Geronimo and a transport ship). I want to add some more ships, but if anyone has any specific requests feel free to make them; except for the Enteprise (only on assignment in Maelstrom), Dauntless (no longer availabe spoiler) and the Sovereign (Player's ship).
Before I release this, I need to finish the New Holland system (obviousy) and I want to reduce the window size on the upper dome again.
Below are some more pictues, now using my new graphics power with 8x AA and AF :eek !
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The USS Devore and the USS Nightingale would be your best bet, The Devore patrols the maelstrom and regularly stops at SB 12
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also a kessok ship...
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Any of the Fed ships that were in the single player campaign would be welcome to me, the Geronimo, San Fransisco, Devore, Kitomer, Berkeley, Nightingale. Like the idea of a Kessok, or maybe a worker bee or two near the base would be interesting.
Love the screen shots, The base looks great in shot with the Sov.
Doing a superb job. :thumbsup:
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I've been doing some work on the New, New Holland system. I was very surprised at the difference adding a NanoFX atmosphere makes to a planet, it really hides the low res! So far there's the new planet + atmosphere, I've added a Moon and put two ships in there (the Geronimo and a transport ship). I want to add some more ships, but if anyone has any specific requests feel free to make them; except for the Enteprise (only on assignment in Maelstrom), Dauntless (no longer availabe spoiler) and the Sovereign (Player's ship).
Before I release this, I need to finish the New Holland system (obviousy) and I want to reduce the window size on the upper dome again.
Below are some more pictues, now using my new graphics power with 8x AA and AF :eek !
it looks awesome... (with my textures on the sovy it really makes me lose it man! :cry:)
great!
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I always thought that starbase 12 was much too "empty" of a sector in the origional game. In the movies and shows starbases always have a ton of shuttles and ships flying around them, you should do the same for your new map.
add probably 10 shuttles and 5 defending ships in and around it.
dont forget defense platforms, pulse and torpedo turrets should be near it too.
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Dont forget defense platforms, pulse and torpedo turrets should be near it too.
you do realize that a starbase of that size is armed to the teeth?
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The original Starbase 12 was never armed to the teeth. Considering these stations are usually in Federation safe zones, there's always a ship or 2 hanging around for a refit or just docking.
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..nice cargoship, btw. Sorta reminds me of the armada dilithium freighters, kessok style. It's too bad the armada guys never took off with that race, there'd be all sorts of new brainstorming of designs as a result. Maybe this project will start a movement....
Hhmmm now there's an interesting concept worth looking into. :thumbsup:
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A little more progress to report, I think:
The New Holland system is now starting to fill up. The Geronimo has been replaced with the Devore, which guards SB12; the Khitomer now defends the Devore, we have a transport ship which uses a modified AI I've created (still some issues there), as well as 3 shuttles (one is a weapons pod Danube runabout) which fly from the planet to the Starbase.
Still might add one more capitol ship (maybe the San Fransico to dock at SB12), reduce the size of the windows on the dome, and package it all up ready for beta testing. I might make the custom New Holland system a BCMod so it can be installed and uninstalled easily.
As soon as the ToDos are done, I will open a few beta test positions.
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A little more progress to report, I think:
The New Holland system is now starting to fill up. The Geronimo has been replaced with the Devore, which guards SB12; the Khitomer now defends the Devore, we have a transport ship which uses a modified AI I've created (still some issues there), as well as 3 shuttles (one is a weapons pod Danube runabout) which fly from the planet to the Starbase.
Still might add one more capitol ship (maybe the San Fransico to dock at SB12), reduce the size of the windows on the dome, and package it all up ready for beta testing. I might make the custom New Holland system a BCMod so it can be installed and uninstalled easily.
As soon as the ToDos are done, I will open a few beta test positions.
BCMod is a dead format so I wouldn't bother if I were you.
But I am looking forward to the new New Holland system.
+cookie
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Good to hear everything is coming along ok on this project. Sounds like it is going to be great when it all comes together.
When beta is ready, I'll throw my name in the hat if you want it.
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Well, I think I've done as much as possible now with the new Starbase and New Holland system. So I'll put it out for beta testing now.
I know a few people have put their names in to test, so I think about two more people should be enough. As soon as there are enough testers, I'll dispatch the link to the beta file to all the applicants.
Also, it seems I couldn't BC-Mod the New Holland system even if I wanted to: it seems BCUT wont run on 64-Bit Windows 7.
How about another screenshot, eh?
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it seems BCUT wont run on 64-Bit Windows 7.
yes it does you need an older version ;)
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how old, maxloef? I still have at least three of them saved.
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Well, I think I've done as much as possible now with the new Starbase and New Holland system. So I'll put it out for beta testing now.
I know a few people have put their names in to test, so I think about two more people should be enough. As soon as there are enough testers, I'll dispatch the link to the beta file to all the applicants.
Also, it seems I couldn't BC-Mod the New Holland system even if I wanted to: it seems BCUT wont run on 64-Bit Windows 7.
How about another screenshot, eh?
Have I missed out on beta testing this?
No matter. Gives me something to look forward to when it is finished and uploaded for a full release. :)
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:drool:,,,nuf said. :D
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Have I missed out on beta testing this?
No matter. Gives me something to look forward to when it is finished and uploaded for a full release. :)
Not at all. I guess by your tone that if I offered you a position you would like to beta test his for me?
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I wouldn't mind either.
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Have I missed out on beta testing this?
No matter. Gives me something to look forward to when it is finished and uploaded for a full release. :)
Not at all. I guess by your tone that if I offered you a position you would like to beta test his for me?
I wouldn't want you to offer me a beta test position if you already have all the beta testers you needed.
I wasn't aware I had a "tone". I'm generally happy to wait for a full release. There was no intended "hidden comment" in my earlier reply. I apologize if it seemed like I was hinting for you to offer me a beta position. :(
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Good to hear everything is coming along ok on this project. Sounds like it is going to be great when it all comes together.
When beta is ready, I'll throw my name in the hat if you want it.
Agree with Billz. Still goes for me,,,still drooling :drool:
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Billz, I think we've been misunderstanding each other. Perhaps 'tone' was the wrong word to use, maybe disapointment or positive attitude would have been better, and I didn't think you were hinting for a position :doh: . That said, I have 3 testers - if you would like to be the fourth, just say. ;)
On the subject of the Beta test, I will be dispatching the links later today. And pending feedback and fixing, the full release should be about one or two weeks away.
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Just so you know, I ran BCUT 1.7.5 on Windows 7 64 bit with no problems.
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As far as I'm aware any BCUT version runs on any windows 64-bit platform which supports net framework 2.0.
However if you do have issues, BCUT does have a tech support section over at BCS-TNG forums.
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can you add some more lights at the bottom of the Starbase? I love the upper part of it, but the bottom seems to bare (no pun intended!) the more lights down there the better..... :yay: :dance :bow:
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i'm late to this post but what about the USS HOLLAND from dj curtis http://bridgecommander.filefront.com/file/DJ_Holland;108355 if he allows it... its a tmp ship but still.... maybe a new "old texture" for her.
@ DJ: ever thought about doing a TNG or later version of the HOLLAND you could name it USS NEW HOLLAND :P
@ the unknown: awesomeness :bow:
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Changes from the beta testing version of the Fed Starbase are complete now, and I'm just packing it all up before it's release (hopefully) tomorrow. Thanks for all the help and kind comments from everyone here whilst I was making that station :D . Oh, and as for the BCUT thing, I might be my Hard Disk causing the problem, becuase some other programs don't seem to like it either.
As you may have guessed from the new thread title, I'm already plunging straight into a new, mammoth project: an overhaul of the Kessok :eek . I'm going back to where it all started one year ago, tomorrow, when I decided to retexure some of the aging Kessok ships from stock Bridge Commander. Now, three ships and two space stations down the line - I feel up to the challenge of redesigning the Kessok again, bringing them even more up-to-date and higher quality.
I'm going to go through this one ship at a time, working back through all the Kessok ships I've released so far, starting with the Kessok Light Cruiser. As I've said before this is going to be a very challenging project for me, so I could use any advice or constructive critisisms you may have at any stage in development - I want this to be something you all will like at the end.
Anyway, I've not dug too far into this just yet, but below are some plans I've made for the new layout of the Kessok Light Cruiser. This is only a rough design, futher details will be added during the modelling phase.
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you're the only author of mods to work on the Kessok at all. not only do the ships need revamped, but, sticking my nose into the actual character models has shown that they're in serious need of a revamp themselves (which is beyond either of our capacity, i think). a while back, I posted a federation style reskin of the Kessok Heavy that gathered a lot of attention. if you work on the heavy and get it cleaned up, I'd like to revive the idea and see if people will bite on it.
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sticking my nose into the actual character models has shown that they're in serious need of a revamp themselves (which is beyond either of our capacity, i think). a while back, I posted a federation style reskin of the Kessok Heavy that gathered a lot of attention. if you work on the heavy and get it cleaned up, I'd like to revive the idea and see if people will bite on it.
It seems everything about the original Kessok is pretty slap-dash. The Kessok ship models are a mess, I'm surprised they look as smooth as they do, considering. Simply 'repairing' the models didn't seem good enough, which is why I planned to start over with them.
Your idea seems interesting; I rebiuld the Kessok Heavy model and you give it a Federation-style reskin? Well this update might suit that perfectly.
I'm starting small with the Kessok Light now, trying not to rush into it too much. I've attempted to create a whole new warp nacelle design for the Kessok ships. I've based it partally around the Akira's nacelle design (which is then based on the Miranda's, after reading up on Drex files about it), so it might look a little familliar. So far, the model is quite plain, I haven't yet added a curvature to it or small details. A picture is attached below, tell me what you think of it and if anything need changing.
Edit: Pic rendered and attached
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http://bc-central.net/forums/index.php/topic,1433.740.html this page has my fed reskinned kessok idea. too bad I had an install problem. I forgot to save it AND the screenshot :facepalm: :facepalm:
(page 38 of the best BC screenshots thread)
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Man that engine is looking nice. Don't know about the split in the bussard collector though, doesn't look right to me for the Kessok.
Also it would look better more like an oval shape.
Hope you keep the "organic" look to it with the textures like you have done with the Kessok base and the other ships of the race.
As always, great work :thumbsup:
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I've been working on the aft hull of the Kessok Light recently. Haven't been getting too far with it because I can't seem to settle on a shape I really like. So far I have the struts connecting the hull to the nacelles (still needs properly attaching and bevelling), the nacelles themselves and the aft part of the main hull. As you can see on the picture below I've added a shuttle hangar, which will probably store my Kessok Fighter I made a few month's back; although I'm not certain about keeping it :idk: .
Next on the hull will be adding the deflector, which will no longer be an odd oval stuck onto the lower hull. I was thinking about imbedding it in the same way the Sovereign's is. Also, I'm unsure where to add the impulse engines (which, I've decided, will be modelled in): should I put them on the aft hull or attached onto the wings?
On an unrelated topic, I've pulled back the release of the new Starbase becuase of all the new mods being released recently. With DS9FX, Wiley's and Baz's ships all released in the space of a few weeks, I thought it best to hold the Starbase until this weekend.
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as far as I can tell on the stock KL, the two green trapezoid shapes are the impulse vents themselves.
the original also seems to have a seperate section on the back of the nacelles where it could have been put. mabey an attempt to mold them into the "wingroot" of the pylon support would work, if you didn't feel like repeating the original's impulse vent positioning.
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mabey an attempt to mold them into the "wingroot" of the pylon support would work
That's an idea. I was thinking of making them the same kind of shape I used for the Kessok Destroyer. The best two places to attach them IMO would be beside the hangar or inside the wings as you suggested. I'll have a look and see which one fits best.
A slight update now, I've done some work on the deflector assembly. It turned out a little different than I originaly imagined, but I'm happy enough with it.
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it's set WAY too far back. unless they got a VERY long sensor range that can read around their own hull.
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it's set WAY too far back. unless they got a VERY long sensor range that can read around their own hull.
Wrong, deflectors just block space debris, it is not a sensor aray
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Well, I've redone the deflector so it is placed further outwards on the hull. Also, it had a direct line-of-sight from the front of the hull; so, for functional purposes it should work. I still might try and do it again, differently.
Anyway, more work has been completed on the main hull now. All the shapes are now in place, so you can get a good feel of how the ship is going to look when it rolls out. I've kept the primary hull very similar to how it looked originally, yet I plan to make some changes to the original look when it comes to textures ;) . I've still to properly construct the wings, and model some impulse engines (which will now be added onto the wings, close to the hull).
I think some pictures are probably necessary:
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NICE work :thumbsup:
cookied.. keep going i love it..
nice to see someone doing the races that dont get that much attention.. :eek
:thumbsup:
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NICE work :thumbsup:
cookied.. keep going i love it..
nice to see someone doing the races that dont get that much attention.. :eek
:thumbsup:
What he said and...
VERY NICE
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nice to see someone doing the races that dont get that much attention.. :eek
:thumbsup:
lol yeah, the poor neglected unloved Kessok...
no one really did ever pay much attention to them; i always did like the ship designs...
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lol yeah, the poor neglected unloved Kessok...
no one really did ever pay much attention to them; i always did like the ship designs...
lol yeah we've been waiting 7 years for this XD before all we had were small re-textures. (and maybe 3 kessok bash ships)
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Looking great. Much sleeker than the stock model. Good Idea on the deflector.
Might want to do something were the "wing" connects to the engines, taper the sides out a little wider instead of being so straight if you know what I mean. Just my opinion.
besides that,,, :thumbsup:
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Firstly, thanks everyone for all the kind words regarding the Kessok Light :D . I hope to allow the Kessok to live up to their potential.
Also, I've just submitted the Federation Starbase to BCfiles, so it should be up there within the next day or so.
Now onto the Kessok Light: I've finally got round to modelling the wings properly (I've followed Captain_D's advice and tapered them onto the hull and nacelles), and there are also some impulse engines on the wings so the ship can now fly :funny . Still unsure about the impulse engines however, tell me what you think? After that, I just need to add some minor details (such as torpedo tubes) and the model should be about done.
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I like it myself. Nicely done!
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Man that looks nice. :dance I like it too.
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awesome. really!
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Looking great.
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I like it, try modeling in some sort of canon assembly on the wings for the positron beams. As for the naccele texturing, I would make the bussards green and the grill a blueish-purple.
Also, I would give her a darker texturing more on the grey side than tan. maybe even a kessok logo on the wings.
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Licard: have a look at his other takes on the kessok at bcfiles. the man seems to allready have the feel of the Kessok style. besides, it looks like the Kessok weren't designed to have a "badge" or device, for some reason.
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try modeling in some sort of canon assembly on the wings for the positron beams. As for the naccele texturing, I would make the bussards green and the grill a blueish-purple.
I would give her a darker texturing more on the grey side than tan. maybe even a kessok logo on the wings.
You make some interesting comments here, Captain_Licard. I've taken your idea in mind and have modelled in some weapons ports. The nacelles, however, already have their established colours from the stock game, namely purple bussards (which I changed to red to blue fade in my retexture) and green grilles. Finally, I did darken the colours of the Kessok hull for my retextue, so that will be staying ;) . Although, my Kessok Destroyer did feature some simple painted motifs, and those will no doubt be carried over.
The ship model is nearly complete now and, so long as everyone seems happy with the current design, I will move onto the strenuous task of UV unwrapping the model ready for texturing :hithead: . Here's some pics...
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Awesome work. I never thought I'd see the day the Kessok got an overhaul. Glad to see I was proven wrong. :D
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wonder what your take on the deflector skin is gonna be. i thought that was nearly the oddest part of the actuall mapping.
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Man she looks awesome. :yay:
I can't see a thing that I don't like myself.
As far as the deflector, and the texturing all together, you should definitely go with the destroyer/re-texture pack you did. "If it ain't broke, don't fix it ".
The "organic" look to those look great to me for this race. If BC could only do bump or displacement, that kind of effect would look wild with these textures.
Keep up the great work. :thumbsup:
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I never liked the Kessok. But this just might make me a convert. Great job man. :thumbsup:
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Good job :thumbsup:
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Thanks, everyone :D . I've now got much to report other than the whole ship has, at last, been UV mapped and I can now take her in for texturing. It seems it's going to be about 5 or 6 textures; if I thought about it I could squeeze it into a 2048x2048 map, but I think I'll stick to 1024's and lower, it's a little more flexible.
Other than that, here's a little render I posted on the art forum; I thought it would go well here as it showcases one of my models, and shows off some of Blender's true capabilities ;) (all post-processing was done within Blender). It's fairly big, at 720p.
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Helllooo beutiful,,, :yay:
That looks great. Clouds, models and all.
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Thanks :) .
I think I've come to a decision on what the basic bacground materials of the new Kessok Light (and subsequently, all other Kessok ships I will produce). The problem I'm having now is how to continue. One thing I'm delibertaing is: hull plating? Perhaps similar to how it looks on the Intrepid or Sovereign. I want the hull to look a more detailed than my previous retextures, so the ship looks as if it has been constructed - not textured. Which is why I ask everyone: is there anything you would like to see / suggest adding onto the basic material I have now (pictured below); do you have any thoughts on what I might add; and what do you think about hull plating? Any comments or suggestions will be more than welcome.
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Which is why I ask everyone: is there anything you would like to see / suggest adding onto the basic material I have now (pictured below); do you have any thoughts on what I might add; and what do you think about hull plating? Any comments or suggestions will be more than welcome.
Well conventional hull plating on Starfleet ships make them look like the've been constructed by humans, Every race has a different look. For the kessok my idea is Hexagonal plating as a base..
(http://www.maa.org/mathtourist/mathtourist_03_12_09_clip_image004_0000.jpg)
But i don't know how it could be implamented into the design to make it look constructed. Just an idea :)
By the way i'm really enjoying watching you revamp the kessok..
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Well thier a silicon based race, so maybe their ships maybe silicon based, but what would that look like?
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Well thier a silicon based race, so maybe their ships maybe silicon based, but what would that look like?
Hmm, silicon on it's own wouldn't be the best idea for ship construction (has other, more useful properties), however various silicon alloys exist that are used in the automotive industry [thanks to Wikipedia for that lil' nugget]. Silicon alloys, then, wouldn't look too different from the materials used to construct starfleet ships. I guess, for when I get round to the Kessok Heavy, their ablative armour plating could be made from a form of silicon; that could look interesting.
I like the idea of hexagonal hull plating, though - all the current races in Trek use square plating. A completely different shape would look more alien. I'll have a go and see what it looks like.
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I always got the impression that the Kessok were a very advanced species (their torpedoes are murderous) so maybe it could be a blend of metal and organic technology? The hexagonal plating really does look alien and in some ways, alive.
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Edd_7 has a point. hexagonal style plating seems to go with the shapes designed for Kessok originally. also, the three stock ships (including the sun buster) sport these round sombrero like spots on them in clusters.
Psycho:that's why I approved the hexagonal shapes. i believe natural silicon shapes ARE hexagonals, but don't quote me on that.
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Here's my experiment so far with the hexagonal hull plating. I've divided to plating into larger, curved segments (incorperating the idea of malleable silicon alloys) and those are made up of hexagonal tiles. The effect, I think, looks quite good.
Edit: For King Class Scout, silicon forms a diamond cubic crystal structure [Wikipedia, again], basically a diamond layout inside a large cube :angel
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Perhaps try keeping the hexagonal plating within the lines of those curves, and increase the visibility of the curves. Perhaps that gray color for the curves?
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For King Class Scout, silicon forms a diamond cubic crystal structure [Wikipedia, again], basically a diamond layout inside a large cube :angel
Indeed unless its a silicon hexafluoride ion in which case its a berfect equal hexagon. :P
Here's my experiment so far with the hexagonal hull plating. I've divided to plating into larger, curved segments (incorperating the idea of malleable silicon alloys) and those are made up of hexagonal tiles. The effect, I think, looks quite good.
Looks very kessok to me. I Love it. :yay: Have you thought about Escape pods on the kessok hull? because they couls easily be Hexagons aswell :)
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oy, don't get to technical on me, i been outa school 'bout 20 years.
