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 Post #1
 26th January 2010 Last edited by ApwnInTheDark; 14th May 2010 at 10:50PM..
ApwnInTheDark's Avatar
March 2009
291 Posts
DISCLAIMER: By ripping, porting, or even downloading models originating from commercial games, you agree that you legally OWN that particular game, and therefore the rights to use that content in Garry’s Mod.

(Edit: Just so people dont get the impression that I'm simply assigning tasks to people and contributing nothing, please check MY project list, pictures, and thread link at the bottom of this post. I remembered how lazy and ignorant certain facepunchers can be shortly after posting, so this edit should help with some of that.)

What the fuck is this thread about?
I am seeking content contributions to my ‘ApwnInTheDark’s Star Trek Pack’. It’s a compilation of large scale ‘Star Trek’ starships, all of which are physics props and generally feature full interiors and are intended to be used with wiremod for crew-based space combat or role playing on large space maps.
Here is an example of one such ship: http://www.garrysmod.org/downloads/?a=view&id=74502

So far I am the only contributor to the pack and as a result, it’s a little biased. All ships are little more than physics models. Nice as they are, they lack sounds, custom weaponry, bones, and any other kind of scripting.

I’m going to release this pack whether or not anyone assists, so this is just an opportunity to lend your specialty to the overall project, learn new things from others in the process, and possibly triple the amount of fun to be had with this pack.

If you want to add anything to this pack,(ship, script, etc) just introduce yourself in this thread, describe the contribution you wish to make in detail, and begin! Additionally, make sure to read ALL posts before beginning work on ANYTHING so you don’t waste your time on something someones already working on. (unless you just think your version is so badass that it will decimate anyone else’s, which I respect, but please announce it anyways and at least collaborate with the other guy) Also, don’t bite off more than you can chew (reserving 10 ships you cant possibly finish)


I haven’t read that far down yet, but I get the feeling Apwn will not shut the fuck up about Star Trek: Legacy, why is this?

It is the ultimate resource for accurate exterior (this game contains zero bridges) ship models and ripping from it is extremely easy. There are probably about 50 selectable ships in Star Trek Legacy,(Federation, Klingon, Borg, Romulan) and tons of others throughout the campaign. They are currently the highest quality official models available, even more so than Star Trek Online. (In fact Star Trek: Online only has weird modular ships that only slightly resemble the originals, and no word if they make an appearance at some point) The shader textures match the Source Engine format almost perfectly but you wouldn’t need to worry about this. Just slap the main texture on and ill locate the proper shader textures and link them.

Can someone help me?
I can answer questions regarding modeling but don’t expect a quick response. In the future I intend to post a laymen’s guide covering everything including ripping, optimizing, and exporting but until then, please have the ability to complete anything you decide to contribute without my direct assistance. If you get stuck, YouTube has tutorials for nearly every modeling technique for every 3D application imaginable. If YouTube or someone on this thread can’t assist you feel free to ask me, but ironically I probably won’t know either at that point. Again, I will ONLY assist with questions regarding 3DS Max and Hammer as it relates to custom models!

I’m almost done but I cant complete it!
I can finish your ‘almost done’ projects provided that they are in 3DS Max format and have a decent physics model. Just private message me with the status of your project and I’ll see about finishing it. You will be fully credited for it if I accept it.




I’m sold. What can I do to help?

You can assist the project on a variety of levels:

Porting:

*Rip ships from Star Trek games (preferably Star Trek: Legacy)

*Rip, model or download bridges (optional, accepting bridgeless models as well)

Rescale and reorient ship, rescale and position bridge, convert and reapply TGA textures, apply smoothing groups, connect adjoining vertexes, build physics model, export and compile to .MDL, convert textures to .VTF, properly configure all .VMT files to be added to final pack.

Mapping:

Create a Star Trek themed map. Preferably, it should look and feel Trekkie, and would ideally include some degree of imported textures or models. Depending on how well you can apply Valve’s stock textures, this may be avoided. Additionally, consider large ships flying around when making your map.
All maps will be added to the pack as long as they work as intended and are at least reminiscent of Star Trek.

I have a scaled model of both Deep Space 9 and a Federation Starbase (mushroom thingy) I can send to anyone who wants to use one as a centerpiece in a map. You would be able to design the interior of both stations, place elevators, airlocks, shuttlebays etc.

