Bridge Commander Central
BC Forums => BC Modding => Topic started by: candle_86 on September 23, 2009, 12:09:05 PM
-
Ok started working on this, once it gets further ill need some more help from someone willing to port it into BC, I can port it into .nif and make TGA maps but beyond that I cant do it. but here is my issue I need to weld these two points, ive kept it so far as a unifed mesh.
Below is where its going, making a cross between Connie and Daedalus Class, kind of like the inbetween, the ship after Daedalus but before Connie, to explain my engineering hull, any pointers on getting this welded
-
figured that out, here it is rendered in .mod. Now I have to detach and start texturing tonight, but gonna take a break been working on this since about 7am
-
If this is pre TOS, then you might want to invert the 'lip' on the saucer.
-
well the NX class lip pointed up also, its a mix between Daedalus, Connie and NX but very little NX. The inner defelctor is a total breach of everyone putting a big satelite dish lol, gonna instead do the class Daedalus yellow,darkyellow pattern but its sunk into the hull to offer better protection, and to better allign it forward ect, like a dish but not quite yet. I want basic above all.
-
work on textures progressing, there in basic stages right now, espeically the saucers, as a matter of fact could someone help me on the registry to get it bent so it fits the model better?
-
here are basic textures, not happy with them but I need a break
I am happy though its my first unifed mesh, and there is no impulse engines noticalbe like the Daedalus class there part of the warp engines :D
-
work on textures progressing, there in basic stages right now, espeically the saucers, as a matter of fact could someone help me on the registry to get it bent so it fits the model better?
MScott has posted a 3ds max tutorial that should also work with gmax + a render addon.
-
No bad, the only thing I'd change is the saucer windows, looks like there are far to many in balance to the rest of the ship. other than that not bad at all.
-
No bad, the only thing I'd change is the saucer windows, looks like there are far to many in balance to the rest of the ship. other than that not bad at all.
yea im thinking of remapping the lip when i fix the others
-
well if anyone wants to take a crack with what ive done with textures ect ill make the .gmax avaibile for download.
-
very unhappy so im rebuilding it from scratch to look more correct, here is the saucer done, some changes are the deflector dish isnt going to be so big for starters, better nacelle buzzards, more older looking nacelle rear, and because I hated the shuttlebay and all im going for a more daedalus style shuttlebay. Ill post more work as I go. Yes Impulse engines are big, but its an old ship, the fusion generators would be big lol
-
Looking good.
-
I just want a ship others want to use lol
-
an update to my tiber, redid the entire mesh
-
sorry to reply to my own thread, once i get done with textures how i like them Ill want someone who can port the lightmaps ect to TGA and hardpoint it.
-
some opions please on the saucer texture aztec gonna add details such as phasers ect
-
some opions please on these so far, the textures. Also do the windows fit the model more ?
-
getting released for SFC tonight anyone interested in porting it into BC let me know, id love it in BC I just dont posses the tools to do so. Here are you screenshots, rebuilt the shuttlebay must have been 10 times now
-
Not bad at all, though I feel it is lacking a deflector.
-
v2 is a definate improvement on the first.
-
deflector is the same as the Daedalus Class its the yellow ring in front of the engineering hull :D
-
here is the SFC version anyone interested in porting let me know otherwise ill try my hand at it
here is a download link
http://sfc.battleclinic.com/docks/view.php?id=4717
also if you do this add my msn please, thesandman87@hotmail.com
-
also, the windows are way too big for the TOS era. they should be little port holes
-
its preTOS era, look at a Daedalus class window :D
-
kitbashed my own mesh lol, to see if I could kitbash so here you are, gonna change hull name and numbers later. Im calling this the quick class :D
-
Ooh, a Daedalus version of the Saladin. The nacelle suits it.
-
my idea kitbash it before someone 5 years from now does lol
-
made this also, give me opion. Im thinking of making a TOS Era 2240's refit version with TOS hull markings but want some input, the one with the def dish will be redone in TOS markings, also more TOS style nacelles with the slanted back and ball, and TOS nacelle pylons aka straight pylons, but want input on should i make a mk2 refit
-
here is TOS refit of the Tiber, and I think I like it more to boot
ok gonna work on the conversion today and then can someone test all 3 ships out besides me before i release them?
all 3 going to TiqHud to hard pointing in about 2 hours. Just to let yall know I was talking it over with him the original config will not take much damage to the sheilds. A photon hit from a TNG era ship will knock out a shield section.
