Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Starforce2 on February 25, 2006, 02:55:46 pm
-
check this bitch out! :o
http://dynamic.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=484316
-
That's HOT !!!!!!!!!!!!! Keep us posted as to it's release.
-
Wo totally awesome loving the design :) *drools*
-
Raven's going to shoot it my way and if it's allowed (which I assume it will be) I'll hand it off to be ported for sfc.
-
*falls backward in chair, sees stars*
Great work man!
...
SSSSSSSTTTAAAARRRRRRSSS...RRRRAAAAAAWWWWWGGGGHHHH!!!
-
That is a rather attractive looking ship (much nicer than the Worath), But there not much room around the top/rear section to allow for wing folding- So I guess landing on planets would be out of the question.
But Nice job.
-
alright, I have the ship, if someone in outalance has max get ahold of me and I'll send it over.
-
alright, I have the ship, if someone in outalance has max get ahold of me and I'll send it over.
Grrrrrrrrrr ya know I need 3d's
-
So do I...raven keeps sending this crap over in ma 5 and he knows I got 3.1.
-
starforce send my way ill convert for ya
-
Well, it's my first design/mesh/texture job, so it's not great, but I will get better as time goes on.
BTW, the wings dont swing up, but the wing ends do....see the pic attached. I didn't set it up that way
for now, but in the future that is where the hinge will be. Unlike the Brel it replaces, the wings stay locked
unless it is landing.
-
Damn that's sweet. I luve the wing fold concept.
-
Thanks....it seemed to make more sense, since the entire warp coil system was redesigned and turned on it's side. The resulting wing root would have been too small to support the massive weight of the wing, so I decided instead to have the cannons and just a small portion of the end of the wing rotate up during landing.
I'm reasonably happy with the mesh, but I can do much better. I hope to do a better job on the Heart of Kahless.
-
Andy Probert would seem to agree with that line of thinking as one of his smaller Klink ships only rotates it's wing guns as well prior to landing.
-
Once im done with the three other ships i want to texture, Ill see about making a kvort version. It will probably be around 180 to 200 meters in length and look decidedly different from this brel version, unlike the originals.
-
Illumination is such a pain....
Is there anyone here familiar with Max? I'm having a problem with my glow maps.
-
The weapons are listed in the second readme in the file. I can break it down here as well if you want.
There is one forward torp in the nose, two smaller (micro) torp launchers to the left and right aft impulse vent, and the two cannons....basically the same cannons as the brel, but a much higher recharge and firing rate, more like the show.
-
Very nice work ;)
-
BTW, the wingtips will rotate up a little higher than that.
-
Illumination is such a pain....
Is there anyone here familiar with Max? I'm having a problem with my glow maps.
What part do you need help with, creating them or applying them to the mesh?
In order to apply them to the mesh, you need to use the material editor. Select the corresponding regular texture map and click on the small grey button next to "self-illumination". That should let you select the propper illumination map for that texture map.
-
BTW, the wingtips will rotate up a little higher than that.
What's it going to do...flap through the atmosphere..? lol ;D
-
any higher lol and it will look like a flying "W" then where going to end up calling it the Wop
-
What... ? It goes across the neutral zone undetected??
-
Ok, something like this....the idea is that it doesnt just have to swing up to land on planets, it also lessens the wingspan, allowing for more room to store the ships on a carrier.
-
Oops....might help if I post the pic, you think?
-
:o
'nuff said! ;D
Semper Fi, Carry On
-
One question....actually two. I fixed the symmetry problem with the cloak tubes and applied a new texture around the torp launcher. Did you fix the tubes as well, and would you like me to send the updated texture set?
-
Just checking to see if you fixed the tubes, and if you need the new nose texture. Just let me know. It is the texture around the torp launcher.
-
Ok so do I have the right version or do I need yet another new model?
-
I'm not sure...you might have the wrong one. Who is doing the BC conversion...you?
-
Here's what I will do for both of you...I will post the file at BCU and send you both the link to download it. Just tell me if the versions you have have the corrected cloak tube so I know if you need the full file or just the maps.
-
I'm not sure...you might have the wrong one. Who is doing the BC conversion...you?
I'm doing the BC port. I forget who relayed the sfc version over for me to port though, it was either mp or fw.
-
SF it was me with help from tombs.
Raven that is fine by me
so has it been updated since?
-
What is left? Texture changes? If it's not remapping or model issues I'll go ahead and nif the one I got (raven...where are them stats/size data crap you promised?) and start working on the basics while I wait for textures.
-
Ok, this is readme number one...
Klingon Defense Forces "MaveQ'" class scout
Federation designation D-18 Bird of Prey
Crew: 12
Length: 54 Meters
Weight: .758 MMts
Range: 5 LY
Weaponry: 2 Medium range rapid fire disruptor cannons - 5 power
1 Fore Torpedo Launcher - 7 power
2 Aft Micro-torp launchers - 4 power
Top Impulse speed: 200 TKPS
Top Sustained Warp: 5.5
Max Warp: 7
Menuverability: 8
Shield strength: 4
Hull strength: 6
System strength: 5
Weakness: Single core for both Impulse and Warp drive, short range, weak sheilds
Strengths: Good armor, high menuverability, powerful cannons, quick fire rate and recharge
History
The MaveQ' was commissioned in 2364 as a replacement for the Romulan-derived Brel class BOP deep space scout. The idea was to create a more flexible and powerful platform that reduced storage but increased speed and survivability. A new cloak-friendly shape was devised, and the entire warp coil system revamped to fit the new design. Units were delivered to deep space patrol units in 2372, and participated in the Dominion war. Thought serving alongside the aging fleet of Brel scouts, the MaveQ will eventually replace it's brethren as the main battle scout of the fleet.