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Made this in Audacity, not sure if it will help or not
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Great phaser sound there Captain_Licard,
Perhaps try keeping the hexagonal plating within the lines of those curves, and increase the visibility of the curves. Perhaps that gray color for the curves?
I would agree with Locke. Besides that, looks great to me.
Could do variations of size and color around the ship, so it wouldn't have a even look all over the ship. If it has lifeboats, they would be a different size than the plating around the ship. Windows, warp grilles, bussards, all have different levels of hexagonal design as a theme throughout the textures. Would give it a very cool and unique look. Just a suggestion. :)
Can't wait to see what you come up with.
Good Job :thumbsup:
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@ Captain_Licard; nice phaser sound, would you mind me mixing it with the current Kessok beam sound, to hear what it might sound like?
Anyways, I've been (slowly) continuing with the textures on the upper hull and wings. The rest of the windows will eventually match the randomness of the windows on the starboard-aft section. Also, I've put a few sample markings on the front section - they are similar to the ones I used on the Kessok Destroyer.
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sure go ahead, i figured the current kessok sound is pretty much still as it was in stock bc, time for an update lol :D
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Nice progress "X"
If those are windows (the scattered dots)
they look too uniform and need breaking up :thumbsup:
Nice work mate
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Nice progress "X"
If those are windows (the scattered dots)
they look too uniform and need breaking up :thumbsup:
Nice work mate
I agree with markyd. Also looks to me that maybe you have too many of the round windows on the darker sections, comparing the rectangular ones on the lighter part of the hull. Also the rounder ones may need to be a little larger as well. At least that is where my eyes are going on it, If you can see what I mean.
Man besides that, the hexagons on the hull set it off, looking great. :thumbsup:
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Agreed. The windows need to be more consistent. Other than that, this is a nice refresh.
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Nice progress "X"
If those are windows (the scattered dots) they look too uniform and need breaking up
Ooo, a nick-(user)name :funny !
Anyway, I think I said in my post that the windows will be arranged the same way they are on the lower section? My bad. Doesn't really matter, the windows are now redone and I've added textures to the warp and impulse engines (There's still more detail to be done there). After I've done putting the base textures everywhere, I'll move on to the finer details.
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Diggin' It!
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Diggin' It!
So am I, With my shovel too. :D
(Bottle whizzes by head for bad joke)
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So am I, With my shovel too. :D
(Bottle whizzes by head for bad joke)
:hithead: :idk:
On the ship, very nice work.
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At last, I've applied the base textures to the whole ship :dance ! Now it's time to add details such as sensor grids, thrusters and escape pods (probably triangular in shape). With any luck, the ship will be ingame and ready to hardpoint by the and of next week.
On the subject to hardpointing; are there any issues people have with the stock Kessok ships' hardpoints? (Overpower/Underpower systems, speed, hull strength etc.)
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other than the rather slow torp launchers on the KL and KH. personally, i think you should use your version of the Positron torps.
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I would agree with that as well, quicker reload times for sure. Ship looks great. :thumbsup:
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I'm just about done with the textures now, just a few minor details left to add :yay: . All I need to do now I create the specular maps and then the Kessok Light will be ready to go ingame. I'm already considering how to approach the Kessok Heavy now, so many ideas...
Anyway, here's a few pics of how she looks now. When the specs are done I'll go about posting some more.
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Now thats really good. I love that plating. Looks like a little insect-like
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Looks Awesome. A welcomed refit for the game. :thumbsup:
Can't wait to see some in-game shots.
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If I could make some HP suggestions, I'd advise speeding up torp launch, but decreasing: A: their ability to impact hull directly on an undamaged shield grid, and B: their tracking. Just now I was facing 2 (KM) Kessok Lights with first Locke's Sentinel then DJ's Valiant. I had full thrusters, engines at 125%, was traveling at preposterous speeds (above 9000 kph), maneuvering every which way and couldn't shake the slow-moving but perfect-tracking purple balls. With both ships the DS9FX Life support took over after my shields were breached with ease.
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I think they should be HPed to how they fought in the stock BC. They should be as powerful as the common quantum torpedo and track and move like they do cause thats how they move in the stock game
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If I could make some HP suggestions, I'd advise speeding up torp launch, but decreasing: A: their ability to impact hull directly on an undamaged shield grid, and B: their tracking. Just now I was facing 2 (KM) Kessok Lights with first Locke's Sentinel then DJ's Valiant. I had full thrusters, engines at 125%, was traveling at preposterous speeds (above 9000 kph), maneuvering every which way and couldn't shake the slow-moving but perfect-tracking purple balls. With both ships the DS9FX Life support took over after my shields were breached with ease.
one of the reasons I suggested Unknown uses his own take on the Positron torps. they don't hit quite as hard or as often
I think they should be HPed to how they fought in the stock BC. They should be as powerful as the common quantum torpedo and track and move like they do cause thats how they move in the stock game
you think anyone would want to put up with stock settings, nowadays?
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About the HP, KCS is right by saying my torpedoes have a lesser tracking ability as I configured them that way for the Kessok Destroyer, so hopefully that problem should be solved there. Also, from the stock ship description of the Kessok Light, I believe that a Kessok Light should easily prove a match for an Akira, and two of them should be enough to give the Sovereign a run for her money. I will be tuning the hardpoint to reflect this.
For now, here's a little sneak peek. (Try and guess what mission this is from :poke: )
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I look forward to bringing her into battle.
:thumbsup:
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it doesn't help if you leave the pic title in :P
I hope you do a good cleanup on the Kessok Heavy. btw, will these overwrite the two stockers? I'd like to do a performance comparison between versions.
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with a little bit of script-tweaking, you can make it so it doesnt overwrite the stock ships (if the author does release it meant to overwrite the stock ships)...
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However you do it will be fine with me, but IMHO, heck yea overwrite them. :evil
I sure don't miss the stock that already has been replaced in BC.
She looks Awesome in game. :thumbsup:
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it doesn't help if you leave the pic title in :P
Ah, but which mission does the pictued event happen is what I was meaning to ask. Perhaps I should've said what episode is was from. Either way, it's Episode 4 ("Indefinite presence") where you first get to glance at the Kessok's ships.
Anyway, my efforts at adjusting the hardpoints of the Kessok Light were being severly slowed by the fact the BCUT refused to work on my PC (I had to open MPE every time I needed to tweak HPs)... until just minutes ago :eek when USS Sovereign released the 1.7.6 version which now works properly for me :dance . There's still some work to be done, but it should be moving faster now.
Also, when it comes to release my new Kessok ships, they will probably be stock overrides. It's far less hassle for me to replace and edit current files than have to generate new files and plugins.
Another 2 ingame screenies. And another guessing game for the 1st pic, what episode / mission is this one from? (The title is not the answer, this time :P )
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it is from the one when the Nightingale is attacked, and you have to rescue it, then engage the two Romulan warbirds after they find their derelict warbird
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I think pic 1 is in episode six, Prendal or Tezle system (cant remember were Kitomer ended up), where the Kitomer has to launch the shuttles to the planet while the Sov has to defend her. Can't remember the name of the episode but I remember Kessok there though.
Could cheat, but I won't. :evil
"What you talkin bout Willis?" (Sorry, had to do it.)
Looks great :thumbsup:
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no, it was attacked by cardassians
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Actually, Captain_D is right. It's from the attack on the Tezle system, where you must defend the shuttles when the Cardassians bring in their Kessok reinforcements. Neither can I remember the episode name, but I remember finding it one of the hardest missions in stock BC. Well done, Captain_D ;) .
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Anyway, my efforts at adjusting the hardpoints of the Kessok Light were being severly slowed by the fact the BCUT refused to work on my PC (I had to open MPE every time I needed to tweak HPs)... until just minutes ago :shocked when USS Sovereign released the 1.7.6 version which now works properly for me
Most likely your computer didn't like the compiler settings I used to compile 1.7.5 version with.
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Yay!, do I win the car?,,,,,uh,,,,,sorry, watch too much Price is Right. :D
Remembered that episode in the game fairly well, One of the missions I had difficulty with when I first bought the game back in 2003 and when I played BC Super MOD.
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Remembered that episode in the game fairly well, One of the missions I had difficulty with when I first bought the game back in 2003 and when I played BC Super MOD.
BC Supermod made Bridge Commander a lot harder, IIRC. Even with stock BC I remember having trouble keeping the Sovereign intact enough to defend the shuttles :argh:
Anyway, I've spent a little time drawing up some basic concept ideas for the new Kessok Heavy, which I'll attach below and you can feel free to comment on ;) . I won't be making a start on the model for a while yet, as I'm taking 2 week's holiday in a few day's time; but when I return I'll proably be heading straight into moddeling the new Kessok Heavy.
I think a little info is in order about the new Kessok ships: Firstly, I've balanced the Kessok Light so it'll match an Akira and overwhelm the Nebula-class. I've also discovered that BCUT can edit the stock TGL ship descriptions, so expect better information and reclassed ships (K-Light will become the Cruiser, and the K-Heavy will become the Battleship). Finally, about releases, I will be packaging the Kessok Light, Heavy and Mine together and release those when finished before going back over my Kessok Station and Destroyer for an updated release. By that time, I may decide to part ways with the Kessok and move on to other projects...
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BC Supermod made Bridge Commander a lot harder, IIRC. Even with stock BC I remember having trouble keeping the Sovereign intact enough to defend the shuttles :argh:
Anyway, I've spent a little time drawing up some basic concept ideas for the new Kessok Heavy, which I'll attach below and you can feel free to comment on ;) . I won't be making a start on the model for a while yet, as I'm taking 2 week's holiday in a few day's time; but when I return I'll proably be heading straight into moddeling the new Kessok Heavy.
I think a little info is in order about the new Kessok ships: Firstly, I've balanced the Kessok Light so it'll match an Akira and overwhelm the Nebula-class. I've also discovered that BCUT can edit the stock TGL ship descriptions, so expect better information and reclassed ships (K-Light will become the Cruiser, and the K-Heavy will become the Battleship). Finally, about releases, I will be packaging the Kessok Light, Heavy and Mine together and release those when finished before going back over my Kessok Station and Destroyer for an updated release. By that time, I may decide to part ways with the Kessok and move on to other projects...
Have fun on your Vacation :). I can't wait to get my hands on these babies though. Have you, (or anyone for that matter), ever considered making high quality versions of the Interstellar Concordium ships from Starfleet Command 2? They would be pretty sweet.
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and i thought I was the only one that wanted an improved Kessok Mine! whew. add a warp engine to that thing, willya? i end up with a lot of them in my defenders, and they just sit at belaruz.
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Design looks good.
At first glance, I liked that you redesigned the impulse engine mounts off the end of the warp engines. I personally never liked the look of that. I would suggest slightly lengthening the forward part of the ship, not to the extent of the light, but give it a bit of a taper. This will be a great pack for sure when you are finished with them. :thumbsup:
Have you, (or anyone for that matter), ever considered making high quality versions of the Interstellar Concordium ships from Starfleet Command 2? They would be pretty sweet.
Could go for that, sounds like a great Idea.
Have a great vacation, we all need them from time to time.
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Just one more thing I had to show off before I leave, a shot of the Kessok Light in the NFX Model Viewer :dance .
It gives me a thought; if, and I hope, ST Excalibur comes to pass - I might transfer these ships over to that game and stage a little Kessok invasion :evil .
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She's astonishing!
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Looks good.
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awesome!
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You might want the kessok heavy to launch mines over shuttle fraimwork. ;)
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Hello again, everyone! I'm back ;) !
It wasn't long after returning that I was already opening Blender (upgraded to a stable 2.5 Beta while I was away :dance ) and trying out some ideas for the Kessok Heavy (and maybe some revisions on the Kesosk Light, too).
So far, there's not much to show (I'll attach one picture to let you see where I've started). The nacelles are done, awaiting more model details, and the main hull is just the basic shape for now. Hopefully in a few more days I will have more to show off.
You might want the kessok heavy to launch mines over shuttle framework.
How about, we convert the Kessok Mine into a Minelayer, and give it some engines as well (I remember someone asking for a mobile Kessok Mine). I could get it to work like one of those Tholian web ships, but laying mines instead?
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Looks like it's off to a good start. :thumbsup:
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I'd give it 4 nacelles/engines...
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I'M the one that asked for the mobile kessok mine. the thing is ship sized, allready, and even has windows slipped onto its texture :P how would you pull off a minelayer, though? oh, I can't get that to work. must be my fussy install.
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How would you pull off a minelayer, though?
As JTK suggested, the Minelayer could easily deploy mines through the shuttle launching framework. The ship could then fly around firing torpedoes and laying down the occasional mine, using the right setup of AI.
I've done some more work with the Kessok Heavy, and it's looking a bit fulller now. Obviously, there's still much more to do from here.
I'd give it 4 nacelles/engines...
That might be because I had not yet added the impulse engines on the original render, how about now...
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Personally not a fan of the Kessok design theory, but you've got a very slick mesh happening there. :)
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lol the 4 engine comment was for the minelayer XD
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Nebs: unless he makes a seperate mesh for the minelayer (which is likely). the kessok mine allready has a threefer in impulse engines. all it needs is a warp jobbie, as far as I'm concerned.
the way this is going, you'll be redoing the Sunbuster soon!
Un: i can't get the shuttle framework to work with the mine maker, yet. i gotta fiddle with it.
could you be subtle with the impulse grates, here, like you were in the reimagined lite? oh, and throw in a token "dome* on the rear scooped out area.
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Nebs: unless he makes a seperate mesh for the minelayer (which is likely). the kessok mine allready has a threefer in impulse engines. all it needs is a warp jobbie, as far as I'm concerned.
From what I got he is going to make a whole new mesh that would launch the Stock Kessok Mine.
The mines themselves stay the same.
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Nebs: unless he makes a seperate mesh for the minelayer (which is likely).
the way this is going, you'll be redoing the Sunbuster soon!
Both true ;) .
From what I got he is going to make a whole new mesh that would launch the Stock Kessok Mine.
The mines themselves stay the same.
Not quite, Neb. What is now called the Kessok Mine in stock BC will be redone and turned into the Minelayer, that will deploy the lil' proximity-activated beasties :evil .
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eh... isn't that what I said?? you are going to replace the Mine with a Mine layer that will launch the mine....
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eh... isn't that what I said?? you are going to replace the Mine with a Mine layer that will launch the mine....
Yes it is but you didn't actually say that the new mesh is the Minelayer which launches the mines. :P
From what I can gather its:
Launches
Kessok Minelayer ---------> Stock Mine (or possibly new mine model created by TU_X).
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yeah that's what I thought I said :P
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okay, lemmie see if I got this straight.
the Kessok Mine will be rebuilt from scratch into a minelayer instead, and after that, the SunBuster itself will be redone into something (hopefully) usable.
*evil grin* i just thought of something...I wonder if the STO players on here would be offended if the Kessok got crossed over to there?
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STO players on here would be offended if the Kessok got crossed over to there?
Why on earth would they?
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Why on earth would they?
besides all the "ugh, another race to deal with"? how many STOers also play/ed BC?
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It's been a little while since my last update, mainly becuase I've found it very difficult to find a way to attach the impulse engines to the main hull, but I think I'm close now.
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one word...whoa!
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Looks very nice all connected so far. :thumbsup:
Would like to see some different angles.
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Oh thats cool.
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Would like to see some different angles.
Ok, easily done. Here's another view from above the ship this time. ATM, I'm trying to find a good way of styling the impulse connections.
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eh I'd have em connected to the warp engines again... heh
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I'm not digging the impulse engine set up, doesn't flow right with me
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I'm not digging the impulse engine set up, doesn't flow right with me
Ok, easily done. Here's another view from above the ship this time. ATM, I'm trying to find a good way of styling the impulse connections.
He hasn't got there yet. ;)
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I've just been at work creating a quick alternate to the impulse connection, as the original was not quite right. I'm still thinking of attaching it to the main hull. My thinking is, from a logisitical point-of-view, routing the impulse engine power through the warp nacelles (as per the original design) would be a bad idea; one good shot to the nacelle and you've lost both warp and impulse. IMO, attaching it to the hull is a better idea - it's just trying to model it on properly.
How about this one then :idk: , if everyone thinks it'll look right I'll work on making it flow a little better.
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There you go, to me that looks more like it. Like how it goes with the hull better. :yay:
,,,,,,,I'm still thinking of attaching it to the main hull. My thinking is, from a logisitical point-of-view, routing the impulse engine power through the warp nacelles (as per the original design) would be a bad idea; one good shot to the nacelle and you've lost both warp and impulse. IMO, attaching it to the hull is a better idea,,,,,
I agree, I aways thought that as well.
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That looks good to me.
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Ah, I'm glad the new layout has worked out better :D .
Yet more of the ship complete, she's really starting to come together now - I think. I've made the impulse section blend in a little smoother and added some modules onto the central hull; thought it could do with a little bulking up there. Here's some more renders...
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Smooth lines, looks good. :thumbsup:
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To me, your right on track, looks great.:thumbsup:
Agree that the mid section needs "beefing" out a bit.
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it must be that back scoop. i GOTTA get this out!
nana-nana-NANA-nana,nana-nana NANA-nana BAAAAAAAAAT MAAAAAAAAAN!
also, i suddenly got a picture involving this ship and Animated Era Joker (Mark Hamil's Joker)
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This is beautiful!
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Thanks! I'm glad everyone likes how it's coming along now.
I've UV mapped the ship, and applied some basic textures to the nacelle and main hull. I'll post a render, which is a size comparison with the Galaxy also. At this point, I'm wondering wether to use the same hexagonal plating as on the Light, or go for something... different :idk: . As much as I can with the textures, I'll try and show some design lineage from the Light to the Heavy.
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,,,,,,,, At this point, I'm wondering wether to use the same hexagonal plating as on the Light, or go for something... different :idk: . As much as I can with the textures, I'll try and show some design lineage from the Light to the Heavy.
The base of the texture should have the hexagon in it. It looks so good on the light it would be a shame not to have it on this beast. :D
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Thanks! I'm glad everyone likes how it's coming along now.
I've UV mapped the ship, and applied some basic textures to the nacelle and main hull. I'll post a render, which is a size comparison with the Galaxy also. At this point, I'm wondering wether to use the same hexagonal plating as on the Light, or go for something... different :idk: . As much as I can with the textures, I'll try and show some design lineage from the Light to the Heavy.
ooh that looks nice though I think the heavy needs to be shrunk by 10%
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ooh that looks nice though I think the heavy needs to be shrunk by 10%
Thanks :D . As for the size, it is shorter than the original but about 5% wider, becuase of the 'beefier' nacelles. But, as Captain MacCray exclaims: "Whoa, that's a big ship!"
I've added the hexagonal plating to the Kessok Heavy (although you can't really see it on the renders), and started on windows and adding armour plating to other parts of the hull. Also I've had to make the main hull texture a 2048x2048, to allow for enough detail up close. Oh and yes, I will randomise the windows when the rest of the textures are done.
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looks like I'm gonna have to do some shrinking (my graphics card hiccups on 2048's no matter what)
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Good progress mate
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I agree, very nice.
really like what you'e done on the textures so far. :thumbsup:
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All the textures have been applied now, and the major elements are in place (for the first time, the Kessok Heavy has a deflector). From here on in, it's a matter of applying the finer details and Kessok markings.
Here's a render from the back of the ship:
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Sweet job.
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Very cool. The Kessok needed this. Desperately. Although your retextures of the stock models did an excellent job holding me over. :)
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very nice.
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Good work mate. :thumbsup:
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Wonderful job. Looks awesome. :thumbsup:
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Thanks for the support! With all the basics now in place, I've been working on the smaller details (I've copied a Kessok 'logo' from the reimagined Light over to here, see if you can spot it ;) ). Here's a few renders of my progress below. Next is randomizing the windows, and adding smaller details like escape pods and thrusters. I might even add two shuttle hangars below where the impulse sections connect to the hull.
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Looks awesome! :thumbsup: :drool:
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Logo spotted. is there a Keyblade to go with that? :funny
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hmm nice but that front end just doesn't look right... it's to bland xD
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I pity the f00 that dosen't download these.