If you need any additional holes cut in the models for shuttlebay/airlock placement I can do it for you, just be very specific with the screenshots/diagrams you send me because cutting,re-exporting, etc is sort of a pain in the ass. On that note, *try* to identify everything you need cut the first time around.

Hint: You can explore ops, the promenade, and docking rings of DS9 in ‘Deep Space 9: The Fallen’ to get a mapping reference ..and maybe some textures.. but this is illegal you asshole.

And whats really illegal is loading ops.dsm and promenade.dsm in Unreal editor, applying translucency, and double sided properties to all brushes, loading the map, noclipping into the air, looking down, and ripping the model with all textures and geometry since those properties prevent culling and the Unreal 1 Engine has no other possible way to disable culling and you would spend days trying to find one... you scum.

Scripting:

I don’t know anything about scripting so make whatever you can think of! Here are few ideas I had that you might consider:

*Wired Photon Launchers - complete with sounds, various colors, and cool explosions. Possibly limited by some central power system. Would be super helpful if it could be synchronized to a wired camera controller’s view angle. It could then be mounted at the cameras origin and voila.

*Wired Disruptors - Same as the photon launchers. Laser mod does this ok, but controlling externally mounted weaponry is tough from the bridge. I think most people including myself do not understand the complicated math required to make this work reliably using a wired facer or any other current means.

*Energy Shield - Could feature a cool effect when hit, and draws energy from a corresponding generator somewhere on the ship

*Cloaking device that basically culls everything inside of its bubble when viewed from the outside, but not when inside of the bubble! If not culling, a client side script that temporarily assigns invisible textures to everything within the bubble which would achieve the same effect. Again, when your in the bubble, the effect is automatically disabled (to you). God points for the sound effect and that ripply fading effect you see in the show when ships cloak/decloak!

*A working transporter system. I know someone already did this, but I think an update broke the script.

As of now, what should I NOT work on?

As far as what I currently intend to include the final pack, here is a complete list:
----------------------------------------------------------------------------------------------------------

*USS Enterprise (2009)

*USS Enterprise-D (V2) ----------(Same bridge with optimizations, new and larger exterior model)
*Type 6 Shuttlecraft (V2) --------(Larger with added interior)

*USS Enterprise-E
*Type 11 Shuttlecraft

*USS Voyager (V2) ---------------(same models & textures as v1, but with countless optimizations)
*Type 9 Shuttlecraft (V2)---------(optimizations and added interior)

*USS Defiant

*Borg Cube
*Borg Tactical Cube
*Borg Sphere

*Klingon Bird of Prey (K'vort)
*Romulan Warbird (D'deridex)

*TNG Era Drydock
*Enterprise Era Drydock (V2) ------------ (Improved Shaders)
------------------------------------------------------------------------------------------------------------------
Additionally, deep space 9, federation starbase are scaled ready to be used in a map, so do not rerip these, I can send them.

I also have USS Excelsior scaled and complete with a bridge from Elite Force 2.. but it doesnt quite fit.. If anyone wants what I finish USS Excelsior let me know. At the very least you will need to MAKE the bridge fit as creatively as possible by cutting the walls, lowering the ceiling etc, as well as make the physics model.

Man that was a long post!
Sorry. Everyone will be credited exclusively for any model they work on even if I do half the work. I can’t think of anything else to say on the subject, other than to spam some pictures so you know I’m not full of shit. Also, check this thread out to see more information about my past projects. (hint: not just voyager) http://www.facepunch.com/showthread.php?t=772354













Work-in-Progress Videos by Jabba69R

Part 1
Part 2
 Post #2
 26th January 2010
Dennab
February 2009
5,368 Posts
Cool we can do all the work for you
 Post #3
 26th January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
Don't bother, just keep posting idiotic comments all the while rubbing your greedy hands together in anticipation.

If I appear to be dumping work off onto others, then you might reread paragraph 3 of 'What the fuck is this thread about', moron. Not to mention I would PREFER if nobody assist me with what I'm already working on.
 Post #4
 26th January 2010
The Gobo's Avatar
May 2008
1,257 Posts
Did anyone just hear a nose turn up?
 Post #5
 26th January 2010
Dennab
February 2009
5,368 Posts
Don't bother, just keep posting idiotic comments all the while rubbing your greedy hands together in anticipation.