The most notable difference between the MaveQ and the Brel, besides the inboard warp coil configuration and exposed SIF/IDF conduit system is the lack of moving wings. Instead, the MaveQ has been equiped with moving wing tips that rotate the cannons upward when landing. Wings remain fixed in flight, due to the fact that the new coil design does not require movement of the cannons to maximize warp efficiency.
Model
This model was made using 3D Studio Max 5.1 and Paint Shop Pro 7. It took about 2 months to complete. The textures were created using picraping, the method of taking pics of realworld objects and drawing samples from them to apply to textures for effect and detail, as well as original work of my own. I used Topography effects to add depth to the textures. The maps are 1024x1024 Bitmaps at 16.5M colors. The model sits around 4800 polys or so. The mesh is segmented into seperate objects, each labled as to thier purpose to assist in hardpointing. I am hoping that my modeling improves enough to model solid objects in the future.
This is my first complete model...of course it requires rework to make it work for other games, but the mesh is error free. I hope to improve my skills as time passes. Enjoy.
Note the stats listed. Let me know if that is all you need. Also, here is the vanilla readme with the space for you guys to enter your info...
________________________________________________________________________________________
LICENCE FOR DISTRIBUTION
This mod is the property of Nightsoft, Inc., patent pending, and is not to be
distributed for profit, sold, bartered, rented, or otherwise used for personal gain
without express permission from the owner. All rights are reserved.
Permission is hereby given to all that wish to distribute or alter this mod, as long as
the above conditions are met and this licence is included in the readme, and appears at
the top of the document. The mod must remain proprietory; usage is restricted to SFC,
BC, KA and Armada. You must also secure permission from the original author of the mod.
If you wish to alter this mod in any way, we ask that you contact the original author for
permission before you release it to the public. If you do not follow the aformentioned
conditions, you will be considered in violation of this user licence agreement, and will
be subject to legal action. Any and all subsequent alterations or additions to this
product are the property of Nightsoft. Nightsoft reserves the right to alter this licence
at any time.
Thank you and enjoy.
Raven Night
CEO
Nightsoft
http://www.nightsoft.net
support@nightsoft.net
_________________________________________________________________________________________
Klingon MaveQ' class scout
Credits:
Concept : Raven Night
Model : Raven Night
Textures: Raven Night
ADD ADDITIONAL CREDITS HERE
Weapons:
ADD WEAPONS HERE
Tactics:
ADD TACTICS HERE
http://www.nightsoft.net
http://www.bridgecommanderuniverse.com
http://bcfiles.com
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=================================================================
STAR TREK: TM, ® & © 2006 Paramount Pictures. STAR TREK® and related elements are
trademarks of Paramount Pictures. All Rights Reserved. Nightsoft and the orbit N are
registered trademarks of Nightsoft Inc. All other trademarks and copyrights are the
property of their respective owners.
-
As far as the mesh goes, I will upload the cloak tube and the changed maps only. That should limit the download size. I will PM you both the link.
-
Crew: 12
Length: 54 Meters
Weight: .758 MMts
Range: 5 LY
My god that's small. No bigger then the long range warp sled from ST:TMP ? A standard BoP is at least 80m
-
Yea, well, there are contentions about the sizes of the BOP line....the smallest seemed to be 55 meters in length, the largest...well...over 400 meters. My contention is that there are only two, brel and kvort, 55 and 110 meters. The first ship, this one, should only have one deck and is not habitable through the entire ship. The only place where there is an egress off the main deck is in the cylinder you see under the head, which is the crew mess, sleep and storage module. This ship, much like runabouts and such is very cramped.
I am open to increasing the size of the ship if it is just not plausable at 55 meters.
At any rate, the file has been uploaded and I pm'd the link to you guys.
-
What happened to this one? :huh:
-
It's been revised and reported about 6 times, I'm not sure. I got the update in mod so...
-
It's been revised and reported about 6 times, I'm not sure. I got the update in mod so...
So.........Just another port for MP lol ;D. I'll grab it on MSN
-
Looks that way MP.. rofl
Ya poor buger
"Please sir mor ports for me to do sir??"
;D
-
Looks that way MP.. rofl
Ya poor buger
"Please sir mor ports for me to do sir??"
;D
:rofl:
-
Ok, an update....I have created a 3ds file, one piece, no errors that I could find. I am uploading it to Nightsoft, it has the readme in it, you guys can take care of it at your liesure, Ill pm you the link.
Also, I decided on around 70 meters, a little larger than the smallest Brel. I have a pic here to show the scale.
-
Sweeeeeeeeeeeeeeeeet. I'll have it done within an hour from getting your PM.