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I pity the f00 that dosen't download these.
no mate, I pity the fool who rates it 1 then bash it and eventually won't dwl :muahaha:
outstanding job on these, I never thought I would be able to actually like Kessok designs at all :)
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hmm nice but that front end just doesn't look right... it's to bland xD
Hmmm...I think Neb is bland :P
Looking great there!
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The detail on the textures are superb so far. :thumbsup:
hmm nice but that front end just doesn't look right... it's to bland xD
I wouldn't say it's bland but it does need something there. Maybe enlarge the two triangular plates on each side to cover more of the area that is grey. Maybe something along the lines the way you've done in the middle section.
The pylons could use something on the sides of them also, like a grill design in the middle of them or something. Looks sort of bare there to me. Just a few small things you might consider. :)
Like the shuttle hangar idea, that should look great.
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Updates now. I've added the two shuttle hangars (which will probably need to be bigger), some details to the front section such as sensor pallets and domes (I would assume a kind of observation dome or similar :P ).
As usual, a picture; from the underside to show the placement of the hangar.
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Looking good. :yay:
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Very cool, can't wait to try these out.
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Real nice!
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with the addition of shuttle hangers it really brings up one question in my mind
What would a Kessok Shuttle look like
But this is really looking good cant wait to play with the new kessok
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It's been far too long since my last update, but I post here now with good news: the new Kessok Heavy in ingame! :dance I've still got to sort out the hardpoints, but for all intents and purposes it's working. With any luck, it'll be ready by the end of the week.
There is bad news, however. It seems real life has been catching up with me lately :bitch:, I'm finding that there is less and less time to spend working on the new Kessok pack. While I will endevour to finish the Kessok and release all the stock Kessok ships fully updated, work will no doubt be slow - and we will have to see if I have enough spare hours to start another BC project...
Anyway, here's a few in game shots of the Kessok Heavy. The second picture is another recreation of a SinglePlayer misson, try and guess which ;) .
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Oooo I can't wait, I could rework SP to accept all these new ships
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Very awesome work. The SP mission, I can't think of the number (I know its episode 7, either mission 1 or 2), but it's the one where you have to eliminate those Cardassian listening posts before you can attack Litvok Nor and rescue Data.
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Very awesome work. The SP mission, I can't think of the number (I know its episode 7, either mission 1 or 2), but it's the one where you have to eliminate those Cardassian listening posts before you can attack Litvok Nor and rescue Data.
Think your right Nero. That's my vote too,, :D
Awesome from me as well, and a cookie too. :thumbsup:
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Very awesome work. The SP mission, I can't think of the number (I know its episode 7, either mission 1 or 2), but it's the one where you have to eliminate those Cardassian listening posts before you can attack Litvok Nor and rescue Data.
Thanks! And yes, it is the mission where you must disable the listening posts (E7, M2 - I think :lostit: ). It is also, I believe, the first time you encounter a Kessok Heavy.
About the Kessok Heavy, I'm just starting to set up the hardpoints now. By Sunday that should be completed, and after that I'll begin looking at how to approach the Kessok Mine.
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It's fantastic ! amazing how you were able to turn that brick into such a wonderfull and mean machine :) cookie and hats down !
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planning on doing the hybrid too? :P
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I think, finally, I can call the Kessok Heavy done :dance . Perhaps a few balancing tweaks before I put 'er with the Light/Cruiser for beta testing and I'll be on to the Kessok Mine, which shouldn't take as much time. Below is a bundle of three ingame (full size) screenshots of the Heavy/Battleship, enjoy :D .
planning on doing the hybrid too? :P
Interesting question: if I do, it would be a simple kitbash using pieces from the Kessok Light and Cardassian Galor. I'm not well enough versed in Cardie design to confidently attempt a whole new ship.
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very nice. cant wait!
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very nice. cant wait!
Agreed, some great shots to show off some great work. :thumbsup:
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This makes me want to play the original BC campaign all over again very nice...
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Long time, no updates it seems :( . A lot seems to have happened since I posted here, 13 days ago; most notably - of course - is that I now have a MotM award, thanks to your support through this project :yay: (despite the lack of updates for a while).
Well, I've found enough time out over the last few weeks to finalise the Kessok Heavy, and begin work on the next (and second-to-last) ship in the stock Kessok line: the Kessok Mine. The Mine's a nice simple ship/probe, I've already created the basic design, which is really just the same shape as the original but done with more polys and finer detail. When it comes to texturing, that is when I can make it fit in with what I have so far. Anyway, here's an initial render of the Kessok Mine - there's still some work to be done though:
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Oh, yeah much better already.
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I like what you have done, though I noticed off hand that you hadn't added the three longer bar sections in the empty spots between the banana shaped stabilizers or whatever they are, if that made any sense,, :D
It would look excellent as you have it now, with your new texture look to it.
Great job, as always. :thumbsup:
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That actually looks like it could be a Beam Weapon mine or orbital defence platform
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Long time, no updates it seems :( . A lot seems to have happened since I posted here, 13 days ago; most notably - of course - is that I now have a MotM award, thanks to your support through this project :yay: (despite the lack of updates for a while).
Well, I've found enough time out over the last few weeks to finalise the Kessok Heavy, and begin work on the next (and second-to-last) ship in the stock Kessok line: the Kessok Mine. The Mine's a nice simple ship/probe, I've already created the basic design, which is really just the same shape as the original but done with more polys and finer detail. When it comes to texturing, that is when I can make it fit in with what I have so far. Anyway, here's an initial render of the Kessok Mine - there's still some work to be done though:
well..... i have an idea. to make it look a little agressive... how about some spikes on those 3 pylons?
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I noticed off hand that you hadn't added the three longer bar sections in the empty spots between the banana shaped stabilizers
Quite right, I'm working on those atm, I didn't put them on for the first render because I'm trying to see if there's a way of making them a little less... square.
well..... i have an idea. to make it look a little agressive... how about some spikes on those 3 pylons?
Now I like that idea! I'll start experimenting with that.
That actually looks like it could be a Beam Weapon mine or orbital defence platform
I was tinking the same thing when building it. I might have proposed the idea of giving it a beam or pulse weapon as well as torpedoes.
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might be nice to make more than one Remove the Central Shaft for and mount torpedo launchers on the spires for the torpedo base and add a large beam weapon onto the central shaft for the Beam platform. The mines i always saw as a defensive platform there should have been a couple of dozen around the kessok home world.
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great job! The kessok mine reminds me at two things. First, the ship of mass effect and second, the torpedoes of the narada :)
still great job!
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great job! The kessok mine reminds me at two things. First, the ship of mass effect and second, the torpedoes of the narada :)
still great job!
Lol more like m8 assault rifle from both ME and ME2 :P
looks so much better than original, might have an idea for ya as well, I just have to think about it first :P
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I like the look of her.
Good job :thumbsup:
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Update time! Not that much on the model, a lot of cleaning up the mesh, but I've embraced the spikes idea from JTK and also added the long bars around the central section (I'd imagine those are some kind of magetic accelerators like you'd find in a railgun).
About the armament of the mine also. I've now added three micro-torpedo launchers on the three claw-like sections, so it no longer seems likely that the central section would house another torpedo launcher, so that will end up either as a high-power beam or pulse weapon. But I'm not sure which.
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Remember the Kessok torp was their specialty... it was LARGE and SLOW where it would pack a punch if you let it hit you.
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Update time! Not that much on the model, a lot of cleaning up the mesh, but I've embraced the spikes idea from JTK and also added the long bars around the central section (I'd imagine those are some kind of magetic accelerators like you'd find in a railgun).
About the armament of the mine also. I've now added three micro-torpedo launchers on the three claw-like sections, so it no longer seems likely that the central section would house another torpedo launcher, so that will end up either as a high-power beam or pulse weapon. But I'm not sure which.
I did the reverse on a tweak I attempted to the original. I slapped three poleron beams on the "fins". it didn't take, so I abandoned the idea. I also had a look at the alphas. there's enough windows in the maps to make you winder if it's manned at some point.
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About the armament of the mine also. I've now added three micro-torpedo launchers on the three claw-like sections, so it no longer seems likely that the central section would house another torpedo launcher, so that will end up either as a high-power beam or pulse weapon. But I'm not sure which.
Use the big blue pulse from the Hybrid.
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Use the big blue pulse from the Hybrid.
My thoughts exactly, would be cool with that.
She looks nice and mean with the "fangs" now. As Worf would probably say, "Worthy of a Klingon." :)
Awesome job. :thumbsup:
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nice!
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Update time! Not that much on the model, a lot of cleaning up the mesh, but I've embraced the spikes idea from JTK and also added the long bars around the central section (I'd imagine those are some kind of magetic accelerators like you'd find in a railgun).
About the armament of the mine also. I've now added three micro-torpedo launchers on the three claw-like sections, so it no longer seems likely that the central section would house another torpedo launcher, so that will end up either as a high-power beam or pulse weapon. But I'm not sure which.
I love the model...hope the textures will be just as good.
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A long time since the lst update it seems; I've had a week's holiday and a lot of work to catch up on since. But I've found enough time, at least, to start on the texturing (as well as begin a 3D image render, the results of which I will post over on the Scifi Images thread). The base materials are in place on most of the model, so its onto major details next, and then finishing it of with the smaller stuff. I'll attach a render below.
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:yay: Like what you have done so far, nice touch with the blue glow inside the bars.
Shaping up nicely. :thumbsup:
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now thats ace!
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Another update. I'm finding it much more difficult to think of what to add to the Kessok Mine; being an automated device, there would be no need for windows, escape pods, shuttlebays, etc. It seems that, beyond the basics, there's not much the mine would need in terms of details. Still, I've applied and hexagonal plating again and also given in the same motif that I've put on the Heavy and Light (much easier to spot now).
A picture, as always:
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Looks great,
but if you want to add more, then I think you should texture in sections and and panelling.. mabey organic type like a shell and not so traditional, but it would help break up the shape. :thumbsup:
Nice work :)
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Looks great,
but if you want to add more, then I think you should texture in sections and and panelling.. mabey organic type like a shell and not so traditional, but it would help break up the shape. :thumbsup:
Nice work :)
Agree with markyd on that. Also this area on those three sections looks a bit bare. might could consider something there.
(http://i1135.photobucket.com/albums/m633/Captain_D111_photo/KMineWIP_sug.jpg)
I also think that it looks great as is, you have done a great job so far on this whole pack. :thumbsup:
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These kessok are looking nice. Fix those bare spots on the turrent and it will defenetly be a good one.
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what if on these plain spots you texture in items like access pannels, thrusters etc?
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or make it an improved model and add weapons banks for beam weapons like the cardassian version.
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Well, he already has the three beams at the end of each of the three claws and then whatever hes decided for the middle.
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Yes, I think in terms of weapons the Mine is loaded up enough. Three micro-torpedoes and the central beam should be enough. On the claws however, I've begun be adding a few small windows onto the rear-most section (it is possible that people may need to access the mine, a bit like that dreadnought missile from Voyager), and a docking port on each of the struts. From here, I think sensor palletes (the slightly entrenched sections you may see on the two previous ships), thrusters, and a few more lines to define hull plating. I'll post another render when I have more to show...
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Just curious, what about the hexagonal plating that worked wonderfully on the light cruiser?
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Another update, I have more details now on the claw-like sections of the Mine, as well as thrusters across the ship and more hull plating lines. As Dalek asked: yes, the hexagonal plating is back (more obvious on this pic). I'm thinking I'll increase the vertical spacing between the windows, and maybe add a few more details to the centre column before exporting it to BC and wrapping up the Kessok stock pack ready for beta testing, but that may be a few weeks away. With any luck, I may be done in time for christmas - or at the latest, New Year's.
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ok now that is cool
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Might think of decreasing the amount of windows or decrease the rows of them, sort of makes that section look cluttered somehow to me. The rest is right on the money.
Nice work. :thumbsup:
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Wow, a lot more fear factor involved here than the stock mine. Very cool.
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Almost done now with the texturing on the mine; the spacing between the windows has been increased about 25%, more details such as hull plating lines, thrusters and hatches have been added. So, unless there are any further issues, the mine should be in BC and ready for hardpointing by the end of next week.
If I feel confident that I can get all the ships ready for beta testing by, say, the 18th. Then I'll see about adding the Kessok Pack to the Organised Christmas Release ;) .
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Almost done now with the texturing on the mine; the spacing between the windows has been increased about 25%, more details such as hull plating lines, thrusters and hatches have been added. So, unless there are any further issues, the mine should be in BC and ready for hardpointing by the end of next week.
If I feel confident that I can get all the ships ready for beta testing by, say, the 18th. Then I'll see about adding the Kessok Pack to the Organised Christmas Release ;) .
yeah please do that! awesome stuff.
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ah got one question here... was the sun buster ever on the redo list?
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Good news, everyone! The Kessok Mine is now hardpointed (patially) and in game :dance . I'm in the process now of editing its systems, and with any luck should be ready soon. It's taken longer than expected as I made errors when trying to add the Mine; which neccesitated the complete re-installation of Bridge Commander (not too much of a problem, though - as it gave me an excuse to load KM201 and DS9FX Extended). There is one technical issue, if anyone can help: it would be useful to be able to make the Kessok Mine playable in QB, but short of making a new plugin (cause of the error I mentioned) I don't know how to add it to the player's ships menu - if anyone knows of a way to do this, it would be very helpful.
With the impending approch of Christmas, it appears to me that it would be very close for time if I hold the beta testing stage too long, so that the whole pack is tested at once. Therefore, I've devised another way of doing this: each ship will be tested seperately, starting with the Light, then Heavy, and finally the Mine. This should give me enough time to prepare all the ships before release. I'll throw open Beta positions now, and anyone who wishes to test the Kessok Light - please say now. I'll try to get it ready ASAP. Also to answer Nebula's question, I was originally going to attepmt the Sunbuster - but due to lack of time, Christmas, and the fact it's only used in one mission, the sunbuster seems to have been left out on this one :( .
Finally, as it's my 200th post here :angel , here's a render I posted over on the Sci-fi Art thread of the '09 Enterprise. And, of couse, a screenshot of the Mine:
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I'd love to test the Kessok Light! Glad to hear the mine is coming along too. :D
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The Sunbuster is in QB for BC and in KM in MP. The ship in KM has HP completely redone for it.
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,,,,,,,,,,,,,, Also to answer Nebula's question, I was originally going to attepmt the Sunbuster - but due to lack of time, Christmas, and the fact it's only used in one mission, the sunbuster seems to have been left out on this one :( .,,,,,,,,,,,,,,,,,,,,,,,
That's cool with me, but don't give up on the thoughts of doing her later on. The way you re-modeled these, I would love to see what you would come up with for it. :)
Great job on the pics. :thumbsup:
I'm in for Beta too, if needed.
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I was 100% sure I posted a reply here, but doesn't seem that way D:
Anyway, I'm always up for helping modders out with doing beta testing, so just send me a message if you need me :thumbsup:
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Firstly, thanks for all the offers for Beta testing the Kessok Light ;) , and the openings for the light are now closed. Now I've got the Kessok Heavy ready for tests, so is anyone wants to try out the Kessok's biggest ship; please say now.
About now, I'm finalising the hardpoints on the Kessok Mine and experimenting with the TGL files to see if I can modify the stock descriptions (it's looking promising).
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About now, I'm finalising the hardpoints on the Kessok Mine and experimenting with the TGL files to see if I can modify the stock descriptions (it's looking promising).
Easy to do with BCUT, all of my stock ships descriptions are custom. Look for the ID "KessokLight Description" in Ships.TGL, should be towards the bottom. :)
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ya - dont go the TGL route for any ship descriptions...
do those via the ships plugin, as per BCUT...
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ya - dont go the TGL route for any ship descriptions...
do those via the ships plugin, as per BCUT...
But since its a stock ship wont the TGL overwrite the plugin description?
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ya - dont go the TGL route for any ship descriptions...
do those via the ships plugin, as per BCUT...
But since its a stock ship wont the TGL overwrite the plugin description?
I believe BCUT can save a portion of the TGL files as a PY plugin. That's what I'll try to do, as a plugin will give me the flexibility to edit the ship names also. When I tried to change the Kessok Mine to plugin-only last week, the ship wouldn't spawn in QB (unsure if they are directly related, though).
A quick update to show the current progress of the Kessok Pack. I've had the beta test results back from the Kessok Light and Heavy, and I've made all the appropriate changes - with any luck the Kessok will prove a challenge again. Against an Intrepid, the Kessok Light manages a victory and the Kessok Heavy has a 50/50 chance on a Sovereign depending on who's flying what ship. Team the new Kessok ships together and they're a formidable opponent. Still tweaking the mine aTM, but I'm still confident they'll make the Christmas release.
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While I hate to double-post my own thread, this news is just too good for the edit button: the Reimagined Kessok Ship Pack is finally complete :dance ! All the ships are properly hardpointed, models are checked, and I'm writing up the readme today. I may have cut it a little close, but you may yet be able to download the new ships on Christmas. Just to show it off a little, I'll attach a few screenshots:
PS: I'll forego the beta test of the Mine, my own tests should be sufficient anyways.
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Yeah man those are great news and great ships. Looking forward to your release. BTW: Cookie away.
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with the other Kessok ships you (and others) made, they finally have proper representation.
for those of us keeping the originals as well ( I have two installs), I've long had a tweaked set of hardpoints for the originals. I made them hard to hit and hard hitting.
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ya i gotta say - those are the best looking kessok ships i think i have ever seen in all of bc's history - well done! :D
*cookied*
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Truly outstanding job!
Cookie
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Thanks for all the kind words, everyone :D . The ships are off on their way to BCFiles now, all I can do is wait and hope I don't need to sumbit a patch :doh: .
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A success to be sure. One of the best (and needed) mods I've seen in awhile.
Awesome job X_TheUnknown_X. :thumbsup:
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I am pleased to see the Kessok get a work over this pack is exceptional and compliments the Kessok base nicely. In my opinion a lot of focus has been placed on the major powers Federation Klingon Romulan Dominion and Cardassian more needs to be placed on minor powers or lesser known races/species. Job well done cheers! :drink2:
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It seems the Kessok Ship Pack has just been put up as file of the week on BCFiles :dance ! I post now, really to show off a little render of the Kessok Light I completed over the last few days, and while I'm here give a hint at my next project: :poke:
It will probably be a remake of something I've done before, but always thought I could have done much better with. Although I'm not certain which of the ideas I will actually attempt, yet (yes, I'm considering more than one at this time). While I'm definately not even starting it until later on this month, if I'm still undecided by then, maybe I'll decide from consenus...
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well, I'll tell you right now you have to redress all your older Kessok with your newer textures. plus I'd like the Carrier to actually BE a carrier, but I think I can pull that off myself.
only one other Scratch model has been made for the Kessok, and it's a Kitbash that looks like an insect. i gather the author assumed the kessok were insectoid.
http://bridgecommander.filefront.com/file/Kessok_Assault;28973 (http://bridgecommander.filefront.com/file/Kessok_Assault;28973)
this is in severe need of a retex, and would make an excellent dominion ship as well. however, i believe the author is in the "touch it and i KILL you" group (no permissions ever) Jimmy can clarify this, of course, and so could Sovereign.
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I may have said this already, but I think this would make an excellent Kessok ship:
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that's a mobile shipyard, but what is being built inside it defenetly appears kessok.
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hmm...that may not just make a Kessok, that may BE a kessok. I wonder if the STO creators had something up their sleeves?
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well, I'll tell you right now you have to redress all your older Kessok with your newer textures.
I may have said this already, but I think this would make an excellent Kessok ship:
No, no no; you're putting more ideas into my head now :smack: . KCS is right though, the Kessok destroyer could do with a new set of textures - even a new model. And the same with FarShot, that ship off the STO picture would make a good destroyer... Well, looks like I've got 2011 sorted then ;) .
About that STO ship; the shape could pass as Kessok, but I'm inclined to think they had the Dominion in mind when they designed it.
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It is time, I think, to announce my latest project for Bridge Commander - another attempt at a model I created not that long ago. Something that could have, nay should have been better. What is it? It's massive, two Enterprises were stolen from it, Admrial Leiu lives in it; yes it's a rebuild of the Federation Spacedock. This time, I'm making it the right way, the way I should've done it before.