If I appear to be dumping work off onto others, then you might reread paragraph 3 of 'What the fuck is this thread about', moron. Not to mention I would PREFER if nobody assist me with what I'm already working on.
The "What the fuck is this thread about" paragraph states that you want people to submit their own content to you for use in this project. That's getting other people to do your work.
 Post #6
 26th January 2010
Falleen9's Avatar
October 2007
89 Posts
He's asking for help and additions to the already outstanding amount of work he's done on his previous models.
 Post #7
 26th January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
Much appreciated Falleen, but I think I will thoroughly address it anyways to clear up any seeds of bullshit he may have already planted.

SSA, you know how to quote..and do so when it suits you... but can only paraphrase when it doesn’t... Case in point:

You derived
The "What the fuck is this thread about" paragraph states that you want people to submit their own content to you for use in this project. That's getting other people to do your work.
from
I’m going to release this pack whether or not anyone assists, so this is just an opportunity to lend your specialty to the overall project, learn new things from others in the process, and possibly triple the amount of fun to be had with this pack.
How can I get anyone to do my work if I'm not asking people for anything specific?
Do my suggestions read as demands?
How the fuck does one demand anything out of an anonymous bunch of forum users if they don’t personally WANT to contribute?
Could I be tricking them in some way that they failed to consider?
Are they idiots that can only be saved by your Super Saiyan powers?

Explain please. Only YOU have keen enough insight to foil my evil plot SSA!

Back to reality:
If nobody wants to contribute, the pack will consist of only the above listed content as was originally intended. Seriously use your brain. I gain jack shit from this, the garrysmod.org community gains everything. Sadly that includes trolls as well.

I thought I made my intentions clear, but I guess the mere mention of any organized effort will always offend certain people. Don’t forget that I’m not some genie - spellbound to personally complete every idea that crosses my mind before I’m allowed to release the pack. My goals for THIS pack are clear and anyone who reads will see that.

Lastly, offering to finish other people’s projects and giving them full credit is the OPPOSITE of asking others to 'do my work for me'. I urge you to explain that little inconsistency, kid.

(ps. Calling me a liar with no substance is an idiots argument. Just thought I’d let you know how intelligent people typically interpret such logic before you embarrass yourself)

Gobo: You’re implying that I’m an elitist just because I insulted some rude subversive troll? Could you be more specific? Isn’t that what everyone does?
 Post #8
 26th January 2010
Dennab
February 2008
831 Posts
apwn you should have waited untill the pack was almost ready before starting the thread now your going to get alots of trolls :S

also good work with the ships also :D
 Post #9
 26th January 2010
J. Muffintop's Avatar
June 2006
480 Posts
First off, thanks again for getting the 2009 Enterprise.
I noticed that the in-game model's nacelles are a little far apart, any chance you could bring them a little bit closer together, should be something around this:
http://img22.imageshack.us/img22/4921/orthosg.png

Anyway, as soon as I get my new computer (currently running a 30 gig hard drive, linux machine built into a cardboard box) which will be in the next few weeks, I'll see what help I can be. I own Legacy and Bridge Commander, so I should be able to provide ship exteriors as well as bridges.

Some things I plan on porting:
Some Kelvin kitbashes
Constitution Refit
Excelsior class
ENT Romulan Bird of Prey
Klingon D7
K7 Station
TOS Shuttlecraft
Work Bee (useful if you need a teeny tiny shuttle)
Scimitar
Fortunate Class (ENT era cargo ship)
Hopefully the Star Trek Online ships if I can figure out how to port them.

And hopefully, with most of the federation vessels, hack them up into saucer, engineering, and nacelle models so that people can make their own ships.
 Post #10
 26th January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
Jabba: Too late now lol. I guess I was just trying minimize time till release by giving peopleadvanced notice. I also dont want anyone to feel rushed either, which I think they would if I were actually 100% done. I know how that is. I can always add something else if I do end up waiting however.

Muffintop: Your welcome. I'll double check the nacelle width as well. After all, I think D-A-C is a travesty of a game and I wouldn't be suprised if they overlooked such an obvious detail.

