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BC Forums => BC Modding => Topic started by: candle_86 on September 23, 2009, 12:09:05 PM

Title: Tiber Class
Post 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
Title: Re: Tiber Class
Post by: candle_86 on September 23, 2009, 02:07:02 PM
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
Title: Re: Tiber Class
Post by: Vortex on September 23, 2009, 03:15:06 PM
If this is pre TOS, then you might want to invert the 'lip' on the saucer.
Title: Re: Tiber Class
Post by: candle_86 on September 23, 2009, 03:53:59 PM
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.
Title: Re: Tiber Class
Post by: candle_86 on September 23, 2009, 05:52:10 PM
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?
Title: Re: Tiber Class
Post by: candle_86 on September 23, 2009, 07:57:48 PM
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
Title: Re: Tiber Class
Post by: teleguy on September 24, 2009, 02:59:26 AM
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.
Title: Re: Tiber Class
Post by: baz1701 on September 24, 2009, 03:45:22 AM
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.
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 11:16:14 AM
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
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 12:58:33 PM
well if anyone wants to take a crack with what ive done with textures ect ill make the .gmax avaibile for download.
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 01:53:15 PM
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
Title: Re: Tiber Class
Post by: Vortex on September 24, 2009, 02:03:50 PM
Looking good.
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 02:19:09 PM
I just want a ship others want to use lol
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 05:31:49 PM
an update to my tiber, redid the entire mesh
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 06:50:23 PM
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.
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 08:18:46 PM
some opions please on the saucer texture aztec gonna add details such as phasers ect
Title: Re: Tiber Class
Post by: candle_86 on September 24, 2009, 11:04:43 PM
some opions please on these so far, the textures. Also do the windows fit the model more ?
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 06:40:16 AM
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
Title: Re: Tiber Class
Post by: baz1701 on September 25, 2009, 06:53:59 AM
Not bad at all, though I feel it is lacking a deflector.
Title: Re: Tiber Class
Post by: pointman on September 25, 2009, 09:15:27 AM
v2 is a definate improvement on the first.
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 11:16:17 AM
deflector is the same as the Daedalus Class its the yellow ring in front of the engineering hull :D
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 12:52:06 PM
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

Title: Re: Tiber Class
Post by: ACES_HIGH on September 25, 2009, 12:59:59 PM
also, the windows are way too big for the TOS era.  they should be little port holes
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 01:07:06 PM
its preTOS era, look at a Daedalus class window :D
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 04:42:32 PM
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
Title: Re: Tiber Class
Post by: Dalek on September 25, 2009, 04:44:45 PM
Ooh, a Daedalus version of the Saladin. The nacelle suits it.
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 04:54:23 PM
my idea kitbash it before someone 5 years from now does lol
Title: Re: Tiber Class
Post by: candle_86 on September 25, 2009, 07:34:31 PM
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
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 02:52:25 AM
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.
Title: Re: Tiber Class
Post by: bankruptstudios on September 26, 2009, 11:35:47 AM
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. ;)
Title: Re: Tiber Class
Post by: pointman on September 26, 2009, 11:40:24 AM
good work candle
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 12:21:43 PM
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
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 02:02:13 PM
ok here are the interface and the nifskope image
Title: Re: Tiber Class
Post by: Lionus on September 26, 2009, 02:52:44 PM
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. ;)
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 03:07:05 PM
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
Title: Re: Tiber Class
Post by: bankruptstudios on September 26, 2009, 05:14:08 PM
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.
Title: Re: Tiber Class
Post by: baz1701 on September 26, 2009, 06:13:20 PM
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.
Title: Re: Tiber Class
Post by: teleguy on September 26, 2009, 06:24:36 PM
http://www.filefront.com/14607115/tiber_quick.rar

Not tested in game.

Edit: Made a small mistake, just use the attached modelfile.
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 06:34:42 PM
they have to be square?

please tell me your joking otherwise i get to remap the entire model yay
Title: Re: Tiber Class
Post by: limey BSc. on September 26, 2009, 06:42:10 PM
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.
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 06:51:44 PM
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
Title: Re: Tiber Class
Post by: teleguy on September 26, 2009, 07:02:54 PM
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.
Title: Re: Tiber Class
Post by: candle_86 on September 26, 2009, 07:09:38 PM
alright ty for the info
Title: Re: Tiber Class
Post by: inuyasha4774 on September 28, 2009, 04:21:50 PM
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
Title: Re: Tiber Class
Post by: candle_86 on September 28, 2009, 07:57:39 PM
conversion is figured out it was my textures lol
Title: Re: Tiber Class
Post by: candle_86 on October 01, 2009, 12:59:38 PM
ok tiberrefit converted apperntly nifskope doesnt show the glows, here she is, gonna get the others done and sent to hardpointing for yall
Title: Re: Tiber Class
Post by: Lionus on October 01, 2009, 01:15:48 PM
I have to admit that the pace you build these things is impressive. keep up the good work.
Title: Re: Tiber Class
Post by: candle_86 on October 01, 2009, 01:35:20 PM
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?
Title: Re: Tiber Class
Post by: JerichoKru on October 01, 2009, 07:36:44 PM
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.
Title: Re: Tiber Class
Post by: candle_86 on October 01, 2009, 08:14:36 PM
tried that using photoshop it saves it as white anyway
Title: Re: Tiber Class
Post by: Darkthunder on October 01, 2009, 08:15:55 PM
Then you are doing something wrong. I have made alpha channels many times in Photoshop without incident.
Title: Re: Tiber Class
Post by: candle_86 on October 01, 2009, 08:35:05 PM
its only when the alpha channel is straight black
Title: Re: Tiber Class
Post by: Kirk on October 01, 2009, 09:06:34 PM
If the texture doesn't need a glow, then don't give it the _glow extension.
Title: Re: Tiber Class
Post by: candle_86 on October 02, 2009, 11:45:28 AM
thanks kirk, there on there way to tiqhud now for hardpoints
Title: Re: Tiber Class
Post by: tiqhud on October 02, 2009, 01:54:53 PM
thanks kirk, there on there way to tiqhud now for hardpoints
I just check my email did you send them?
Title: Re: Tiber Class
Post by: candle_86 on October 02, 2009, 02:36:29 PM
yea
Title: Re: Tiber Class
Post by: candle_86 on October 04, 2009, 08:28:30 PM
thought id share, this one isnt being rushed as fast, this is tiber2 early stages
Title: Re: Tiber Class
Post by: candle_86 on March 20, 2010, 02:10:36 PM
rebotting tiber here is the basic's done more work is going to be done later