I've spent hours in an exhaustive search of the internet finding as many referance images of the Stardock as I could - which, it turns out, are not that many. It seems that, after filming the effects for ST:III, ILM pretty much destroyed the model of the station; so the only images are from the two films it was featured in, and approximated blueprints based on the film model. I also have a CGI-quality model produced by Raul Mamoru on TrekMeshes.ch, which I will be referancing a lot from.
So far, I've got the basic exterior shape laid out, and I will be continuing to add details when I have enough spare time. This time around, I'm setting myself a more generous limit of 15k polys (as opposed to the measly 7.5k of the previous attempt) - and I'm only going to texture a quater of the station (the rest can be mirrored), so I can increase the texture space two-fold. So then, here is my current work thus far:
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It is time, I think, to announce my latest project for Bridge Commander - another attempt at a model I created not that long ago. Something that could have, nay should have been better. What is it? It's massive, two Enterprises were stolen from it, Admrial Leiu lives in it; yes it's a rebuild of the Federation Spacedock. This time, I'm making it the right way, the way I should've done it before.
I've spent hours in an exhaustive search of the internet finding as many referance images of the Stardock as I could - which, it turns out, are not that many. It seems that, after filming the effects for ST:III, ILM pretty much destroyed the model of the station; so the only images are from the two films it was featured in, and approximated blueprints based on the film model. I also have a CGI-quality model produced by Raul Mamoru on TrekMeshes.ch, which I will be referancing a lot from.
So far, I've got the basic exterior shape laid out, and I will be continuing to add details when I have enough spare time. This time around, I'm setting myself a more generous limit of 15k polys (as opposed to the measly 7.5k of the previous attempt) - and I'm only going to texture a quater of the station (the rest can be mirrored), so I can increase the texture space two-fold. So then, here is my current work thus far:
Oh. My. GAWD! :eek
It's funny that you post this now because I had mentioned on Baz's page the other day that with the Awesome TMP ships coming out it would be sweet to get a newer Spacedock. And here you have answered my prayers lol. I don't know if this is the same Spacedock you're using as a reference, but this one comes from scifi-meshes.com created by Mr. Wilde and it's pretty epic.
http://www.scifi-meshes.com/forums/showthread.php?76997-Spacedock (http://www.scifi-meshes.com/forums/showthread.php?76997-Spacedock)
Memory Alpha has some pretty good HD screen shots taken from the Star Trek Blu-ray set also. But from what you've posted there I'd say you're on a pretty good start :D
http://memory-alpha.org/wiki/Earth_Spacedock (http://memory-alpha.org/wiki/Earth_Spacedock)
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Yay! New spacedock! Again! lol :yay:
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that looks excelent. I wouldn't worry about poly..it's like your going to have dozens of these on the map at once.
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Well you are off to a great start, though I still am a fan of your first attempt.
Actually have it in my modded install as replacement of the stock. Even with the glitches with proper docking, I still love the thing, so this will be icing on the cake to be sure.
Can't fault anyone on trying to achieve,,, perfection. :assimilate
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... though I still am a fan of your first attempt.
That's a point you and I must disagree on. Looking back, I think my first attempt was awful :banghead: - I cut too many corners and decided "that'll do" far too many times. The interior was all wrong and texturing was not clear enough, to start with. Hopefully, with the experience I've gained from the last Kessok project (which seems to have been a success) I can create a much better model this time around. :angel
It's funny that you post this now because I had mentioned on Baz's page the other day that with the Awesome TMP ships coming out it would be sweet to get a newer Spacedock. And here you have answered my prayers lol. I don't know if this is the same Spacedock you're using as a reference, but this one comes from scifi-meshes.com created by Mr. Wilde and it's pretty epic.
Actually, it was Mr Wilde's thread that got me wanting to try this again. When I saw the quality and level of detail in his model, I decided that I would love to produce something like that for BC. I'll probably referance parts of his model in mine as well. Also, after posting the starting images on my thread yesterday, I saw your comment on Baz's page and thought: "I've made the right choice here". ;)
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Well I definitely look forward to this one for sure. Can't wait to see more.
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Looking forward to this also as my retexture/remodel of stock - though an improvement - no substitute for canon model :) Are you going to include any static drydock ships (like Excelsior?). And possibly animated doors? Still working on method with USS Sovereign to have ships trigger door open on approach.
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Nice little pic I found doing my own research. But since you are doing it I can stick it back to bottom of my list
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Where on Earth did you find that little gem, Baz :thumbsup: ? That'll come in handy though, the only complete shots I have of the model are the underside shot from ST:VI and the renders Mr Wilde posted on SFM.
Speaking of renders, heres one of mine with some more detail (I'm already prefering it to my mk1 version)
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it was from it a wrap catalogue.
Good sauce of reference for unlite models.
edit looking good :thumbsup:
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Man, that is some awesome detail you are putting on there.
Nice. :thumbsup:
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Wow, the detail is amazing. This is going to be very good :)
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Having seen the original stock base again in Baz's recent TMP Connie pics and video (*shudder* - beautiful Connie model flying into major suck*** base, lol) this new base definitely needed :)
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I'll back that up luroks statment one thing we desperatly need, unfortunatly most modders like to build big ass fighting ships so the support models don't really get a looking.
This is definatly a long over due update.
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Thanks for the support so far everyone :thumbsup: , I promise not to dissapoint.
I've been finding enough time lately to add some more detail to the dome section (and got the basic interior set up for modeling). Here's another render of the top section: details are in place, I've got those bio-dome things in - I'll add antennae there later.
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Those doors feel too wide, but otherwise really awesome. :thumbsup:
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Those doors feel too wide, but otherwise really awesome. :thumbsup:
Well, maybe aesthetically they look too wide, but I believe they're done that way on purpose since we have to fit Galaxy Class sized ships in there lol. Most references only show Excelsiors and Constitutions going in and out and they always look like there is never enough room for a Galaxy Class.
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Awesomeness. I'm looking forward to Stealing the Enterprise from that badboy! :evil:
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Those doors feel too wide, but otherwise really awesome. :thumbsup:
The doors are correct to reference, but I've shortened them slightly becuase I, too, felt they were a little off.
Well, maybe aesthetically they look too wide, but I believe they're done that way on purpose since we have to fit Galaxy Class sized ships in there lol. Most references only show Excelsiors and Constitutions going in and out and they always look like there is never enough room for a Galaxy Class.
I've read that the spacedock's designer hated it when they just painted the Enterprise-D over the ST:3 shot in TNG, because the base would have to be made 4x bigger to accomodate - he designed a docking system under the dome for the E-D, but it was never carried on.
Anyway, I've made some more progress with the model, most of it is finished now - it's just a case of adding details to the mesh before the arduous process of UV Unwrapping. Below is a view of the outside as it stands now, and one of the rough interior.
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looking good so far :thumbsup:
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Like the detail on the interior docking ports, the indentions around the top. All shaping up nicely. :thumbsup:
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looking good so far :thumbsup:
Thanks, Baz :D . Yours is coming along great, too.
I've got the exterior model pretty much complete now, there's a few more changes I'll make after the mesh modifiers are applied, but this is how it's going to stay now (unless anyone sees any errors). Next, I'll be spending my time cleaning up the mesh and UV unwrapping this beast (:banghead:), so until then, heres a view of how she( /he/it :wtf ) is looking. At the moment, it's standing at a solid 9,000 polys - which translates to about 17-19K when converted to triangles - that's a lot, but then there'll only be one in place at a time...
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Very nice work there!
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That looks excellent. I especially appreciate the work you've put into the spires on top and bottom.
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This is going to look amazingly badass when textured. You gonna texture the blue tint on? In the films, it looked blue under the light of our sun, even though the model is grey. Up to you.
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The doors are correct to reference, but I've shortened them slightly becuase I, too, felt they were a little off.
I've read that the spacedock's designer hated it when they just painted the Enterprise-D over the ST:3 shot in TNG, because the base would have to be made 4x bigger to accomodate - he designed a docking system under the dome for the E-D, but it was never carried on.
Anyway, I've made some more progress with the model, most of it is finished now - it's just a case of adding details to the mesh before the arduous process of UV Unwrapping. Below is a view of the outside as it stands now, and one of the rough interior.
It's excellent.
I've been doing my own study of the Dock and this fits Robert Wilde's pictures nearly exactly from the towers on north and south.
I would add that the Main doors look a snudge too wide. And from what I've seen the four shuttle docks are equal size that lie between main Dock Doors.
And don't forget the shuttlebays on the inner rim of the Top Dock.
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BC can never have enough stations. Good work Unknown!
*also learning lots of neat things here about the Ent-D issue*
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indeed nebula im most curious about this exterior docking extensions for the larger class ships. has there been any design for it drawn up?
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hmm this is what I could find..
(http://www.ottens.co.uk/forgottentrek/images/TNG/M_STtng06.jpg)
if ya don't want this in here unknown please say so. ;)
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Reminds me of the docking system from the wachtower class!
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Thanks for the compliments, people :D . To answer a few questions:
Bren: Yes, I'm definately considering putting putting a bluish tint on the spacedock - unless, of course, white works better ;) .
Neb and 9thDawg: It's just a maybe on the exterior dock, I could do a seperate model with the docks in place if it's a commonly requested feature.
Saquist: I used Mr Widle's pictures on SFM for reference on the antennae towers as the blueprints I have didn't show them up very well. The doors are going to stay at their current width, only because making them smaller would mean giving less room for a Galaxy-class sized ship to enter, and that would mean having to scale it up even more. And in the case of the shuttle docks, they are unevenly sized because of the way I've had to extrude them from the model; I'll see what I can do, but they may have to stay as well.
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Either way, these stations are going to hold a lot of people. In my mind, a space station of these proportions would only really be found near important Federation colonies or territories (like Earth Spacedock or Starbase 12). I guess the key point is the difference in volume between a Galaxy-class and Constitution-class-scaled station; it's just one of those many inconsistencies that make up Star Trek... :roll . Still, I'll keep this model to-scale with the Galaxy.
I haven't had enough time to make much progress with the station yet, but I've got the texture on the upper dome started - and I'm going to continue from there. Here's my work so far; with a Galaxy in there for scaling.
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*offtopic cleared*
guys please stop debating about technical specs and how many people can fit in whatever size starbase or whatever - that whole convo can be for a different thread in a different forum and not polluting X_TheUnknown_X's thread ok?
thx :)
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Love the paneling so far, not a fan of the door markings though
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Love the paneling so far, not a fan of the door markings though
Agree. Thought doors on spacedock v1 pretty good :)
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Apologies for the off topic Unkown
I don't believe that particular yellow symbol was on the doors. Where does it come from?
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Think your on the right track but from my research it needs to be bigger and more muted yellow
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Wonderful job on the textures so far, especially the antennae section on top. :thumbsup:
Have to agree with the rest on the door. A mix of what you have and what baz 1701 has come up with would look much better.
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Door markings have been edited as per requests - I've toned down the yellow border around it, widened it and sharpened the whole thing up a little. I've also increased the visability of the hull panelling and started adding in the shuttle hangars. I'm also debating whether to change the base colour (either to a greyer tone or bluer tone :idk: )
A new render to show the progess so far:
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it looks like it should be bluer from a image above
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Maybe a tad bluer but I wouldn't go overboard with it. I'd say one thing that makes the Station look Blue in the movie is the fact all the interior lighting is blue. In fact, does that mean you will add blue lighted windows or make them white?
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Door markings have been edited as per requests - I've toned down the yellow border around it, widened it and sharpened the whole thing up a little. I've also increased the visability of the hull panelling and started adding in the shuttle hangars. I'm also debating whether to change the base colour (either to a greyer tone or bluer tone :idk: )
A new render to show the progess so far:
Space dock is the same color as the Enterprise.
Even the stock BC SB got that right. Color comes from the lighting and the planet. It's really a matter of your personal choice if you think it enhances the look or not. Clearly the effects artist thought it did but that was added by film effect.
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Why not just give a light grey tone and let the lighting do the rest? :)
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Space dock is the same color as the Enterprise.
Even the stock BC SB got that right. Color comes from the lighting and the planet. It's really a matter of your personal choice if you think it enhances the look or not. Clearly the effects artist thought it did but that was added by film effect.
Because BC can never achieve the same environmental lighting and setting, it would be wise to mimic the effects. Id say stick with the blue. It may also be a suggestion, to include two versions. Colorschemes dont need that much time.
oh and btw, all windows and glowing areas dont reflect light. they really are blue. keep that in mind
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I'm not sure that red band should be so prominent. I know theres a lot of lighting used in the shots for ST:III but that band still seems to dark to be that bright.
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I'm not sure that red band should be so prominent.
Indeed.
Frankly I think the top Red bar (that in BC represents the phaser array) is just TOO wide. So it looks extremely prominent in the true color white environment. The lower red stripe is the same color but because it's thinner it doesn't end up looking like a racing stripe.
Perhaps a subtle red/grey or muted red or vermillion along with a thinner stripe?
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Indeed.
Frankly I think the top Red bar (that in BC represents the phaser array) is just TOO wide. So it looks extremely prominent in the true color white environment. The lower red stripe is the same color but because it's thinner it doesn't end up looking like a racing stripe.
One of the problems I'm facing by referencing the movie screencaps is that the whole scene has strong blue colour grading, it throws off the true colour of the model (a beige/white) - and mutes some of the other hues (such as the red).
Anyway, I've darkened the red stripe and thinned it a bit, and given the station a bluer hull tone. The textures are coming along nicely, albeit slowly, this is where I'm at now:
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Nice, but shouldn't the lower half match the more bluish of the upper half? looks really good tho
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Looking great :D
Ya know I just thought of something.... there should be a shuttle bay that is actually usable on this thing lol
one you can fly into.
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Those textures are perfect :)
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That certainly is looking good!
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Thanks eveyone :D !
Just a quick update: I've got the whole of the exterior textured now, and I'm going to be moving on to the interior very soon. So far, I've used 7 texture maps (sounds a lot, I know, but most of them are 512x512s and below - only the dome and upper stalk use higher res). Windows will be coming last, I think; they'll be a pain to impliment on a model this size :banghead: .
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looking sweet
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Can you imagine how much blue paint that is... like, in liters? lol
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That looks fantastic!
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Maybe they just use holograms instead of paint. xD
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I think having the metal plating pre-dyed would be most logical. That or worker bees have some sort of projector beam capable of replicating things where it's aimed. Kinda like spray coating the side of a building.
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Can you imagine how much blue paint that is... like, in liters? lol
in the voice of data
"captain, it would take .... umm.....f**k knows sir, not even i can compute them odds"
LOLZ
Awsome model btw man!
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Thats the way I had in mind for the colorscheme! certainly looks fantastic :thumbsup:
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Nice!
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Nine Years....
and we finally have a proper Space Dock upgrade. The fans owe you a huge debt.
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I've done a 2D CAD sketch on the interior.
May I suggest on the interior using two different kinds of run ways. On one axis the runway from Star Trek III and on the other axis the Runway from Star Trek VI.
The Star Trek III run way doesn't have the crossing of lateral lights like in TUC. It also seems to have taller spot light towers lining the run way. From memory...(if accurate) I believe I figured from the visual that it was only three sets of spot light towers between the drop off and the doors. The runway itself wasn't lit and had some sort of yellow lined design (possibly blue too)
While Star Trek VI had shorter box like towers and there were an estimated for sets of two between the drop off and the doors.
The buildings on the surface of Primary Dock are all squares with a few rectangles . I created them as seen in the movies and then estimated their actual location and placed a few more in the radii we don't see. Rather than treating all four quadrants same the movies sort of imply (because of the different run ways and the features around each run way are different) that the quads are mirrored from the other side and not exact replicas of the same section four times. I have a simple CAD sketches of what I did. And I could post it any time.
I didn't finish my analysis of the walls....
You're on your own there.
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Can you imagine how much blue paint that is... like, in liters? lol
probably the first time the Metric system ever had to apply the Kilo prefix to liters!
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Can you imagine how much blue paint that is... like, in litres? lol
Does paint come in Mega-litre cans? :funny
Apologies for the long delay in updates, the interior textures have taken a lot of time to get ready. I've made the base colour of the inside several shades darker than the exterior, and put in some simple repeating hull panelling textures. In response to Saquist, I'll keep all th runways in the style of the ST:VI spacedock - just because it will be easier to impliment and should look better in the end. Theres still more work to do yet, but here's what I have now:
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Note:
Will remove if unwanted:
A Diagram of the Space Floor.
(http://img263.imageshack.us/img263/8853/spacefloor.th.png) (http://img263.imageshack.us/i/spacefloor.png/)
...and the Google Sketchup of the effect the detail creates.
Plotting it was difficult but the creation in 3D was simple and straight forward.
(http://img337.imageshack.us/img337/9458/201010212326254m0s.th.jpg) (http://img337.imageshack.us/i/201010212326254m0s.jpg/)
Then of course the minor box structures on the ceiling.
I placed them at intervals of 2's and 3's (arbitrarily)
(http://img713.imageshack.us/img713/2480/2010102803384253s.th.jpg) (http://img713.imageshack.us/i/2010102803384253s.jpg/)
I feel the interior of the Dock is perhaps the most important for detail because it has the most memories in Trek-dom.
Stealing the Enterprise (both the original and ENT-D)
Leaving space dock on the final mission of ENT-A
And all the great scenes we never got to see like Voyager or even Defiant entering through those space doors, dock at those bays...
Anyhoo...
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If only I could have that level of detail built into the model, but the old BC engine probably wouldn't handle it. Some of the finer stuff must therefore be textured in.
Speaking of that, I'm nearly done with the interior textues now (even the windows are in place :dance ). So now it's onto the station's exterior to finish off there. Here's a render of the inside (with the AO set properly so it looks less noisy :doh: - and a nice angle on a Galaxy for scaling). Thanks for all the support and encouragemant so far, people; I think this looks many times better than my last try.
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Indeed, I have to agree. everything looks great.
The texture inside the "bowl" part (for lack of a better word) doesn't look right to me. The docking port looks wonderful.
Nice. :thumbsup:
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Will it have superawesome speculars???
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The texture inside the "bowl" part (for lack of a better word) doesn't look right to me.
You're abosutely right, it was wrong, but I couldn't get the centre bit to look good enough. I've had another crack at it, though, and It's starting to look a lot better.
Will it have superawesome speculars???
Hopefully. Certainly I will put spec textures on the outside, but for the inner section I don't think they'll be necessary (BCs engine doesn't do shadows, so bits will show speculars even without any direct light being cast on it).
Got the inside finished off now. Moved on to putting the windows on the exterior (very tedious work, I've been trying to get them to have the same kind of arrangement as in the physical model). Dome's done, I'm now moving down the base adding windows and small details.
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Things look great on the interior. :yay:
She is coming out very nicely so far.
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She's looking really good.
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At last, all the textures are now finished! :yay:
All the basics, details and windows are all textured in - and I'm definately happy with the results. My time is being spent, now, putting alphas in and converting to TGAs.
Have a look at some pictures of it:
(and did someone mention speculars :poke:)
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WOW!!!
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WOW!!!
What he said...cookie away!
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HOLY (inset word) :yay: :hithead:
Any chance u could put this through nanofx viewer and show some pics?
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Beautiful, just really really beautiful. Can't wait to see everything converted and in game.
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That's one pretty floating mushroom. lol Very good work! :thumbsup:
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(and did someone mention speculars :poke:)
:angel
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At last, all the textures are now finished! :yay:
All the basics, details and windows are all textured in - and I'm definately happy with the results. My time is being spent, now, putting alphas in and converting to TGAs.
Have a look at some pictures of it:
(and did someone mention speculars :poke:)
Far be it from me to state the obvious.....but that's really pretty.
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Theres a song in this and it ends with 'in my pants'!
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Was there a release date for this or still in working progress? BTW This is the best Spacedock inside and out.
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Thank you Unknown!
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Was there a release date for this or still in working progress? BTW This is the best Spacedock inside and out.
Oh! oh! Can I do it?! :whenitsdone
Awesome Space Dock Unknown. I think I'll finally be swapping out this one (http://bridgecommander.filefront.com/file/Federation_Starbase_Replacement;34791/) for yours once it's released. :D
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HOLY KAJIGGERS! That's incredible! I'm in awe of the specular work!