Remember, I have constitution, constitution refit, and excelsior already ripped, rotated and scaled. The excelsior already has a bridge in it too. Let me know if you want them or if you want to rip fresh. The excelsior bridge comes from the derelict mission of Elite Force 2. Files are in 3DS Max 2009 format but I can convert it if need be.

Additionally, I take what I said earlier back about Star Trek: Online. It does in fact feature all the standard ship classes as NPC patrols etc. (Galaxy,Intrepid,Sovereign,Defiant,Ambassidor) Even that science vessel you want Jabba. I'm assuming at this point all factions feature their standard ship classes similarly somewhere in the game as well, but as muffin I think mentioned, the only ripper that works with ST:O crashes the game.

I even went to DS9, walked around the promenade (could not find ops) and then checked out K7, which doesnt even closely resemble the K7 from the tribble episode. However, the exterior models for both stations are incredibly high poly compared to Legacy, where K7 isnt even featured to my knowledge.

DS9 is very high quality inside too, but the layout is completely off. Quarks bar looks like a 3 floor shopping mall, there is no sickbay, no elevator to ops, and worst of all there are new kiosks and stores all around the promenade. I guess since its the future you could say the place has changed, but as far as layouts go, I prefer DS9: The Fallen's promenade.
 Post #11
 26th January 2010
J. Muffintop's Avatar
June 2006
480 Posts
I know you've got a thing for official game models, but there are quite a few fantastic fan-made ones around.
Especially when it comes to Bridge Commander. There's a rather highly detailed K7 in this pack: http://bridgecommander.filefront.com...ack_TCMP;89586

If anyone has any suggestions of what to get, I'll see if I can find it.
 Post #12
 27th January 2010
High__Flyer's Avatar
January 2010
2 Posts
This pack is looking Awesome man, I can't wait for it! I can't contribute in any way... Unless it's love.. in which case, I love this and I love you man :P
 Post #13
 27th January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
hey it keeps me going

Credits:
High_Flyer - Love

=P

Edited:

I animated the nacelle turbines on enterprise 2009. im going to check out the strobe lights and try to duplicate them. If it looks good ill do the same for the other ships
 Post #14
 27th January 2010 Last edited by ApwnInTheDark; 27th January 2010 at 04:13PM..
ApwnInTheDark's Avatar
March 2009
291 Posts
Video of Enterprise 2009

http://www.youtube.com/watch?v=1dHPX_dgCcg
 Post #15
 27th January 2010 Last edited by jabba69R; 5th February 2010 at 11:17PM..
Dennab
February 2008
831 Posts
dude that ship is looking really good i can't wait to see the rest in action
 Post #16
 28th January 2010 Last edited by J. Muffintop; 28th January 2010 at 01:36AM.. (Added links.)
J. Muffintop's Avatar
June 2006
480 Posts
Very nice! If possible, I'd suggest adding a subtle swirling light (could just be on the texture like the strobes) behind the spinning blades on the bussards.

Also, could you post or PM me with a side view in model viewer with a citizen in the same image for a size comparison. I'm wanna take a stab on working out the internal deckplans.

Also, another suggestion for ports; K7 and the TOS shuttle from this pack: http://bridgecommander.filefront.com...ack_TCMP;89586
Would love to see K7 with an interior. :D

And maybe, for now, one of these could be a stand-in for the '09 Enterprise's bridge:
http://sketchup.google.com/3dwarehou...c0&prevstart=0
http://sketchup.google.com/3dwarehou...c&prevstart=36
 Post #17
 28th January 2010 Last edited by ApwnInTheDark; 28th January 2010 at 04:29AM..
ApwnInTheDark's Avatar
March 2009
291 Posts
Very nice. Ive never seen a google model ive cared to download until now lol. Ill see about getting it into 3DS Max but there is only so much I can do to make it fit in the ship at its current size. I can fatten the saucer at its center or upscale the model, the latter of which I desperately want to avoid.

I stress 'my' scale alot, but heres an explanation why I use it.
I dont want people suspecting its just some arbitrary figure.
My first Enterprise-D was scaled only taking into consideration its own bridge and shuttlebay, but not other ships, and is not part of the current scale.