-
I like the work you doing but a quad post is a bit much. Try going to your last post and hit modify to add new info and pics. For important stuff sometimes a double post is forgiven but as someone once told me "the modify button is your friend" lol. An idea for you if you wish try bridging the gap between the old DY class to your current works. With the great work your doing on the TOS i think the missing link between thous eras is striate up your allie. Keep up the good work. ;)
-
good work candle
-
ty hope to have them tested and in game by next week for yall, also for any interested here are the updated links for all 3 ships for the SFC download they will go on BC files later in nif format
Tiber Class
http://sfc.battleclinic.com/docks/view.php?id=4718
Tiber Class Refit
http://sfc.battleclinic.com/docks/view.php?id=4719
Quick Class
http://sfc.battleclinic.com/docks/view.php?id=4720
grrr when i export to .nif it doesnt work, no textures show up, what am i doing wrong here
-
ok here are the interface and the nifskope image
-
I like the work you doing but a quad post is a bit much. Try going to your last post and hit modify to add new info and pics. For important stuff sometimes a double post is forgiven but as someone once told me "the modify button is your friend" lol.
This. ;)
-
i give up on this, if someone wants to ill provide the SFC versions for porting, i give up textures dont work and ive been banging my head on this for hours. So if you want to do it be my guest. Ill stick to SFC because all of the tutorials written are for 3ds not gmax and after everything i cant get it to work, so anyone that wants to feel free to port them. Ill post the rest of my ships down in grahpics art
-
Never give up. This might help you. on you desk top make a new folder and name it the name of your ship. Place the Nif in that folder along with its TGA textures file. Open Nif skope and click file>load and fine the folder you jest made on your desk top and open and load the NIF. At this point most models will appear with the textures on it but if not don't sweet it. If your ship is naked click at the top Render> settings. A new window will pop up. At the top you'll see add folder and remove folder and inside there should be and address to your folder on your desk top. If not than thats why you don't see any textures. Simply hit add folder and below hit the Folder button and then find you desk top folder high lite it and hit OK. If you had already assigned you textures in your 3d program once you hit ok then they'll appear on you ship. If nothing happened, then you missed a step before you exported you Nif. Also i quick note, if you textures do show up and you want to edit them , open the TGA file in PS or gimp or what ever you use, edit it and save. If you left NifSkope open your new edited textures will be already there.
-
Also make sure your textures are 512x512, 1024x1024, 2048x2048 etc. If not they will not work in nifskope or the game. I hve learned this leason early on.
-
http://www.filefront.com/14607115/tiber_quick.rar
Not tested in game.
Edit: Made a small mistake, just use the attached modelfile.
-
they have to be square?
please tell me your joking otherwise i get to remap the entire model yay
-
they have to be square?
please tell me your joking otherwise i get to remap the entire model yay
Why would you have to remap? Just rescale the textures to be square.
-
they have to be square?
please tell me your joking otherwise i get to remap the entire model yay
Why would you have to remap? Just rescale the textures to be square.
I hadnt thought of that lol
-
Also make sure your textures are 512x512, 1024x1024, 2048x2048 etc. If not they will not work in nifskope or the game. I hve learned this leason early on.
They only have to be a power of 2; 512x256, 128x1024 etc also work.
-
alright ty for the info
-
I wouldn't mind tackling this bad boy for you, i'm up for a challenge, drop me a line sometime
RedLeader1701@gmail.com for e-mail
-
conversion is figured out it was my textures lol
-
ok tiberrefit converted apperntly nifskope doesnt show the glows, here she is, gonna get the others done and sent to hardpointing for yall
-
I have to admit that the pace you build these things is impressive. keep up the good work.
-
one quick question on some textures there isnt a glow but if i add an alpha layer I get white, do I require an alpha layer?
-
one quick question on some textures there isnt a glow but if i add an alpha layer I get white, do I require an alpha layer?
Don't make the alpha layer white, try black or dark greyish, see how it turns out.
-
tried that using photoshop it saves it as white anyway
-
Then you are doing something wrong. I have made alpha channels many times in Photoshop without incident.
-
its only when the alpha channel is straight black
-
If the texture doesn't need a glow, then don't give it the _glow extension.
-
thanks kirk, there on there way to tiqhud now for hardpoints
-
thanks kirk, there on there way to tiqhud now for hardpoints
I just check my email did you send them?
-
yea
-
thought id share, this one isnt being rushed as fast, this is tiber2 early stages
-
rebotting tiber here is the basic's done more work is going to be done later