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This is simply stunning O.O
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Great job
The last couple of meshes the docking dome has been angled down very sharply this lloks like the base on the movie
Hpe to see more pic :yay:
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Thanks for the overwhelmingly positive comments so far :D .
Was there a release date for this or still in working progress? BTW This is the best Spacedock inside and out.
Oh! oh! Can I do it?! :whenitsdone
Argh, you beat me to it :funny . But seriously, it shouldn't be too long before it's released as there's just the matter of getting it running in BC, the model's in NIF format now, so it could just be weeks away.
Any chance u could put this through nanofx viewer and show some pics?
Well, thy will be done - here's some pictures (NFX doen't show up the specs as well as Blender does, I think):
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You might not have the speculars active. If your textures are named according to BC standards (i.e _glow on the diffuse maps), then all specular maps in NanoFX Model Viewer would have to be named _glow_spec to appear properly. I've often recommended to people porting ships/stations to the viewer, to remove the _glow suffix in the filenames, as it most often causes problems.
In short: A NanoFX-ified station will require that you rename the textures so that they don't have _glow in the filenames. For the rest, these are the required file-suffixes:
_spec = speculars
_norm / _normal = normal/bump maps
Station still looks great, but I think you might be currently seeing the viewer default "speculars", and not the model-specific specs.
EDIT: In your second image, it appears to be a straight line running straight through the mushroom-section of the station. The line covers the slanted "roof" area, all the way down to the edge of the mushroom. On the lefthand side of the image, near the blue windows. Unwelded vertices possibly, or NanoFX issue?
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Thanks for the overwhelmingly positive comments so far :D .Oh! oh! Can I do it?! :whenitsdone
Argh, you beat me to it :funny . But seriously, it shouldn't be too long before it's released as there's just the matter of getting it running in BC, the model's in NIF format now, so it could just be weeks away.Well, thy will be done - here's some pictures (NFX doen't show up the specs as well as Blender does, I think):
I notice in these pictures the lights on the lower sphere look a bit bigger than the rest and it throws it off just a little bit.
I recommend smaller and more of them maintain the sense of size.
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The only suggestion I can make is that the lighting under the rim of the top mushroom head looks a bit dark. In the films, it was bright enough to illuminate the dark ribbing in the trench beside it. I think you should probably texture a subtle glow into eaiter side of the trench, not too much, just enough to show the light spill.
Really, I can offer no other suggestions, such is the PERFECTION of this work of art. WELL DONE!
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WOW!!!
,,,more like,,, :eek WOW!!!! :eek
Setting the self-destruct sequence on your old base now so I will be ready for this one. :D
Awesome job.
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The only suggestion I can make is that the lighting under the rim of the top mushroom head looks a bit dark. In the films, it was bright enough to illuminate the dark ribbing in the trench beside it. I think you should probably texture a subtle glow into eaiter side of the trench, not too much, just enough to show the light spill.
Really, I can offer no other suggestions, such is the PERFECTION of this work of art. WELL DONE!
Those glows come from shuttle bays in the outter rim of the Primary Dock.
The original starbase lit it up far too much.
The bays are intermittent and the lighting should reflect that. Some are double bays stack one one another and some are single bays, while others are quad bays two stacked bays side by side.
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Awesome Work TU
I look forward to seeing it in Bridge Commander
Keep up the Good work!
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here's some pictures (NFX doen't show up the specs as well as Blender does, I think):
glad to know there are other blender users out there, please tell me that you'll release the .blend file with it :D
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Those glows come from shuttle bays in the outter rim of the Primary Dock.
The original starbase lit it up far too much.
The bays are intermittent and the lighting should reflect that. Some are double bays stack one one another and some are single bays, while others are quad bays two stacked bays side by side.
My thoughts exactly. :)
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glad to know there are other blender users out there, please tell me that you'll release the .blend file with it :D
There aren't many Blender users in game modding, that's for sure. I won't release the .blend with the Starbase, as it'll just increase the size of the ZIP. But you can download Blender NIF Scripts which will import any BC models for you, or get NifSkope and export as OBJ (which blender can import without plugins).
I also have a little sneak preview/surprise ready for you guys. I've still got a lot of work to do; hardpointing, scaling, getting the animated lights to work etc. I'm even thinking of giving the Spacedock shuttle launching capability (maybe up to small ships :idk: ). But here's the first shots of the base in game:
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That is so beatiful, cant wait to get it. Cool idea with shuttle launching and/or bigger ships
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Amazing
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That looks absolutely beautiful. You did an amazing job TU. Did you make that shuttle recently too or has that always been available? I always really liked the Insurrection Shuttle, it would be sweet to play around with one in game.
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Awesome work Unknown! Looks amazing in-game. :yay:
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Fantastic work dude! This is definitely a new level for the space dock.
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Pure win, sir. Pure Win. :thumbsup:
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TU this blows all the starbases out now out the water.
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What we talking about texture size , and poly count , now that you got it ingame?
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What we talking about texture size , and poly count , now that you got it ingame?
I can't be certain with the poly count, because exporting to NIF converts quads into triangles and NifSkope won't give me a total figure - but a close estimate would be about 18.5 - 19k polys in total. As with textures, is stands at 50MB so far; but I plan to reduce to size of the speculars and change some of the others, so that's likely to change before the final release.
Thanks for all the support, as well, everyone :D .
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Another small update, now. I'm just about finished with the textures now, just a few nitpicks to sort out. I've toned down some of the alphas; and added some (non-canon) phaser banks to the dome and lower section, just so that the base no longer fires phasers out of a strip of paint :facepalm: . Also, the basics with the hardpoints are in place, and I'll move on to giving it shuttle launching. Then it should be ready for... Beta Testing.
Here's another screenshot:
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very cool :D
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Then it should be ready for... Beta Testing.
I'll volunteer for this :thumbsup:
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All I gotta say is wow, very nice!
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Pretty! Will your dock replace the stock one?
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All I gotta say is wow, very nice!
:yeahthat:
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Pretty! Will your dock replace the stock one?
That's a good question! Right now, I'm not completely sure. Replacing stock models can be tricky if you want to replace ship name, decription etc; as I learned with the reimagined Kessok ships (the Kessok no longer appear on my QB menu unless I have the plugin).
But I'll throw this open to popular vote: Do you want my new Starbase to be a complete replacement of the stock model? If enough people agree, I'll get it done.
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I personally would prefer it that way...
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ya id say overwrite the stock starbase... this way here it can be used in SP with no problems, and the stock starbase isnt all that great lol
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ya id say overwrite the stock starbase... this way here it can be used in SP with no problems, and the stock starbase isnt all that great lol
Jimmy, have we told you that you're a master of understatement?
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ya id say overwrite the stock starbase... this way here it can be used in SP with no problems, and the stock starbase isnt all that great lol
Just a note of caution: I've tried replacing the stock starbase model in SP with one of the newer ones and found problems with gameplay and cutscenes. I suspect it's related to axis/HP and scripts, and possibly that the replacement has to match the stock's entry/exit points etc to work fully. of course may be wrong and others have no prob :) But just saying what I've found.
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I too would like to see this replace the stock starbase
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I too would like to see this replace the stock starbase
If it can be done with no glitches, Agreed. :drink2:
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Just a note of caution: I've tried replacing the stock starbase model in SP with one of the newer ones and found problems with gameplay and cutscenes. I suspect it's related to axis/HP and scripts, and possibly that the replacement has to match the stock's entry/exit points etc to work fully. of course may be wrong and others have no prob :) But just saying what I've found.
thats a good point... i hadnt considered that...
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thats a good point... i hadnt considered that...
Only an idea, but one solution might be (as alternative release? - I'm assuming this is going to be bigger scale than stock?) for X_TU (or someone else maybe) to scale his orig model to precise size and coordinates as the stock. Hopefully then it can still use same HP and scripts in SP.
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Replace the stock Starbase
The vote seems unanimous then; the stock starbase will be replaced with my model. I can also work out most of the glitches by only overwriting the ship PY file, and keeping everything else seperate (that way, it can be returned to normal by replacing FedStarbase.py with the stock version). Problem solved :angel.
To answer the query Lurok brought up: the new stardock is nowhere near the size of the stock model (which suffered from a really bad scaling issue) - mine is considerably smaller. Docking a Galaxy will take some finesse, no more entering spacedock at full impulse anymore ;) . However, there are several empty objects/properties in the hardpoint file which assign the location of the ships when docking or undocking and I think this is how the placements work in SP. If not, then it could take some inventive thinking to sort SP out.
Anyway, I'll post some more screenshots. And I'm going to start packaging this all up ready for Beta testing - so I will be shortly asking for volunteers (just after I get some final problems sorted).
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im jumping the gun here, but id love to test this, so heres your first answer before you even ask the question: i volunteer ot beta this beauty of a starbase :D
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im jumping the gun here, but id love to test this, so heres your first answer before you even ask the question: i volunteer ot beta this beauty of a starbase :D
I second that :D
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im jumping the gun here, but id love to test this, so heres your first answer before you even ask the question: i volunteer ot beta this beauty of a starbase :D
I second that
Probably the question should be,"Who doesn't want to Beta test this.",,, :D
Those screens look awesome. :thumbsup:
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Apologies for the complete silence about this project over the last month, but the various aspects of life have caught up with a vengance recently. Add to that the necessity for another re-install of BC again after it's usual crash-for-no-obvious-reasonTM. However, I'm now getting back on track with it all.
I've got some results back from the beta testers (thanks, BTW), and I'm just making a few final tweaks before I package it all up and submit to BCFiles (hopefully the BCF images will be working again by the realease date :facepalm: ).
To tide y'all over till then, heres a render of the Earth Spacedock at the end of a busy day (full 1080p res):
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Gorgeous render! :D
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Beautiful render... could you imagine if BC looked that good.
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Beautiful render... could you imagine if BC looked that good.
It'd probably crash more than it does now :P
Awesome render X, can't wait to have that station. :yay:
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After nearly half-a-month of silence, I think it's time I give a few updates:
For those who may be wondering, I'm deliberately holding back on releasing the Spacedock to BCFiles until they've got the screenshots working again (it's always best to see what you're downloading, and not everyone who use BCFiles looks at BCC for the images). So as soon as there are images again - expect to see the Spacedock v2 up and ready.
Also, it's given me some time to mull over my next model. I was thinking of updating my older Kessok models (or the Akula) to make them look as nice as my latest releases, but then something caught my eye. I've been working on it a lot this week, and it's already turning out to be my most complex and ambitious project yet. It's only in an embryonic state so far, but I'll give 'yer one guess as to what it is... ;) (it starts with a 'D')
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Warbird Type B Class "D'Deridex"
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It's Dumbo :woot: :funny
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No, it had to be a Defiant Class Starship!
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Nice start. With your improved skills of late, she should turn out nice. :)
Don't know why BC Files can't get their act together as of late.
Oh well, patience,, :banghead:,,Patience,,,
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Not just the images but the files available thing too.
Looks good TU can't wait to see her worked on some more!
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Unknown, please stop being awesome, it hurts my eyes.
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Yes, you're right, it is the Romulan D'Deridex Warbird which is now my next project. Already the complexity of this design has made it's impact; I've had to use every last bit of modelling know-how that I've accumulated over the last few years to just model the head section and wings - there's been a lot of vertex modelling here, nothing as simple as a Fed ship - it's definately going to be a challenge. Also, if anyone finds some high-res close-ups of the warbird model, that'd by extremely useful (I've found loads of mid-res shots of the whole thing - but most of the detailing can't be made out).
A little more to show now, I'm working on connecting the head section to the wings (with varying degress of success):
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Have you tried here?
http://www.st-bilder.de/gallery/modelle/alien/romulaner.html
~Jb
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Thanks JB! These will certainly be helpful.
This is the problem with setting my search engine to only return pages in English :facepalm: ; good references like this are left out.
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Thanks JB! These will certainly be helpful.
This is the problem with setting my search engine to only return pages in English :facepalm: ; good references like this are left out.
Nice :P Yeah that site's a god reference if you want to study studio models ;)
~Jb
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Nice! We definitly needed this!
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The head is already looking really nice :thumbsup: cookie for building probably the most undermodded Romulan ship in BC
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Its strange how the warbird had the most accurate stock model.
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Its strange how the warbird had the most accurate stock model.
Oh? have a peek at the Marauder model from stock (high end). all it needs is retextured. someone put a LOT of effort into a "cameo appearance" ship.
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Its strange how the warbird had the most accurate stock model.
the orginial modelor, mite have been a rommie fan. [but we are moving Off Topic, this is for X_Unknown ,his thread]
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I'm looking forward to the final result.
Btw do you think you'll make a Garidian Warbird aswell?
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I'm back, after a short leave of absence. I've been able to get a little more work done with the head section, but still not quite ready to connect it to the wings. Building this thing is close to torture :banghead: , everything flows into everything else as one organic shape, I can respect anyone who has attempted to build this model in the past...
Its strange how the warbird had the most accurate stock model.
In fact, I'm using the stock model to see how to build some of the sections in mine. It's quite useful.
Btw do you think you'll make a Garidian Warbird aswell?
I've never played A Final Unity myself, but it looks as though the Garidian Warbird is just the D'Deridex with a lick of red paint. I won't do a seperate ship for the eventual public release - but I may be able to do a simple retexture for you, when the time comes of course.
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Worf mentions that the Garidian Warbirds are similar to the Romulan ones, so I also think that both share the same stats but just have a different painting.
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Definitely just a paint job, I'm old enough to remember when "STNG a final unity" was state of the art, a great game at the time. We've come a long way since then, thank God. :D
Nice job on the "head", especially on the nose section. Looks great. :thumbsup:
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A small update on my progress now: I've finally connected the head section to the Warbird's upper wings :dance . I now need to find a way of solidifying the wings (difficult to measure how thick they are from looking a refs and schematics).
A picture, as always:
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Looks fine. Maybe I should start building non-federation ships.
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Looks fine. Maybe I should start building non-federation ships.
Maybe you should :dontcare: :P
TU: AWESOMENESS!!! I canNOT wait to see this fleshed out :)
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Cookie!!! keep it up man!!! :dance :bow:
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Lookin great there Unknown! Have a box of cookies.
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I have some more updates! I'm finally making some (slow) progress with the warbird - still just blocking in most of the shapes, but it's really starting to take form now. As soon as everything's connected to everything else, I can start to add in the finer details.
Had a small shock this week when my comupter wouldn't turn on - thought I'd lost everything. Thankfully, an inspection of the internal wiring solved the problem, somehow.
Here's the usual picture update:
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She's looking fantastic so far! :thumbsup: Although it won't be for sometime I am still officially volunteering for Beta Testing :D
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No updates for a while because I decided that I didn't like the way I'd modelled the warbird's wings, so I started them from scratch... several times. I think I've finally reached a point where I like them, and where they'll attach to the other parts nicely. As soon as I've got them sorted, I can begin the complicated stage of propely attactching the head and tail sections to the wings.
No noticeable difference with the wings, to look at, but they're so much easier to work with. I'll post a pic anyway.
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Looks wonderful!
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Looks fine. Maybe I should start building non-federation ships.
If you do, please, start from the Ferengi.. I bet it's the only race to use stock BC model..
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Nope...
http://bridgecommander.filefront.com/file/Marauder_Replacement;11896
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yes, but is it a 'god ship' class like the Grand Marauder and Marauder VF? in KM, they should be still pushing high end destruction.
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yes, but is it a 'god ship' class like the Grand Marauder and Marauder VF? in KM, they should be still pushing high end destruction.
It's not a god ship, but even if it was it's nothing that a hardpoint mod wouldn't fix. Anyways I'm gonna stop there because I don't want to hijack X's thread... :)
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I'm back, after a short leave of absence. I've been able to get a little more work done with the head section, but still not quite ready to connect it to the wings. Building this thing is close to torture :banghead: , everything flows into everything else as one organic shape, I can respect anyone who has attempted to build this model in the past...
In fact, I'm using the stock model to see how to build some of the sections in mine. It's quite useful.I've never played A Final Unity myself, but it looks as though the Garidian Warbird is just the D'Deridex with a lick of red paint. I won't do a seperate ship for the eventual public release - but I may be able to do a simple retexture for you, when the time comes of course.
It may have been addressed but the beak is too sharp.
I remember from the times I've drawn it that it's a rather curved front to the back and a sort of a double angle on the back.
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Nice cannot wait to see it textured
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It may have been addressed but the beak is too sharp.
I remember from the times I've drawn it that it's a rather curved front to the back and a sort of a double angle on the back.
If by the beak, you mean the lower part of the 'head' section, then it is correct to my references. However, it depends upon which referances you use - as there were 2 studio models (and 1 CGI model) of the Warbird produced. The second model is slightly different than the 1st (eg.the front section has a definite 'crease' down the centre); and becuase the 2nd studio model was far more detailed, that is the one which I'm going to replicate.
Below, I'll post a picture of the 2nd studio model (the 1st is in my sig), to illustrate the differences.
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So, you're going with the dark faded green color scheme then?
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TBH, either is VERY good, what size you doing the textures, [did I ask] [so many ships]
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If by the beak, you mean the lower part of the 'head' section, then it is correct to my references. However, it depends upon which referances you use - as there were 2 studio models (and 1 CGI model) of the Warbird produced. The second model is slightly different than the 1st (eg.the front section has a definite 'crease' down the centre); and becuase the 2nd studio model was far more detailed, that is the one which I'm going to replicate.
Below, I'll post a picture of the 2nd model (the 1st is in my sig), to illustrate the differences.
I drew this Warbird along time ago and notice the curvature of the beak and the slight angling of the back.
I'm not sure which model it is though but when I look at yours from the top in that view above the beak looks almost straight.
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I think I know which part you mean, now :facepalm: . If it's the very bottom part of the head section, then there is a slight curve back on both studio models (more pronounced on the 1st). I have some schematic-type references from Ex Astris Scientia which don't seem to show that detail up very well. I'll have a go at making a correction and see how it looks. Attatched is a comparison of my model's head section with a pic JB linked me to.
TBH, either is VERY good, what size you doing the textures, [did I ask] [so many ships]
Just to be clear, the pic in my previous post is a photograph of the studio model I'm using as reference - and not my 3D model; that is far from being completed, so I have not considered textures yet. ;)
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Time for an update! I'm pretty much finished with the warbird's shape now, I can start to move on to detailing her. A bit of cleaning up still left to do on the model, though.
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Very Nice :thumbsup:
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Just got some time to really work on detailing the front section; still a few more bits left to add but it's pretty much done. Next up is the wings.
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Sweet!! can't wait!!!
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:dance :dance :dance :dance
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Just about finished with the dorsal and ventral wing details, as well as the nacelles. When I get the inside wings done, I think that'll be it with the modelling phase. (UV Unwrapping this is going to be a pain :argh: )
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Looks fantastic man!
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That's one pretty bird there.
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Marvellous work, though my gut is telling me that the beak is just a bit too curved. If you have reference that supercedes my gut, fair enough, but it's a strong enough feeling to motivate me into opening paint and drawing lines!
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... If you have reference that supercedes my gut ...
On the previous page of this thread (2nd to last post), there is a comparison between how my model used to look (before I added more curvature) and a photo of the 1st Studio Model. The blueprint-style refs I have are probably of the 2nd Studio Model where everything was less curved and sharpened up, so I had to add a curve before.
It is entirely possible I've curved it too much, as you suggest, so I'll have a go at changing the beak segment again, to see if I can line it up a bit better. It'll probably be trial and error to get something true to the original models.
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I'm probably biased by my Playmates toys that I've had since I was seven or something... it's a beauty, but might not be entirely accurate :P.
I don't mean to be a downer, it's really the only niggle I have. The rest of the model is :bow: worthy, and if you come back and say the beak is right, then the beak is right :)
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It seems to me that the beak is correct AS IS, but I could be wrong. ;)
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Good build, it is shaping up nicely :thumbsup:
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The Warbird is looking nice.
Was wondering if you are going to make the "eye" on the mesh or on the textures?
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Time, at last, for some updates. I've taken the time to work on adding as much detail to the mesh as a reasonable poly-count would allow, and I'm just about there now. Still a few more details remain to be included, then I'll start to clean up / optimise the mesh before getting on to the laborious task of UV mapping my most complex mesh yet!