When I decided to do Voyager, I realized that it could never be scaled properly to my previous Enterprise-D and still be able to house the spacious Voyager bridge I had from Elite Force 1, so I decided to shrink exterior as small as possible while spending hours cutting and carving every brush fragment that poked through the saucer. It was an extremely tight fit and underneath the exterior, the previously cylindrical bridge geometry now looks more domelike lol. I was happy if it could just appear 'smaller' than Enterprise-D, but was 2/3 D's size, when it should have been closer to 1/2.

Sometime later I decided to start Enterprise-E. I decided that my first Enterprise-D was shit and that I would eventually redo it, so when I began Enterprise-E, I had it's exterior model scaled perfectly to Voyagers. I figured this may eventually cause more headache with the Elite Force 2 bridge I had and I'd end up cutting it to hell, but when I placed it inside it was a perfect but VERY TIGHT fit. The countours of the bridge dome, floor, observation lounge corresponded perfectly with the exterior of the ship without poking through. What makes it amazing is that these bridges were never supposed to occupy the areas of the saucer that they do, yet they more or less fit like a glove when scaled to the player model.

Im not superstitious but to me this is an omen I dont want to fuck with. Since these 2 very small/thin/extremely popular ships magically turned out so perfect using the same scale, they win the scale bid in my opinion since scaling against one of the smallest ships also guarantees scale will generally not be an issue with most other ships, most of which are larger.

(Scaled, the defiant is just too fucking small for any usable bridge, and the geniuses who made DS9: The Fallen decided to make its bridge the size of a gymnasium, which I did not feel like completely redoing just to maintain scale)





Back to business:

As far as the light, I think I could just put a glowing ring behind it and let the opposite spinning fans create the effect your describing. It that looks stupid, then I'll try animating it. (Suspecting the fans may be creating this effect, and i know exactly what your talking about)

As for the deep purple of the glass cover, its hard to perfect without hiding the costly fan animations, and I run into more problems when switching maps. Some maps fully activate the envmap, making it look like solid chrome, and on other maps it appears to have no reflection at all (as seen in the video).

Also, good eye noticing the improper nacelle width. I took a picture of the model to compare it to the picture you linked me and youre right, its not minor at all. I wouldnt have noticed it. Additionally, I have no problem altering official models if they are obviously flawed, and if the problem is large enough to justify the effort. Ill have to bend the arms a bit and scoot the nacelles in a bit but everything from the alterations to having it flying around in gmod will total about 15 minutes i think.



Edit: Also I think I worded what I was saying about K7 in a confusing way, my fault. In Star Trek: Online, K7's exterior model is perfect, and even has every shader texture that source supports. I was saying the interior is wrong, not the exterior.

To your point:
K7 should be made into a map featuring the prop as a centerpiece instead of just a prop I think, and then just Hammer the halls etc within the space it occupies. I personally want to do this with DS9 when I finsih my ships.

Reasons:
Props are limited to 32 textures and cannot have functional doors, elevators, spawn points, screens etc
They are laggy when lots of people walk on them compared to map brushes
Theres no reason for Stations to move which is the main function of a prop
No accurate K7 interior exists in 3d to my knowledge so someone would have to just make it anyways so use the most powerful tool you can.
 Post #18
 28th January 2010
J. Muffintop's Avatar
June 2006
480 Posts
I know you want to avoid upscaling the model, but I'd suggest it's necessary.
Reason being:
If you do like what you did on Voyager (that is, have both a bridge and shuttlebay), then I'd suggest making the model large enough to have 2 people walk comfortably through the neck.
Also, I don't have a side view of the DAC model, so this is just going off the one I got:

Two decks on the saucer, one in secondary hull. With one corridor that leads down to it. Each deck itself should be no more than 8 feet tall. Also, I tried to place the corridor so that the neck airlock would be aligned with it. Obviously, it would be cut larger than it is on the model.
MAYBE even cut out a slot for the torpedo launchers so that they could be fired from the inside, or a second deck in the secondary hull to fit any/all spacebuild parts...?
Oh, and this is assuming that if there is a shuttle craft to be added to the pack, it's just about as big as the HL2 minivan. (Hell, the shuttle could just use that shuttlevan scripting)
 Post #19
 28th January 2010 Last edited by ApwnInTheDark; 28th January 2010 at 09:57PM..
ApwnInTheDark's Avatar
March 2009
291 Posts
that does look like it would be cool.

if you want to do it can send you the model and you can scale it however large you need. When its done ill add it to the pack along with the smaller version. I think the scale difference is drastic enough to irritate fans of most other (smaller) ships if they have to do combat against it, so I think both versions should be provided to give players a choice in the matter, and reduce the complaints.

At that size, the ship could also have a turbolift down the neck. It could be a separate cylindrical prop that raises and lowers on a wired hydraulic between decks.However if its done as a map, you could just make a standard elevator with sound effects etc.

I'll attempt to rip that bridge tonight and report back with some pics/thoughts.

Edited:

Well that was easy. I got it into 3dsmax but its missing all the chairs/terminals in the picture. I did open the 'collada' formatted file so I'll check if the Sketchup 6/7 versions are any better.

http://sketchup.google.com/3dwarehou...c0&prevstart=0




Edit:

Opened the sketchup 7 file using sketchup 7. Still no furniture. Its better than nothing so we can use it, but if you find any more promising sketchup models let me know.
 Post #20
 29th January 2010
Gold Member
NeoDement's Avatar
January 2006
24,900 Posts
unlikely but did anyone ever find that picard model I ported from EF2? if anyone has it lying around I wanna donate it to the pack
 Post #21
 29th January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
I remember seeing it but never downloaded it. How come its not on garrysmod.org anymore? You dont have a copy? Was it a player skin or npc or what?
 Post #22
 30th January 2010
Gold Member
NeoDement's Avatar
January 2006
24,900 Posts
It was just a ragdoll but it had FACEPOSING so it could replace Breen just fine (and probably others)
 Post #23
 31st January 2010 Last edited by jabba69R; 31st January 2010 at 08:46PM..
Dennab
February 2008
831 Posts
apwn sorry i left the server last night but it went up to 04:00am :S lol
but also the ships are coming along nicely can't wait to try the rest

 Post #24
 31st January 2010
SFC3's Avatar
July 2009
229 Posts
Can you port that Kelvin support vessel thingy from Star Trek D.A.C?

And... I want a Constitution Refit
w/o a bridge
 Post #25
 31st January 2010
Dennab
February 2008
831 Posts
if the ship not in star trek legacy then it may not happen sfc3 also you would need to find a bridge model to go with it
 Post #26
 31st January 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
This Kelvin that Kirk's dad commands for 16 minutes?


I havent really played D-A-C, I just ripped the Enterprise from it and uninstalled.

This ship absolutely cannot sit on the ground due to its shape, and it would be lucky if it could enter a space dock. I dont really want to redownload/reinistall for this ship.

As for the constitution refit, it wil be in the pack without a bridge, and so will the original.


Jabba: Nice vid. I put it in the OP just below the pictures.
 Post #27
 1st February 2010
J. Muffintop's Avatar
June 2006
480 Posts
I think he's referring to the Kevlin styled layout ship in DAC. It's got the top engineering hull and single nacelle.
Seen here: http://img.trekmovie.com/images/game...ortfrigate.jpg
 Post #28
 1st February 2010 Last edited by jabba69R; 1st February 2010 at 03:08PM..
Dennab
February 2008
831 Posts
the uss kevlin would be cool but i see where apwn is coming from that ships shape would be a pain to work with in any model making program and gmod also the ship would never sit up right because of the way the nacelle is made it's so rounded it would fall on it's side the hole time