Was wondering if you are going to make the "eye" on the mesh or on the textures?
That was one of the details I was leaving until last. There's several parts of the model where I'm going to try and Boolean objects to add detail. The 'eye' was one of them (although it is visible on the next pics).
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Looks awesome :D Just looking for to the textures as it will bring it to life ;)
Cookie
~Jb
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Awesome :thumbsup:
Mesh looks great, have a cookie.
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You're definitly doing this bird justice Unkown.
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Yeah, LC's warbird get's a lot of respect around here, but this one is kicking it's aaaasss!
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Yeah, LC's warbird get's a lot of respect around here, but this one is kicking it's aaaasss!
This is great work but as far as "kicking LC's Werbirds ass... I wholeheartedly don't agree.
This Warbird is just another interpretation of the ship but IMO no better or no worse that LC's... just different.
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I was being a tad hyperbolic, granted. I think this one is more accurate to the shape of the ship. LC's was beautifully modelled, his technique was great, and it was a beauty to look at, but I always had a few issues with it's shape. Not that I didn't have a lot of fun with it.
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She's turning out to be one good looking Warbird.
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This is great work but as far as "kicking LC's Werbirds ass... I wholeheartedly don't agree.
This Warbird is just another interpretation of the ship but IMO no better or no worse that LC's... just different.
That is like comparing the recent release of WC Sovereign to DJ Sovereign, They are both awesome and different at the same time. :D
There are things that stand out differently on both projects that I like/dislike, but they are both winners to me.
Looking very nice so far on the "bird". Going to look great with all the new ships coming out. :thumbsup:
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Well, it seems BCFiles is [just about] working again :dance ! So in accordance with my promise earlier, I'm getting the Federation Spacedock ready again for release. It should be a few days while I check that everything's still in place and working, but rest assured it will be making it's way to BCFiles soon. A bit of self-promotion until then; with a re-render of the Spacedock I posted on the Scifi Renders thread (someone requested a 1920x1080 wallpaper-style version, so here it is ;) ).
No picture updates from the D'Deridex. I'm trying to clean it up a little, and to make sure I'm efficiently using the vertices I have in place. It's looking to be roughly 14-15K faces when exported to BC. Now my only problem I figuring out the best way of UV mapping the model.
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Yay, thanks for the wallpaper! :yay:
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Well, it seems BCFiles is [just about] working again :dance ! So in accordance with my promise earlier, I'm getting the Federation Spacedock ready again for release. It should be a few days while I check that everything's still in place and working, but rest assured it will be making it's way to BCFiles soon. A bit of self-promotion until then; with a re-render of the Spacedock I posted on the Scifi Renders thread (someone requested a 1920x1080 wallpaper-style version, so here it is ;) ).
No picture updates from the D'Deridex. I'm trying to clean it up a little, and to make sure I'm efficiently using the vertices I have in place. It's looking to be roughly 14-15K faces when exported to BC. Now my only problem I figuring out the best way of UV mapping the model.
One quick question before you release her. I've recently noticed that after docking with the Starbase I keep getting the "Sir we can't warp while docked in the Starbase" message every time I try to leave the system. This happens no matter how far away from the Starbase I happen to fly. I don't know if it's just me or if another Beta tester already pointed this out so I thought I would share now. It didn't do it when I first installed it so it may just be me.
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One quick question before you release her. I've recently noticed that after docking with the Starbase I keep getting the "Sir we can't warp while docked in the Starbase" message every time I try to leave the system. This happens no matter how far away from the Starbase I happen to fly. I don't know if it's just me or if another Beta tester already pointed this out so I thought I would share now. It didn't do it when I first installed it so it may just be me.
I've been having the same issue with my install and I'm not a beta tester.
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I've recently noticed that after docking with the Starbase I keep getting the "Sir we can't warp while docked in the Starbase" message every time I try to leave the system. This happens no matter how far away from the Starbase I happen to fly.
I've had the same problem on my end. I highly doubt it's a problem with my Spacedock, as there are no additional scripts which affect the docking procedure. My thoughts are that it's a problem with the Starbase 12 set, as I seem to remeber that in Quick Battle, people find that they cannot dock with the station as well. I have not experienced either problem with any other sets (the DS9 system, for example), or when spawning a starbase in a diffrent set.
Just a return question, have you installed the latest Galaxy Charts mod? - because I never enountered the 'cannot warp' glitch until I installed it.
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good point. there's something going on with the Starbase 12 set where it's being twitchy. i haven't swapped starbases, but I stay a mile away from SB12 so my game doesn't crash.
oh, I might have a partial solution for you, based on the trouble we've had with the Kessok Homeworld set.
I put the upgraded Kessok heavy and light in my beta testing install (leaving the stockers with my tweaked hardpoints in my play install), and promptly got a CTD (crash to Desktop) every time I tried to warp to the Junkyard. after talking it over with Tiq, we figured it out and applied it all around; the original model's vox was still in the way, and since it was read only like a lot of the stock stuff, cleanout programs and so on would IGNORE it, it had to be done by hand. I'm betting things are misreading the vox for the stock starbase, which has a "read only" switch on it.
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Several developments since my last post. The Spacedock is now out (of course), thanks to everyone who's downloaded it so far :thumbsup: . Also, I've finally found the time to UV Map the Warbird. It's certainly been the most challenging mesh I've ever done, but it's now all laid out and ready for textures :dance .
This, of couse, means that the mesh is now final (unless someone spots something really wrong with it). To be honest, I was surprised to find that it'll only be around 12k faces when exported; on top of that I've mapped this out to take just four sqaure texture maps (and two rectangular ones).
Pictures, to show how it's mapped:
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*ponders in an idle manner what will happen ingame if those thin necks are phasered to oblivion..* :evil:
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Looking great Unknown! Cannot wait to see her textured ;)
Cookie
~Jb
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Nice work matey, looking forward to the textures :thumbsup:
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Definitely looking nice!
I'm also looking forward to seeing this beast textured. Since all of the Starfleet ships we see in the TNG series have gradually had more detail added to their paneling (if they didn't have it from a movie already), is there any chance you might be doing something more along the lines of the detail we see on the Valdore?
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Definitely looking nice!
I'm also looking forward to seeing this beast textured. Since all of the Starfleet ships we see in the TNG series have gradually had more detail added to their paneling (if they didn't have it from a movie already), is there any chance you might be doing something more along the lines of the detail we see on the Valdore?
That's actually a pretty sweet idea. A "what would she look like with a movie budget" idea. You could always paint her to have the original TNG look and then a modified "movie" version.
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I can't tell from the textures if you already have it or not, but is there not two collums of a "ribbed" feature that is on the top of the hull, starting from around half-way and goes down close to the aft of the ship?
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I can't tell from the textures if you already have it or not, but is there not two collums of a "ribbed" feature that is on the top of the hull, starting from around half-way and goes down close to the aft of the ship?
I was thinking of applying those as textures instead of modelling them in. On the studio model, the ribbing is only raised by a few millimetres; I thought it would be too much trouble to get them accurately modelled on the mesh, as it wouldn't end up being a very noticeable addition.
I'm also looking forward to seeing this beast textured. Since all of the Starfleet ships we see in the TNG series have gradually had more detail added to their paneling (if they didn't have it from a movie already), is there any chance you might be doing something more along the lines of the detail we see on the Valdore?
I think you might be surprised how much detail the Warbird physical model actually has, it just doesn't show up very well on screen because of the filming tech at that time. JBS posted a link a few pages back which shows close-ups of the Warbird.
Your idea is noted, though. I'm free to take a bit of artistic licence when it comes to the textures, I guess I could embellish them a little.
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There is some color detail there, which I remember seeing in TNG (not so much in DS9). However, it looks more like camouflage that's been airbrushed on than any actual metalwork. Most of the detail seems to be physical texturing, while what I was actually referring to is the ornate paneling as seen in these renders:
http://johneaves.wordpress.com/2009/09/25/valdore-o-rama/ (http://johneaves.wordpress.com/2009/09/25/valdore-o-rama/)
Regardless, I'm glad you're going to keep it in mind. The D'deridex design wasn't even completed when Andy Probert had to submit it (he specifically points out no impulse engines), so I'll be happy to see anything that brings it closer to the film appearance it should have at some point received.
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Small update: I've just started the textures on the wings, and I just wanted to show my idea for the hull colour and plating design to you all before I continue much further. I've tried to match the green colour to the TNG-era warbird, rather that the slightly bluer CGI version.
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May I suggest increasing the contrast between the plates? They blend in to just a bland green if you don't maximize the picture, which suggests a similar thing will happen in game.
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seconded. it's very hard to tell there's anything there whatsoever unless you blow it up. I couldn't even tell where the horizontally ribbed bit was that much on the small size. it's like there's no contrast on the starter (yeesh, and I thought mine were bad for being bland)
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There is some color detail there, which I remember seeing in TNG (not so much in DS9). However, it looks more like camouflage that's been airbrushed on than any actual metalwork. Most of the detail seems to be physical texturing, while what I was actually referring to is the ornate paneling ,,,,
Regardless, I'm glad you're going to keep it in mind. The D'deridex design wasn't even completed when Andy Probert had to submit it (he specifically points out no impulse engines), so I'll be happy to see anything that brings it closer to the film appearance it should have at some point received.
Agreed. Would definitely be very cool to see a D'deridex textured as a Validor Class.
I would also agree about more contrast, but not by much. i think they're coming along nice so far, a good starting base.
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Requests heard, loud and clear. Generally increased the contrast on the textures, used a slighly different hull plating pattern, and made the panelling lines more vivid.
Here's how it looks with the alterations:
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Much better! :thumbsup:
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:yeahthat:
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If I may make a suggestion, is it possible to have the squared paneling pattern so that it follows the contoured lines?
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If I may make a suggestion, is it possible to have the squared paneling pattern so that it follows the contoured lines?
:yeahthat:
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is it possible to have the squared paneling pattern so that it follows the contoured lines?
Possible? Maybe. But I'm not sure how I'd go about doing that, with the way I've set up the UV map and hull plating pattern. Do you mean distorting the pattern to match the contours (difficult), or just adding gaps between the plating where the lines are?
Started adding more texures and detailing to the upper wings. Also darkened her down a few shades, but increased the saturation to compensate - will look better ingame IMO. Still more to add, but I'm going to try and lay down all the basics as soon as possible.
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just adding gaps between the plating where the lines are?
that would be much easier to and still enhance the quality!
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I know how to do it, but it's a bit hard to explain in writing. Give me a few hours and I'll have a short pic tutorial.
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The way I did the Steamrunner was I shaped the panelling to the squares of the model until I hit each contour. That's the best I can explain it, CG actually showed me a way to do it too. Let me see if I can find it!
EDIT Here! (http://bc-central.net/forums/index.php/topic,646.120.html) This is the tutorial that CG Showed me, you'll have to scroll down to the very bottom of the page, but it explains in detail how you can make the contour of the hull lines.
Though the tutorial is about the Sovereign (which I still need to finish....), the same rules could apply here to your Warbird.
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More updates: I've managed to get the lower wings and nacelles textured - a lot more detailing still to complete, though. Next, I'll be moving into the front and aft-most sections, and then all the texture basics should be in place.
As for the hull plating; I read the tutorial, Eclipse, and I can see what was being suggested earlier. However, given the shape of the warbird's wings, and the complex 'feather' pattern on them - I can't see how I'm going to get the square tiles to line up without it being really distorted. Nevertheless, I will attempt another method - but the current pattern may have to stay as-is.
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Haven't commented on this yet for one reason or another...mainly laziness lol. Anyways, that is one good looking Warbird
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I know it's difficult to just make up but it would be nice if one of the enemy ships had cool specular hull plating...
Good work.
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Here's something I did really quickly. The effect isn't really smooth but I think it's an improvement. I can explain in more detail in PM or a little tutorial, if you want of course.
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Send me that PM if you don't mind.
And shouldnt the plating around the outside of the wings be radial pointing inward?
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Here's something I did really quickly. The effect isn't really smooth but I think it's an improvement. I can explain in more detail in PM or a little tutorial, if you want of course.
If I'm interpreting your example pictures properly, then I'd imagine you're using the 'Polar Coordinates' filter in Photoshop (or similar) to make a square image into a rounded one.
For a simple circular or oval shape, that method works really well (I've used it for the Spacedock). The problem with the Warbird's wings is that they have an odd 'double curvature' to them, and not a single, smooth curve as your examples suggest. This makes a circular pattern harder to apply. However, I have tried to get it right using a comination of the Polar Coordinates filter, the Distort and Warp transforms. The only problem is that it still doesn't line up perfectly with the shape of the wings, and there are areas where the pattern is stretched significantly.
I'll post a preview of the revised design below, but I'm not sure if it looks any better.
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Nope. I'll just send you the PM. I'm sure you'll be both a bit surprised and a bit disappointed. :P
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Well, the only reason I mentioned it was because I'm sure instead of a square you could use a triangle. That could possibly eliminate that problem. Anywhosits it looks good! And I hope you get it figured out!
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Finally, all the base textures are now applied :dance . There's still a lot more details to add (like windows), but I'm getting ever closer to completing the Warbird. As for the alternate hull plating idea, while I have tried, I still cannot get the plating to look 'right' without distorting the pattern. I may just leave it as the original :idk: . (Aligned plating is on the upper wings only ATM)
Also a notice to say I'll be away for the next few weeks, so while I may be able to catch a few hours to work on this, I won't be around here to post any updates. Still, I couldn't leave without showing what I've got up to this point, so here's a few renders of the model with all the basics in place:
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She'll definitely be worth the wait. :yay:
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Love the plating effect, but it sort of overpowers the wing pattern. It may need toning down a bit so the other features on the textures show up better, but not by much.
Man she is looking great. :thumbsup:
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Finally a warbird with a perfect shape. good work so far! any chance you will be doin the talon class? it hasnt really been done before i think and it should be a lot easier, since you could youse your textures or the nacelles as a base.
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That looks pretty good.
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Nice work mate, I think if you had time I would manually do the aztec patterns to get the right feel. :thumbsup:
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Im baaack! :hide :funny
In truth, I've been around for the last few days - but refrained from posting while I applied the latest changes to the Warbird.
First off, I've redone the plating pattern again (similar to MarkyD's suggestion), so it integrates better with the panelling alignment suggested earlier. Still a little more work to do with the latter changes. Also, I've added some gradient effects to try to fake things like ambient occlusion and specular effects, which the BC engine can't do (a similar idea is used on LC's Warbird). Most of all, however, is the relentless addition of details - I intend to squeese the most detail I can from the texture maps, again there's more work needed there, too (windows, as usual, will come last).
Take a look:
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Niiiice!!!
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Looks great Unknown :D
The only thing I'd suggest is to decrease the opacity of the azteching by about 40% and Let the specular highlights do the work :)
~Jb
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Shes really shaping up! Good job Unknown!
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Agreed. Great looking warbird!
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Looks great Unknown :D
The only thing I'd suggest is to decrease the opacity of the azteching by about 40% and Let the specular highlights do the work :)
~Jb
Agreed,or at least maybe by 30%, don't want to lose sight of them on the textures all together. Love the detail in the engine grills, subtle but noticeable, Nice.
Would like to see some kind of escape hatch pattern, but very subtle, something that you would see very close up to notice if you know what I mean. Perhaps along the bottom of the neck or in back of the head, just a suggestion to think about. :)
Great so far. :thumbsup:
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Top stuff mate :thumbsup:
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man, that bird is ace! :)
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Great work there.
Forgot, and a cookie , On me
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This just keeps getting better and better!
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When you HP this, please oh please don't make this ship a pig to fly
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Any Romulan commander would be a Varuul to not want to fly this ship! Awesome job!
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Many thanks, everyone, for all the kind comments ;) .
The only thing I'd suggest is to decrease the opacity of the azteching by about 40% and Let the specular highlights do the work :)
The opacity of the hull plating is probably an overcompensation after it was too faded when I started the texturing. I have reduced it now by one fifth, and it does allow some of the other details to show through.
When you HP this, please oh please don't make this ship a pig to fly
I'll try as much as I can, but the inescapable truth is that the Warbird is a bit of a cow (twice the size of a Galaxy-class, that's a lot of mass to lug around). To compensate, I intend to give the Warbird a decent weapons coverage and top speed.
My biggest concern is what to make the weapon at the front of the ship (y'all know which); in Trek canon it's been a phaser, disruptor and a torpedo launcher. To me, it seems silly to have all the ships weapons in one place, so I'm leaning towards making it a high-power disruptor as in most of TNG. Although I'm open to popular opinion.
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My vote is for Disruptor. It just looks cool that way.
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My vote is for Disruptor. It just looks cool that way.
Me too.
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My vote is for Disruptor. It just looks cool that way.
I should probably say, at this point, I mean a pulse disruptor rather than the beams on your image (such as on TNG's 'The Defector' or 'Tin Man'). I would then add beams to cover the rest of the ship, and relegate the torpedo launchers further down the 'head' section.
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I should probably say, at this point, I mean a pulse disruptor rather than the beams on your image (such as on TNG's 'The Defector' or 'Tin Man'). I would then add beams to cover the rest of the ship, and relegate the torpedo launchers further down the 'head' section.
Hmmmmm LC's had the high-power forward weapon as a beam disruptor and the pulses covering the rest of the ship...and you'd want to reverse it :P lol come to think of it LC's shot the beam and the torpedoes out of the same place
My vote is phaser. I'm getting kinda tired of the Federation having phasers and EVERYONE else having disruptors.
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I say a beam in the center of the nose and pulses in the blisters on the side of the head
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Personally, I think it Should be a pulse and a beam in the same place, to simulate it being able to fire that weapon in 2 functions- Pulse (Inaccurate but more powerful) and Beam (accurate, but weaker than the pulse)
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Personally, I think it Should be a pulse and a beam in the same place, to simulate it being able to fire that weapon in 2 functions- Pulse (Inaccurate but more powerful) and Beam (accurate, but weaker than the pulse)
I myself am for this option.
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I should probably say, at this point, I mean a pulse disruptor rather than the beams on your image (such as on TNG's 'The Defector' or 'Tin Man'). I would then add beams to cover the rest of the ship, and relegate the torpedo launchers further down the 'head' section.
I agree with that, loved that rapid fire sound effect when it was chasing down the scout in "Defector".
You may consider different variant hardpoints so it could have different weapon placements for that section. A ship pack using the same model, but different weapon configurations, Warbird type A,B,C, etc. Just a thought.
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I agree with that, loved that rapid fire sound effect when it was chasing down the scout in "Defector".
You may consider different variant hardpoints so it could have different weapon placements for that section. A ship pack using the same model, but different weapon configurations, Warbird type A,B,C, etc. Just a thought.
Well if you want to be technical, the D'Deridex class was the Warbird Type B
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I agree with that, loved that rapid fire sound effect when it was chasing down the scout in "Defector".
You may consider different variant hardpoints so it could have different weapon placements for that section. A ship pack using the same model, but different weapon configurations, Warbird type A,B,C, etc. Just a thought.
This would be more work but more fun :D
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Personally, I think it Should be a pulse and a beam in the same place, to simulate it being able to fire that weapon in 2 functions- Pulse (Inaccurate but more powerful) and Beam (accurate, but weaker than the pulse)
I actually like this idea, it seems both sensible and realistic :thumbsup: . I think, now, I'm swayed towards doing this when it comes round to hardpointing.
As for multiple hardpoints: for the sake of brevity, I'll probably just stick to the one layout. However customising an existing hardpoint isn't too difficult, so the option's open to anyone after release.
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I always thought this would have been the setup for that main weapon in order to fire an energy weapon and a torpedo....
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^The Rommies do have some fancy tech after all so I could definitly see that.^
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Apologies for there being no updates this month, but things have suddenly become very busy for me recently. However, I've still been putting hours in on the Warbird. The texturing phase is coming to an end now, as I'm just putting in the windows and other minor details. As of now, the ship is as close to canon as I can make it (except for a few minor things), from here on in I'll be taking some artistic licence for the sake of realism, adding a shuttle bay and escape pods, for example.
Chances are, the Warbird's release should be before the year's out. Below, I'll post views of how the Warbird looks now (windows have yet to be randomised), inlcuding a size comparison with the Galaxy-class; the Galaxy's about 47% as big as the Warbird (ratio taken from 'canon' size measurements) making the D'Deridex a mammoth ship to face up against.
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Why add shuttlebays? It already has them doesn't it?
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Holy CRAP...she's BIG
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YEP
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Most definitely agreed. :bow:
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Love that size comparison. I think you got the size down.
Looks wild with all the lights on. no wonder they darken some of them. :D
Don't forget that they're some windows scattered along the empty parts around the hull of the "head" as well. Sure you are on that, but mentioning it just in case.
She is coming along nice, great job so far. :thumbsup:
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I agree with what has already been said, but what I really like is how those two large upper glowy areas behind the main head glow to the hull... nice work. :thumbsup:
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Looks really good! :bow:
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So close to finishing the textures, now. All that remains is to add in some final escape pods and set up the glows and speculars.
I've added in some extra details not found on the studio models, but ones which the designers would have liked to have included (as outlined in this thread (http://www.trekbbs.com/showpost.php?p=3312206&postcount=44) from TrekBBS); which include an aft shuttle bay, impulse engines, and a bridge module.
Anyway, take a look at the new changes and feel free to comment:
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:thumbsup: :thumbsup: :thumbsup:
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Just one minor thing, if you're using the drawing on Trekbbs it looks as if the Bridge on your model should be pulled down slightly. Other than that she looks spectacular and I look forward to seeing her in game :thumbsup:
I'm also raising my hand for Beta Testing as well :P
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I would suggest either not using those impulse engines or putting them in a variant. I know Andrew Probert wanted them, but they didn't make it.
Also, that concept sketch at the end of that post in that thread you linked looks very post-Nemesis. I wish it looked more like that.
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Cool thread, the things you never know that are left out from the original concepts ,, :D
I think you have done some awesome detail there Unknown, absolutely Lovin' It.
The only thing that doesn't quite fit to me is the impulse engines. You got them where they need to be, but they look odd to me for a lack of a better word personally. They look out of place with the rest of your great design. Something along the lines of the Proto Ambassador comes to mind, the part that goes down the back of the spine. A version of that with a Romulan Flare would look good. JMHO
Wonderful work so far, have a well deserved cookie. :thumbsup:
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Personally, I always pictured the D'deridex impulse engines hidden in baffles midway along the upper wing's aft edge, like the Valdore's impulse engines.
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You don't need me to tell you but I'll say it any way.
This is a great piece of work....
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I for one like what you've done with the impulse engines
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The impulse engines look like a ladies private area. Also in their current placement, trying to rotate that beast would be a nightmare and if TNG is anything to go by, Warbirds could be quite nippy.
Looks amazing though. :)
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Nice Job TU
i always didn't like the fact that the stock warbirds always had their impulse engines where the warp engines were, now it's different
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Quickly amended the issue with the impulse engines, as well as moving the bridge module down a bit. (may conisider adding extra engines on the wings or backs of the nacelles)
How's this now?:
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That looks much more appropriate. :)
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She looks perfect
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I wasn't intending that as a suggestion - more like idle musing on the subject.
I like the change a lot more than the dual slit style. Superb work.
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Awesome job Unknown! Shame they never made the changes for the cgi model so we wouldn't have to make guesses...but then again...
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are the green vents on the tail canon?
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read back a couple pages, he explains them. In a nutshell, he decided to add them because they were left off the studio model.
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She is really shaping up, great work :thumbsup:
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Quickly amended the issue with the impulse engines, as well as moving the bridge module down a bit. (may conisider adding extra engines on the wings or backs of the nacelles)
How's this now?:
I had to do alittle reading back to just find out why those green slots were there.
I'd like to make a suggestion. Don't make the slots green. 3 horizontal black vents (top to bottom) would be just as effective for representing the impulse engines. It would be less obvious as the glowing piece as an addition to what we already know. You know...more subtle like the other changes like the Bridge and the shuttlebay you've added but just as effective for detail.
Just my thoughts though.
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I had to do alittle reading back to just find out why those green slots were there.
I'd like to make a suggestion. Don't make the slots green. 3 horizontal black vents (top to bottom) would be just as effective for representing the impulse engines. It would be less obvious as the glowing piece as an addition to what we already know. You know...more subtle like the other changes like the Bridge and the shuttlebay you've added but just as effective for detail.
I can see your point, Saquist. However, my counter argument would be that: The ship wouldn't move without the impulse engines being there (which is half of the reason why I added them), and secondly there'd be no point having them there if they weren't turned on.
Although, I think a comprimise would work: in similar style to the Galaxy-class, keep only the centre, larger engine illuminated and have the other two greyed out. From a design perspective, this would suggest that the other two engines are either backups or reserved for when the ship requires additional impulse power. Therefore the engines might look less out-of-place, but still appear as a functional addition to the ship as a whole.
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Might I segest an alternative. Place the engines in or near the Necelles. The Quantum singularity drive requiers some kind of mater sorce and the Romulans are masters of fusion tech. The same powerful reactors the pushe the ship at sublight could feed the warp drive too. besides having the impulse engines outbourd would enhance the ships menuverability a bit.
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I can see your point, Saquist. However, my counter argument would be that: The ship wouldn't move without the impulse engines being there (which is half of the reason why I added them), and secondly there'd be no point having them there if they weren't turned on.
Although, I think a comprimise would work: in similar style to the Galaxy-class, keep only the centre, larger engine illuminated and have the other two greyed out. From a design perspective, this would suggest that the other two engines are either backups or reserved for when the ship requires additional impulse power. Therefore the engines might look less out-of-place, but still appear as a functional addition to the ship as a whole.
It's your baby...
But what about a compromise on a compromise on a compromise?
StarFox1701 is right about outboard location on the nacelles
What about spreading out these three impulse engines? One thin one on each nacelle and one on the rear doral neck?
Or two thin horizontal slits on the back of the nacelles for a total of 4?
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X, this isn't bad at all. In fact, we need a Warbird and Vor'cha update. LC's weren't bad, but I always thought his models were too slim. As we can see from pictures, the Warbird looks very round and fat.
The only thing I would like to point out is that the nose is missing some dimensions to it. What I mean by that is if you look at some pics from the ERTL set you can see an indentation in the nose.
(http://www.thomasmodels.com/gallery/Rom1.jpg)
Also, if you look at some pics from the ERTL model and DS9 era, the Warbird has a darker hue of green. I imagine yours looks lighter though because the pics are from the model viewer and not in game.
(http://www.thomasmodels.com/gallery/Rom2.jpg)
(http://www.thomasmodels.com/gallery/Rom3.jpg)
(http://www.thomasmodels.com/gallery/Rom4.jpg)
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While I'm not saying you are wrong about any of those points, I'll just point out that AMT kits aren't always the best reference source. The paint colour in particular is very much down to the kit-builder's interpretation - especially on a professional build like that, where the instruction leaflet is usually the first thing tossed out of an airlock.
I may sound like a hypocrite saying this, since I referred to a Playmates toy earlier in the thread, I hope I didn't give the impression that I thought a toy was an authoritative reference source.
Also, many of the warbirds featured in DS9, particularly in the latter years, were CGI. The effects houses did get access to the studio models for reference, but they were produced in episodic television timescales, in other words "We need a Warbird for next week's episode. Paramount says they can have the model here in 2 days, make a start and we'll tidy it up when the model gets here. Also, here're the other 78 ships that we need to make for the same episode."
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ok guys, please stop nitpicking on the work that has been done...
the last several posts seemed to be more nitpicking than suggesting - im sure no one is meaning any harm, but nitpicking is just annoying...
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It's been a bit of a long hiatus, but I'm finally back with some good news: the Romulan Warbird is now in-game! :dance
Albeit without a hardpoint yet, but the model is working and looking good. There's still a few little details to work out, but its mostly just hardpointing left to do - meaning that the D'Deridex should be out by Christmas.
Obviously, I couln't let this update go without pictures: ;)
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Looking VERY good
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Real nice!
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even though i am a starfleet fan at heart...there is something really majestic about the D'Deridex class... ever since she first showed up in TNG "The Neutral Zone" there has been something about that warbird!! Excellent work!!!
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Gorgeous.
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Purdy!
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Purdy!
You, sir, are a master of understatement.
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It's been a bit of a long hiatus, but I'm finally back with some good news: the Romulan Warbird is now in-game! :dance
Albeit without a hardpoint yet, but the model is working and looking good. There's still a few little details to work out, but its mostly just hardpointing left to do - meaning that the D'Deridex should be out by Christmas.
Obviously, I couln't let this update go without pictures: ;)
That's great news. Looks fantastic in-game. :thumbsup:
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You, sir, are a master of understatement.
OMFG That is the best Rommie ive seen since... EVER! That better? :D
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:bow:
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even though i am a starfleet fan at heart...there is something really majestic about the D'Deridex class...
No KIDDING!
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Good god man! Thats beautiful!
No matter what comes along the Big D will always be one of the best sci fi ships of all time.
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Hot-DAMN! That's good-lookin'!
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Beautiful! The best D'deridex out there! :thumbsup: If you need someone to hardpoint it, i will volunteer :)
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Thanks very much for all the kind comments :D . (and your patience)
As for the hardpointing, I really appriciate the offers, but I've just about got things set now - save a few minor niggles. I'm intening to make the D'Deridex on par with the Galaxy-class (using DJ's Galaxy as a baseline). I'm conducting my own tests now, so it is likely that I'll be asking for testers in a few weeks' time.
Two screenshots, the second shows how the Galaxy-class looked after an encounter with the Warbird. :evil:
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I thought the Warbird was more powerful than the Galaxy class, but not as maneuverable?
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The encounter looks pixelated :D
The warbird was way slower than the galaxy (warpspeed etc) and not as maneuverable. Also she had some weakspots in the back. The massive size gives the warbird an advantage if both ships are face to face. The warbird would prevail if face to face, but if the galaxy plays it smart and attacks her in the back, she would win.
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Mmmmm...new Warbird (for my SP mod) - and new Galaxy(s) too. Christmas has come early... :)
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I thought the Warbird was more powerful than the Galaxy class, but not as maneuverable?
Right on both counts but, the Warbird is not significantly more powerful.
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Thanks very much for all the kind comments :D . (and your patience)
As for the hardpointing, I really appriciate the offers, but I've just about got things set now - save a few minor niggles. I'm intening to make the D'Deridex on par with the Galaxy-class (using DJ's Galaxy as a baseline). I'm conducting my own tests now, so it is likely that I'll be asking for testers in a few weeks' time.
Two screenshots, the second shows how the Galaxy-class looked after an encounter with the Warbird. :evil:
I see im glad it all is all going Splendidly :thumbsup: Maybe someday i can help you hardpoint a Tal Shiar version of your awesome ship, with Advanced Technologies capabilities such as a computer hack, impulse disabling torpedo among other deadlier things :P I did a little tweaking to LCs Tal Shiar Warbird to do just that, and it opens up a whole lot of tactical options, anyways just a suggestion. You definitely deserve the MOTY award :bow:
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Finally, I've got everything sorted with the Warbird now. In my tests, she matches up quite well with a Galaxy-class: slightly greater firepower but less manoeuverability.
But now, I'd say it's time to turn it over to you guys for more testing. The time has come for me to request a few people to Beta test the D'Deridex; so if you would like to try it out, just say here (3 or 4 testers should do, I think). I'll spend the next day or so finishing up, so the beta should be released then.
If all goes to plan, the finished product should be out by Christmas, otherwise it will definately be New Year's.
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It would Be an Honor if I can test [she looks fine] and for getting it semi-done [still needs testing] you SIR shall be bestowed a cookie.
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I would be willing to give her a try :thumbsup:
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Again i say i would be willing to test it for BC aftermath and Kobayashi Maru as i have both installed. Anyways wonderful news, it would be the best Christmas, or New Years ever!
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I'm in most definitely in if you still have room!!! ddb53@verizon.net
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Nice screenshots. :thumbsup:
Would like to as well if needed. :)
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I want to try my hand at blowing it up too . :D High res screenies will be provided naturally. ;)
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I think 6 people definately will be enough now. I'll have the files ready shortly ;) .
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Beta test under progress. Ignore the occasional explosions and coarse language. :funny
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There ya go. Bit more testing to do, but she's a big mutha.. :funny and punches like one too!
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Wonderful Ship, its harpoints, and weapons coverage are superb, however, the main pulse disruptor cannon's projectile is too large, and short that it looks like a ball, with some tweaking it could be smaller and longer si it could look right, also the main pulse disruptor cannon's rate of fire is a bit too slow. Other than that, she is an incredibly amazing, and powerful ship.
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Nice screenies... I'm really surprised no one has tackled a new Rom Plasma Torp. I know there is a Rom Quantum out there but we need an updated Plasma.
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Okay, so far I've tested her against DJ's Generations Ent D, KM's stock Vorcha and Negh'Var, KM's Galor, Keldon and Hutet as well as KM's Kessok Heavy, witth following results:
Ent D: Very even match as long as medium plasma torps were used, but switching to heavy plasma torps tore the Galaxy class apart in the end.
Vorcha: They fought bravely but where smashed by 1.2kms worth of Romulan hospitality.
Negh'Var: This thing has rabies and it tore the warbird apart rather quickly.
Galor:.. went pop.
Keldon: .. also went pop, albeit took bit further and actually inflicted some damage.
Hutet: perfect match and even closer call than with the Galaxy.
Kessok Heavy: Didn't do too well..
My only niggle with this hardpoint is, that the ship acccelerates and decelerates bit too quickly for it's size and weight.
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My only niggle with this hardpoint is, that the ship acccelerates and decelerates bit too quickly for it's size and weight.
Know why it can do that?
(http://s3.amazonaws.com/kym-assets/entries/icons/original/000/005/641/space-core-portal-2.jpg?1308170661)
It's in SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE!
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Yes, weight means nothing in space. But guess what: mass does. Lionus is mostly right, larger mass vessels should have issues with acceleration.
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I'm definitely liking her so far. She's pretty deadly in pairs :D
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I'm really liking the screenshots, you guys are some good angles on the Warbird. :D
Thanks to all the people who have participated in the Beta, and also those who have followed the project - offering comments and suggestions along the way. It's much appreciated.
With any luck, there'll be a curiously-shaped Christmas present for you all on BCFiles next weekend. :funny
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Know why it can do that?
(http://s3.amazonaws.com/kym-assets/entries/icons/original/000/005/641/space-core-portal-2.jpg?1308170661)
It's in SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE!
You sir win the internets. :funny
*Cookie
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Know why it can do that?
(http://s3.amazonaws.com/kym-assets/entries/icons/original/000/005/641/space-core-portal-2.jpg?1308170661)
It's in SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE!
Know why it can do it? It's not REAAAAAAAAAAAAAAAAAAAAAAAAAAAAL! It can do anything you want it to, it can fire chickens out of the disruptor banks if you want it to.
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Know why it can do it? It's not REAAAAAAAAAAAAAAAAAAAAAAAAAAAAL! It can do anything you want it to, it can fire chickens out of the disruptor banks if you want it to.
And you sir don't have a sense of humour....
I lol'd
I really wish I had time to beta but with my life going the way it is I don't have time for anything :(
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Wonderful Ship, its harpoints, and weapons coverage are superb, however, the main pulse disruptor cannon's projectile is too large, and short that it looks like a ball, with some tweaking it could be smaller and longer si it could look right, also the main pulse disruptor cannon's rate of fire is a bit too slow. Other than that, she is an incredibly amazing, and powerful ship.
I would have to go with that assessment as well after finally taking the ol' Bird out for a spin.
This thing is awesome. Looks fantastic, not overpowered, but no floating brick either.
Had fun using hit-and-run cloak tactics sneaking up on ships and almost knocking sub-systems out with the heavy plasma, then working them down with the normal weapons. Also a challenging ship to go up against.
An excellent balance on the hardpoint I have to say Unknown. Great weapon coverage, the way the Warbird should be in BC. The only thing I would like to see are blinkers, would bring it to life.
Love all the detail on the hull, the subtle life boats are great touch. The windows could use some unlit sections though.
A great job, had fun trying her out. Thanks. :thumbsup:
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An update, but not particularly good news :( :
I'm afraid the Warbird probably won't make the Christmas release tomorrow; there was a glitch with the hardpoint which caused some of the weapons not to be targeted properly. Therefore I've nearly had to re-do the HP from scratch, pushing my schedule back a little.
It's all sorted now (I hope), but it just means that the Warbird might be a late Christmas present instead. Still, with two Galaxy-classes coming out soon, they'll need something to fight against them...
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I just tried using the KM stock warbird against baz's take on it in beta form, and it couldn't turn fast enough to keep a bead on this latest take on the Galaxy. it's also proving to be pretty tough. when your now "bird goes public, we'll see how tough both of them are....and then there will be wiley's take on the gal as well.
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TheUnknown graciously allowed us at the Star Trek: Continuum mod to use his Warbird! I thought I would post an image of the old vs the new!
NOTE: I haven't done the team colours or the bump maps yet...
(http://media.moddb.com/images/mods/1/18/17505/New_Mesh.jpg)
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Wow, it's been so long that I got the "this topic has not been posted in for at least 30 days" warning. :eek
Still, its been enogh time for me to (re)start another WIP to keep me busy for the next few months:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_0.png)
Still needs a little more work but; can 'yer tell what it is yet? ;)
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Constitution, Miranda, Curry type or Sydney I am guessing
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excellent start. That is one of the most difficult nacelles to model cleanly. :thumbsup:
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Beautiful. Far better than my engines.
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excellent start. That is one of the most difficult nacelles to model cleanly. :thumbsup:
Oh, yes, I still remember my run-in with that one...ugh...the front is incorrect BTW, the extrusion that runs from the top of the flux chiller casing forward is fully circular, it doesn't go "inside" the casing aft of it like you have it now Unknown.
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Another update; I think this picture will make it clear which ship I'm attempting:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_1.png)
The bridge module still needs some refinement, and there's more detail to add to the nacelles, but the basics are starting to take shape. Thanks also for the encouragement so far ;) .
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AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Ah, redoing the Akula, eh? SWEEEEEEEEEEEET! :D :bow:
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My favourite class of ship, a true workhorse.
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Akula!! The days of starfleet command!! Ooh i can hear the music already! Excellent! Brings back great times.
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Why are the space acquisition sinks so high up on the front of the nacelles?
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Awesome, I loved that ship the first time I saw it in SFC !
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Why are the space acquisition sinks so high up on the front of the nacelles?
The whats?
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The whats?
You didn't know? They were tight on resources so they had to get some parts from unofficial sources, like Ferengi.. :funny
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You didn't know? They were tight on resources so they had to get some parts from unofficial sources, like Ferengi.. :funny
:uberlol:
I guess he's talking about the vents in front of nacelle right ?
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The only thing I'd point out is to slope the bottom of the grills.
(http://www.starshipmodeler.com/trek/md_enta-53.jpg)
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Why are the space acquisition sinks so high up on the front of the nacelles?
I guess he's talking about the vents in front of nacelle right ?
That was my first guess as well. But I'm not really clued up on the technical stuff. :idk:
If it is the front vents we're talking about, I did raise them up slightly because on the first picture I posted, they seemed to extend too far down the front of the nacelle. The revised version seemed better under visual inspection, but I'll probably extend them a little further now. And as Baz points out, I'll also slope and round off the grilles.
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More nacelle details, improved the bridge section and added the impulse engines. My work on the Akula's been a little slow this week, but I'll be starting the rest of the hull soon, so the ship should start to take shape.
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_2.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_2.png)
(Thumbnailed image to save space on the page ;) )
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Massive like. A sweet little ship! :yay:
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Who was it that made an akula maybe 1-2 years back? Was it you Unknown? I can't remember.
I do like that you're having a go though.
I just wish I still had that custom cleaned up DW akula refit texture though. The release version was a battle damaged version called Swiftsure and I managed to wrangle a cleaned up version for myself :)
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Yup, it was him.
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I just wish I still had that custom cleaned up DW akula refit texture though.