EDIT are the picture links on the first post down again ?
 Post #29
 1st February 2010
itak365's Avatar
March 2009
1,262 Posts
Has anyone played the original Starship Creator, that came with some games? I always loved doing that when I was 10, making my own vessels and shizz. Anyways, a little off topic, but I nostalgia'd from this thread.
 Post #30
 1st February 2010
ApwnInTheDark's Avatar
March 2009
291 Posts
i've seen it but never played it
 Post #31
 1st February 2010
Dennab
February 2008
831 Posts
and i've never heard of it lol is it any good ???
 Post #32
 2nd February 2010
itak365's Avatar
March 2009
1,262 Posts
Well, it wasn't perfect, but it was basically Pimp My Starship, except way better.
 Post #33
 2nd February 2010
Dennab
February 2008
831 Posts
i'll have to see if i can download/buy this but anyway any new stuff on the ships ? apwn
 Post #34
 3rd February 2010
Used Car Salesman's Avatar
April 2009
3,421 Posts
Nothing I particularly have to see added, but in your modeling it would be nice if you considered improving the visibility from inside. It's hard to navigate through a 6-foot window.
 Post #35
 3rd February 2010 Last edited by ApwnInTheDark; 3rd February 2010 at 04:36PM..
ApwnInTheDark's Avatar
March 2009
291 Posts
Nothing I particularly have to see added, but in your modeling it would be nice if you considered improving the visibility from inside. It's hard to navigate through a 6-foot window.
Good point. I assume you’re primarily referring to Voyager and on that ship it is totally possible. I’d just need to widen the window and cut the wall and just now added this to Voyager V2’s to-do list.
Not all ships really benefit from this though. I widened the window on the Defiant for this reason.. but it was 4 feet and is now 6 and looks stupid because the sides are now hidden behind columns which I cannot remove without really screwing it up.
Enterprise-D’s viewscreen is already monstrous (coming from bridge commander where you actually had to look through it in combat), and Enterprise-E is ok too but I think the wall will allow for widening so I’ll give that a shot.
It just varies from ship to ship, and I guess I assumed people would be using wired cam controllers anyways for most things.


Update:
I ripped the entire 'Ops' map from 'DS9: The Fallen' to see about importing into hammer as a dynamic prop which I expect will allow dynamic lighting and shadowing on its textures (the main things I understand make maps look better than ordinary props).
With better lighting, complete vphysics models for every original UnrealEngine brush, and correct surface properties on each texture(metal, glass, wood), it could effectively be a perfect Unreal1 > Source map conversion.
The entire scene would be bound inside of an invisible box of exactly x2000y2000z2000 so that I can divide it into groups of 32 models each, which can be perfectly overlapped within the hammer grid as stationary dynamic props.
Props can only be compiled with a maximum of 32 textures so several ‘layers’ (separate models) are necessary but the bounding boxes ensure their airtight alignment with one another. It really wouldn’t matter which textures were in which model.
Ops alone is a pain in the ass, (over 100 textures) and if I were to ever officially start this project I would need to do the same thing for the promenade map which more than likely doubles it in textures!.
Although there are so many textures, the filesize should be minimal since its archaic textures are all 128x128 and below. Compressed, the map’s file size shouldn’t be much larger than a typical source map containing native valve content. (trading complex brush geometry for numerous low-res textures)
I need to at least make sure dynamic lighting and shadowing work as I need them to because the y2k-era textures would really look shitty without them. Beyond that, this project is going on hold until further notice.
If anyone has any thoughts, advice, or corrections please share. Will this work or am I missing something? What problems could arise?

Heres a picture of it in 3DS Max. It looks like shit right now with all the flipped faces and lack of smoothing. All I did was retexture (ripped textures were overbrightened for some reason, red was pink, yellow was white etc)


 Post #36
 3rd February 2010
The Gobo's Avatar
May 2008
1,257 Posts
Holy crap.
O_O
Want.
 Post #37
 3rd February 2010
SFC3's Avatar
July 2009
229 Posts
That would be great for a map. Ah...

STDS9.bsp
 Post #38
 4th February 2010
Used Car Salesman's Avatar
April 2009
3,421 Posts
If you're ever fishing for ideas, you could ruin a lot of people's underwear at once by doing the Normandy. A somewhat edited CIC deck could probably fit in the shell and not be too massive.
 Post #39
 4th February 2010
Dennab
February 2008
831 Posts
If you're ever fishing for ideas, you could ruin a lot of people's underwear at once by doing the Normandy. A somewhat edited CIC deck could probably fit in the shell and not be too massive.
this thread is for star trek ships only not mass effcet ships also apwn has to have the ame for pc or he can't do the models lol
 Post #40
 4th February 2010
HatredViral's Avatar
September 2006
1,244 Posts
That would be great for a map. Ah...

STDS9.bsp
Do want. If I had the series/decent ref pics/maps/schematics I'd do it!
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