I might still have those old files lying around somewhere, but hopefully this new model will surpass my original. When I'm done with this, I might still be able to make you a custom USS Swiftsure variant ;) .
Speaking of the new model, while I didn't get must time to work on it this week, I have been able to make a start on the hulls:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_3.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_3.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_4.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_4.png)
However, I looks like I'm going to need to rethink the design of the impluse engine, as the top hull blocks out that blue dome at the front of the engine.
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Why not build the impluse engines into the plyon and split the crystal in half either side of it?
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I might still have those old files lying around somewhere, but hopefully this new model will surpass my original. When I'm done with this, I might still be able to make you a custom USS Swiftsure variant ;) .
I'd like me clean/Undamaged USS Mannerheim too, once you get that far. I will get nice screenies if I get the beta testers seat again ;) *wink wink, nudge nudge*
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Now that's a proper Akula ! looking awesome so far !
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mabey I'll have a peek. i betaed the oiginal, mabey the textures are clean in there...
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I'd like me clean/Undamaged USS Mannerheim too, once you get that far.
A better idea, perhaps: I could make a set of textures without the registries for anyone who wants to make their own variant. That shouldn't be too hard :lostit: . But I'll cross that bridge when I get to it.
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I might still have those old files lying around somewhere, but hopefully this new model will surpass my original. When I'm done with this, I might still be able to make you a custom USS Swiftsure variant ;) .
I recall winning a little competition you held regarding the name of your "beaten up" DW refit.
Love you though :P
Speaking of the new model, while I didn't get must time to work on it this week, I have been able to make a start on the hulls:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_3.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_3.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_4.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_4.png)
However, I looks like I'm going to need to rethink the design of the impluse engine, as the top hull blocks out that blue dome at the front of the engine.
What about moving the bottom of the pylon forwards towards the bridge module? Might need to shrink the bottom of the pylon slightly to fit though.
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Model's nearly complete, now. From here it just needs detail and then a clean-up. The only problem is that I've let the poly count run a little high this time - I'd estimate it will be around 18-20K faces when it's put into BC - so I might need to take an axe to some of the more detailed areas (the nacelles, mostly).
Anyway, here's some renders:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_6.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_6.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_5.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_5.png)
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The top pylon looks fine. As for the impulse control dome, redesign it so that instead of one large control dome, there are two much smaller ones, one on each side of the top pylon.
As for the neck/bottom pylon, it looks a bit awkward as it is now. Doesn't flow properly from the looks of it.
Everything else looks good so far. I'm tempted to try and make my own Akula Class now.
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As for the impulse control dome, redesign it so that instead of one large control dome, there are two much smaller ones, one on each side of the top pylon.
Actually, that's how it is at the moment; there are two half-domes, one on either side of the top pylon. It's difficult to get it to look right, but on the Akula diagrams I have, there's no impulse dome at all.
I agree with you on the bottom pylon, though. But again, it's getting the shape to look 'right' that's tricky. I'm thinking about different ways to attach it to the lower nacelle.
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The top pylon looks fine. As for the impulse control dome, redesign it so that instead of one large control dome, there are two much smaller ones, one on each side of the top pylon.
As for the neck/bottom pylon, it looks a bit awkward as it is now. Doesn't flow properly from the looks of it.,,,,,,,,,
Actually, that's how it is at the moment; there are two half-domes, one on either side of the top pylon. It's difficult to get it to look right, but on the Akula diagrams I have, there's no impulse dome at all.
I agree with you on the bottom pylon, though. But again, it's getting the shape to look 'right' that's tricky. I'm thinking about different ways to attach it to the lower nacelle.
I would have to agree with F9thCenturus on the domes. Would not only help the look of the design, would also look more functional than the half dome. Could look good on both sides of the upper pylon, the way it is on the Constellation's impulse engines for example, or on each side of the impulse engine on the upper part of the saucer.
To me what is off on the bottom pylon is the weapon pod area. It looks like it needs to be larger and maybe refined or re-worked in that area, could be the angle of the screenshot throwing me off.
Some ideas for your consideration. Doing a great job so far. :thumbsup:
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Please, please, it's just plain Centurus. I'm not with the 9th anymore, but I can't change my display name here on BCC, and I don't feel like making a new account.
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Please, please, it's just plain Centurus. I'm not with the 9th anymore, but I can't change my display name here on BCC, and I don't feel like making a new account.
Naw you just don't want to lose your post count :P
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Naw you just don't want to lose your post count :P
Nor the rubber chicken that comes with it..
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Hey Cent, have you tried contacting Jimmy or Sovereign? I think they can change your name ;)
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Jimmy changed mine :bow:
Thanks :)
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Yeah, admins and mods can change your name 9thCenturus :evil:
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Long ago but I think the message probably didn't get through. Either way....*smacks everyone with a rubber chicken* Back to the Akula.
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Some possible changes to the Akula:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_X.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_X.png)
Revised the lower hull slightly. The inset picture is a close-up of the impulse dome.
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I have a strange suggestion. Instead of sticking with the standard TMP impulse deck, why not split the engine? Make two impulse decks on either side of the pylons with a smaller impulse crystal, perhaps?
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i like it but the dorsal pylon is to long a far back and there is no aft torpedo launchers
If you remeber in SFC I and II the akula had a torpedo launcher like the miranda class pod
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I like the new lower connection. It flows much more nicely. As for the impulse deck, don't go with the half dome on either end, go with either 2 smaller complete domes, one on either side of the top pylon, or, as Shadowknight suggested (and an excellent suggestion I might add) you can split the engine so that the ship has 2 of them.
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Yet more (minor) details to the mesh. Just smoothing and optimising it now. I've also been able to get the poly count back down, so it shouldn't end up more than 17k when in BC. As soon as the mesh is ready, it'll be on to UV mapping it.
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_7.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_7.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_1_8.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_1_8.png)
Also, I've decided just to get rid of the domes on the impulse engine. I tried some of the suggestions given here, as well as some of my own ideas. IMO, none of the layouts quite worked; and all the references I have suggest either the ship doesn't have the domes - or had two halves as before. Personally, I think it looks pretty decent without them.
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:evil: :evil: :evil:
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Like the improvements, looking good. :thumbsup:
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Finally got to the point where I can start UV mapping the Akula. So far everything except the nacelles has been mapped, taking up about 3 maps. Also, an ingenious method of unwrapping the saucer section, demonstrated by Tobias Richter over at SFM, means that the entire saucer, top and bottom, can be squeezed onto one map.
Next up will applying textures (where I might borrow elements from my old Akula).
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_0.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_0.png)
Also, depending on how much texture space (and time) is left, I may change my stance about those impulse domes...
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It's been a while, but I've finally had enough time to start the textures. First up is the upper saucer section, and Tobias Richter's method of unwrapping the saucer makes all the textures stay nice and crisp.
Here's what I have so far:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_1.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_1.png)
(I've deliberately made the hull plating darker that it should be so it's more visible on this render)
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Looking good, nice to see you're still around. ;)
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Like the direction your going as well. Nice so far. :thumbsup:
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It's been a while, but I've finally had enough time to start the textures. First up is the upper saucer section, and Tobias Richter's method of unwrapping the saucer makes all the textures stay nice and crisp.
Here's what I have so far:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_1.png) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_1.png)
(I've deliberately made the hull plating darker that it should be so it's more visible on this render)
Do you have a link to this method. Always like to learn new tricks.
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Do you have a link to this method. Always like to learn new tricks.
Sure, here's the thread on SFM:
http://www.scifi-meshes.com/forums/showthread.php?78500-Texturing-the-Enterprise-Saucer (http://www.scifi-meshes.com/forums/showthread.php?78500-Texturing-the-Enterprise-Saucer)
After I'd read it, I coudn't believe I'd never thought of it before :hithead:
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Still going (slowly) on the Akula. Just the lower hull and nacelles to start, now. Then it's just adding the little details.
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_2.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_2.jpg)
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Excellent. Have a cookie.
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Plenty of details, I hope. :dance
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Continuing to make progress on the Akula, it's just decals and details top add now (and the sensor dome). It's all on just 4 texture maps this time (two 2048x1024 maps and two 1024x1024), quite big but they allow for some pretty sharp textures.
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_3.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_3.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_4.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_4.jpg)
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She is gorgeous!
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WOW!!
just feel somethings wrong with the top pylon :lostit:
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WOW!!
just feel somethings wrong with the top pylon :lostit:
I would have to agree. Judging by the screen shot, it looks like the top engine is crooked to me. May be the angle of the shot though.
Loving the textures, she is looking great so far. :thumbsup:
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just feel somethings wrong with the top pylon :lostit:
I would have to agree. Judging by the screen shot, it looks like the top engine is crooked to me. May be the angle of the shot though.
Everything's definitely symmetrical, it must just be the angle of the picture. Below is a wireframe of the mesh, just to illustrate the point:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_Akula_otho.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/Akula_otho.jpg)
The only thing I can think of is that the top pylon tapers in just a little bit :idk: .
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i think for me personally, its just to damn high, maybe lower the nacelle down by the hight of its self, but other wise she's fantastic
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Looking very nice X!
Cookie.
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The best Akula ever ! superb job X ! after Connie and Excelsior this ought to be my next fav TMP vessel
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i think for me personally, its just to damn high, [...] , but other wise she's fantastic
:yeahthat:
Although I think it's only half the nacelle hight. At least it feels like that after looking at your previous Akula.
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I still have the first incarnation of this ship as a high polly.... It is a lightwave version built around the end of 90?s by a member of the 3dGladiators forums.
Your interpretation does to look very good and much more perfect, I must say. And it is in 3dsmax. :D
Would you allow me to have a copy? :)
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Almost there now :dance . Just a few more things then I can create the specualars and export to a NIF file: (These TMP ships have a surprising amount of detail)
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_2_5.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_2_5.jpg)
Your interpretation does to look very good and much more perfect, I must say. And it is in 3dsmax. :D
Would you allow me to have a copy? :)
Thanks. And of course, when I release it, the NIF file can be imported into 3DSMax. But if you need it in another format, then I can do that. (also, it's not 3DSMax I'm using, it's Blender 3D ;) )
i think for me personally, its just to damn high, maybe lower the nacelle down by the hight of its self, but other wise she's fantastic
I have to say, IMO, that the nacelles are positioned just right. They fit the specs I have of the Akula. Also, the upper nacelle is the same height above the saucer as the lower nacelle is below it. I'm afraid I'll be keeping it as-is for now.
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Almost there now :dance . Just a few more things then I can create the specualars and export to a NIF file: (These TMP ships have a surprising amount of detail)
Good stuff :) I can vouch for the complexity of TMP ships, heck I'm building the entire Fed TMP fleet for Excal after all :D Don't forget to make the thruster exhausts lighted yellow ;)
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Looking real nice X. Smooth mesh.
Cookie.
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Thanks. And of course, when I release it, the NIF file can be imported into 3DSMax. But if you need it in another format, then I can do that. (also, it's not 3DSMax I'm using, it's Blender 3D ;) )
I believe the nif can do the job, but I would like to try an obj too, if you don?t mind. :)
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This is a favorite vessel of mine and this model is flawless :) well done!
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Mighty fine
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A few shots of the Akula looking quite... specular ;) . Just got to do the nacelles like this and I can finally get to putting it ingame.
And now that exam time is over I should have more spare time to work on this
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_3_0.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_3_0.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_3_1.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_3_1.jpg)
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A few shots of the Akula looking quite... specular ;) . Just got to do the nacelles like this and I can finally get to putting it ingame.
And now that exam time is over I should have more spare time to work on this
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_3_0.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_3_0.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ShipWIP_3_1.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ShipWIP_3_1.jpg)
Exceptional paint job.
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I think this is the first time ive posted in the 'modding' section in all these years, but good lord thats amazing!
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great work so far, I wonder how the hybrid will turn out?
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Your work is very clean. I look forward to it being in my install.
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Fantastic job on this.
Well done!
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Wow thats perfect!
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Many thanks for all the kind words :D . The speculars are now finished, and therefore the texturing phase is essentially over. I'll be exporting the model to NIF format over the next few days.
Just one more issue remains. Like my previous Akula, I could make the nacelle grilles light up during warp and be dark otherwise. It will mean a bit more work (a slight remap of the UVs as I never considered it until recently), so I was wondering whether anyone wanted the extra (authenic) effect or if it is better left as it is.
:idk:
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Many thanks for all the kind words :D . The speculars are now finished, and therefore the texturing phase is essentially over. I'll be exporting the model to NIF format over the next few days.
Just one more issue remains. Like my previous Akula, I could make the nacelle grilles light up during warp and be dark otherwise. It will mean a bit more work (a slight remap of the UVs as I never considered it until recently), so I was wondering whether anyone wanted the extra (authenic) effect or if it is better left as it is.
:idk:
I actually like it just the way it is.
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The semi-pearlescentt look (if I can call it by this way) looks brilliant!
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Many thanks for all the kind words :D . The speculars are now finished, and therefore the texturing phase is essentially over. I'll be exporting the model to NIF format over the next few days.
Just one more issue remains. Like my previous Akula, I could make the nacelle grilles light up during warp and be dark otherwise. It will mean a bit more work (a slight remap of the UVs as I never considered it until recently), so I was wondering whether anyone wanted the extra (authenic) effect or if it is better left as it is.
:idk:
I like it with the nacelles glowing all the time, it's so I can admire them. :kiss:
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if you mean the Warp light up script, Wiley and Baz are the main ones that use it, however, check the script for simple typoes. I ran into a lot of reversed slashes.
also, I can't get it to shut back OFF again in my beta testing install (which is the 10.02 version). it could also be my graphics card :P
THAT would be a simple texture routine, though
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Certain versions of KM have a problem with warp warm up reverting back to off texture.
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if you mean the Warp light up script, Wiley and Baz are the main ones that use it, however, check the script for simple typoes. I ran into a lot of reversed slashes.
also, I can't get it to shut back OFF again in my beta testing install (which is the 10.02 version). it could also be my graphics card :P
THAT would be a simple texture routine, though
I encountered that same problem 3 years ago ( :eek has it been that long?!) when I was making my mk 1 Akula. By adding a few extra lines of script, I was able to get the textures to swap again after warp, every time. I posted the script in my message here (http://bc-central.net/forums/index.php/topic,5851.msg128605.html#msg128605)
On that note, I went ahead and made a separate version of the Akula with the warp on/off textures anyway - so I can decide later which one I'll use.
*Edited link.
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the link just points to 3-4 posts up, and there's no script. redo it, I'd like a fix.
I've still GOT the first version of the Akula in Beta, which I reinstalled
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Why not do what Zambie Zan did for his Mirandas? Give the option on the ship select menu to have warp nacelles turned on or off.
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A little teaser you y'all:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ATallShip2.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ATallShip2.jpg)
The Akula's now ingame and ready for hardpointing. But here's the bad news: I'm going away for a couple of weeks so I'll be putting the Akula on hold until I return. After that, though, I should be able to get it released very shortly.
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Looks great!
See ya in a couple of weeks. :D
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:hide
I've returned! And spent yesterday and today sorting out a few problems with the Akula mesh, but now it's ingame and looking as it should:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ScreenShot022.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ScreenShot022.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_ScreenShot023.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/ScreenShot023.jpg)
As for the hardpoint, that shouldn't take too long as I'm using my old Akula's HP as a base (that old one worked pretty well, I thought). The only thing after that is getting the nacelles to turn on and off properly and I can get it ready for testing.
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Looks good. I volunteer for testing!
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very very nice
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Hi X,
I just saw the model USS Akula and and the details are fabulous.
However, I noticed that there is a problem with the texture of the saucer.
(http://i1268.photobucket.com/albums/jj566/bdfd/USSAkula_airlock.jpg)
If a deck measuring 3.25 meters (standard height) while 2 = 6.5 m.
Provided we can see an airlock to take the place of two decks.
For me, it looks really great too.
while the airlock located on the neck seems to me to be the right size.
What do you think about this ?
Regards,
Bertrand.
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It could well be a cargo hold area?
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Plus it is like that on the refit Connie and Miranda class
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maybe it leads to a ramp to one of the decks?
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that was one thing that always bugged me about those docking ports.. they never really made much sence to me... if a shuttle interior is a little over a deck high, why the hell would a docking port need to engulf TWO decks on the saucer, but take only one on the main hull and the torp bay??
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I think it's a maintenance airlock. Notice on TMP that the shuttle that they take to the Enterprise in the dry dock goes to the air lock by the torp bay? The area within the saucer's rim holds the most volume and is probably where storage and other bulkier things are kept.
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So many logical reasons for the larger docking port... seems a shame to say I've resized it now. But, after studying some close-ups of the Consitiution model, the dock is smaller than I've made it out to be (about 2/3 the size).
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As usual, your model will only be more beautiful ! :thumbsup:
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Notice on TMP that the shuttle that they take to the Enterprise in the dry dock goes to the air lock by the torp bay?
uhh...thats the one near main engineering you mean:
(just skip to 5:22)
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On the TMP Connie, the saucer side port isn't an airlock, it's a gangway hatch, and it's mid-deck. Oh, and it exists only on the right side if you view the ship from the front.
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I got the warp warm-up script working on the Akula now:
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_AkulaAtWarp.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/AkulaAtWarp.jpg)
Just a few hardpoint tweaks to go..
On the TMP Connie, the saucer side port isn't an airlock, it's a gangway hatch, and it's mid-deck. Oh, and it exists only on the right side if you view the ship from the front.
Just looked at some movie screencaps and your'e absolutely right. I just guessed that the ship would be symmetrical. It's easily rectified.
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The Miranda class had it on both sides so you don't need to change it if you don't want to lad
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The Miranda class had it on both sides so you don't need to change it if you don't want to lad
On my Excal Connie/Miranda model I have set it up in a way to be able to have the gangway hatch on both sides if I want to ;)
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I know I've had some interest in beta testing, but I guess it's time to open the floor to anyone else willing to test the Akula. I have sparingly few TMP-era ships on my BC install, so it would be great if we could see how it stacks up.
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I know I've had some interest in beta testing, but I guess it's time to open the floor to anyone else willing to test the Akula. I have sparingly few TMP-era ships on my BC install, so it would be great if we could see how it stacks up.
I'l have a go. :D
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Anybody else willing to test the Akula before I send her off to BCFiles? 1 or 2 more testers should do.
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Im game ddb53@verizon.net
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No need for the e-mail, CptBenSisko, I'll just PM you the file link.
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why the hell not? ill take her for a spin on my off day tomorrow :thumbsup:
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good deal..will download it when i get home from work..
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Been playing around a little with my Akula model in Blender's new Cycles renderer (supposed to be more photorealistic):
(http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/th_AkulaCycles3.jpg) (http://i823.photobucket.com/albums/zz160/X_TheUnknown_X/AkulaCycles3.jpg)
However over the next few weeks I'll be moving to university, so I expect I won't have much in the way of spare time to be able to take on any more projects; I don't now, I suppose we'll see :idk:. But I fully intend to stick around here a much as I can - and track the progress of Excalibur. For now, though, I'll be retiring from mod-making, I'd just like to say thanks for all the support and enouragement I've had while making the few mods I've released for BC :D .
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Good luck with uni Sir! :)
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Every modder goes into a self-imposed retirement at least once, no need to explain it. lol
Seriously though, you've left a major impact on the community. You gave us one hell of a starbase and the best D'Deridex BC has ever seen. I personally can't speak to the quality of the Akula since it's not one of my favorite designs, but other people like it, so you must've done it well. :thumbsup:
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TU you've made an excellent contribution to BC, you gave attention to all the ships and stations that didn't get much. Hell you even did the Kessok! Enjoy Uni' and good luck!
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Best of luck TU. You've done an awesome job with what you have given our community and we graciously thank you for it.
Come back often :yay:
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Best of luck with real life. As for that render, it looks really cool but next time might I suggest cleaning the lens with a soft cloth.
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Cyaa around, don't forget to POP in once in while here :D
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Hate to hear it, all your projects are on my install. I'm sure you'll pop in time-to-time, BC is hard to get out of the blood. (is for me anyway :D)
Not here much myself, STO grind with fleets keeps one busy. :)
Good luck to you man, you'll be missed.