Sigh... what have I done. Ok, a couple of things we must clarify. 1)This is not a model, this is a cube, polygon count=6. six. there is literally no detail in it at all. 2)There is no real texturing on this thing. I literally slapped a borg texture I found on an old Armada II site on to a giant box and loaded it in game. 3)That means there's no hardpoints yet. NONE. 4)There's no scripting for this yet. NONE. This model replaced my colony frigate... it was pretty freakin' hilario
EzraeilBeatus
Don't get too excited because i won't be doing anything with this for a long while, if ever, but I wanted to do an experimental size comparison. All ships are to scale in relation to each other, and they are the same size as in the Miranda mod zip. wow, is all I have to say. [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_8.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/Cube1.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/Ezraeil
[quote]Photoshop elements, unfortunately, as I have found, is like an extremely handicapped version of Photoshop elements.[/quote]oops, I meant elements is a handicapped version of REGULAR photoshop...
Oh, if you guys can do tangents well, can you help me? I have no idea what I'm doing when it comes to that area... What should a good tangent map look like? what is a good texture projection to associate with the tangent map? Would appreciate any help anybody could give! Ezraeil
Photoshop elements, unfortunately, as I have found, is like an extremely handicapped version of Photoshop elements when it comes to doing more complex tasks. Like monty python black knight handicapped. It can't separate RGB's or manipulate Alphas, and it took me forever to realize all the tutorials I was looking at were for photoshop, and not elements... but the GIMP seems to work well too.
There's another trek mod going down? Shame I don't know about it ;) . I know all of these suggestions are going to sound ridiculously simple and stupid, buuut A) Are you using XSI to place the hardpoints? B) if you are, pay careful attention to the modeling/scaling/rotation history of the ship and hardpoints. It took me an hour to realise that I should NOT freeze the histories of the hardpoints otherwise they just appear the same as the rootpoint and everything happens there. C) I can't tell yo
[quote]There is nothing wrong with having two trek mods. As long as this one is not passed off as SoA2.[/quote] Well... I wouldn't consider this a mod entirely. It is by definition, but this is more of a "we wanna mess around with ST ships until SOA2 comes out". I am most definitely not trying to make a full conversion mod... In fact I would prefer that there not be two mods. maybe my ships could supplement the ones that you guys make, or maybe (hint, hint) I could help you guys texture the stuf
It appears Major Stress Beat me to the punch with the excelsior, so I may or may not continue that build... We'll see what happens... Ezraeil
dgjklasj !!!!1 f*@%! I [U]JUST[/U] started my Excelsior model... And it's out dated. sigh, whatever. I guess it's on to something else... [quote]Unfortunetly this is what the model looks like the majority of the time. i call it "black ship syndrome" I have no clue how to fix it. I am following the mod documentation to the LETTER.[/quote] I am having the exact same problem as you. The ships look beautiful and cast realistic shadows...for all of like 100 degrees. The other 260 degrees of
[quote]I would love to add your mod and ships to my mod, 7 DEADLY SINS. I wish to incorporate some Star Trek Ships, and your looks awesome. May I have permission to do so?DANMAN[/quote] By all means, these ships were made to be used. I would be honored to be incorporated into another mod... 1 request though, and this goes for everybody, let me know if you find ways to improve them/ make them more awesome, i.e. the phaser fire effects, torpedoes, abilities, etc. I think a combination o
Holy freaking cow. The connection is bad here... I post, it disconnects, the post doesn't show up, I make it again, and the first post magically reappears... Whatever, it's my post, I'm allowed to do that, I guess
Here you go, Improved Miranda plus Oberth. No bump map or proper shield mesh for the Oberth, but I'll finish that later.[link="http://rapidshare.com/files/105722753/Miranda_Starship_Mod.zip.html"]WWW Link[/link] Tell me what you think... Ezraeil
Here we go. Improved Miranda+Oberth, I still need to make the shields the right size for the oberth, and make a bump map for it, but I think it looks okay for now. [link="http://rapidshare.com/files/105722753/Miranda_Starship_Mod.zip.html"]WWW Link[/link] Enjoy! Ezraeil
oops, double post, with wrong quote. that was bad.
Okay, I've fixed the thruster position, the glowing dome, made the model compatible with bloom effects, and added hardpoints for a second weapon and an ability to the torpedo tubes on the rollbar, so you can have your choice of torpedo types. I'm also looking into changing the graphics of one of the weapons to make it into a photon torpedo... I'm going to wait to release the updated version until later this afternoon/night to see if I can get some free time and (maybe) finish up the Oberth.
Okay, I've fixed the thruster position, the glowing dome, made the model compatible with bloom effects, and added hardpoints for a second weapon and an ability to the torpedo tubes on the rollbar, so you can have your choice of torpedo types. I'm also looking into changing the graphics of one of the weapons to make it into a photon torpedo... I'm going to wait to release the updated version until later this afternoon/night to see if I can get some free time and (maybe) finish up the Oberth.
Well, just got done modeling the Oberth, so now comes the hard part, the texturing... I think I'll start the Excelsior, Galaxy, and Nebula, because now that I know what I'm doing, the actual modeling takes no time at all (Plus the galaxy can be tweaked to a Nebula pretty easily).[quote]I'd recommend moving the engine trail hardpoints to the area between the shuttle bays - that's where the Miranda's impulse engines are. Also, I think the little dome dealie under the roll bar should be glowing blu
Done, guys, new thread posted here [link="https://forums.sinsofasolarempire.com/307064/page/1/#1680103"]WWW Link[/link]. To the OP's, sorry for distracting from your project, and kinda chumming the waters, I'm just REALLY excited to see this mod. You have no idea. Seriously none. It's going to be awesome. Ezraeil
Okay, here's a link to the Miranda mod.[link="http://rapidshare.com/files/105069174/Miranda_Starship_Mod.zip.html"]WWW Link[/link] I think for my next ship I'm going to do two ships. Now that I semi-know how ModTool works, I think the ships will come faster... First I'm going to do an Oberth to replace your scout ship. Parallel to that I'm going to make my first cap ship model... But I don't know which one to do. So that's (kinda) up to you guys. So what'll it be? 4 choices; Excelsior, Nebula, G
Ok guys, here you go, a thread devoted entirely to the release of my own ship models and the discussion of SoA2, specifically topics which have been pseudo-banned (i.e.Borg). Feel free to download my ship(s) and test them, then post criticisms and suggestions (constructive please) so I can improve my models and make them better. This thread in no way is designed to detract from SoA2, it's just another place we can talk. Thanks for all the support! Let's get modding. Ezraeil
Oh, 'nother thing. A) This "mod" replaces your cobalt, sooooo.... If you really like your cobalt, don't use this (or just change the mesh file names to that of another unit...) B) What do you guys want to see next? Preferably something a little more obscure?(i.e. Oberth...hint-hint)
Ok, guys, here you go, a link to the Miranda if you want it. [link="http://rapidshare.com/files/105069174/Miranda_Starship_Mod.zip.html"]WWW Link[/link] I would appreciate it if maybe some of you with modeling experience would *ahem* "play test" it and see if you can figure out what is wrong with my tangents, and maybe give me some feedback. Pretty much everything is done as far as I'm concerned. I may try and make a more pronounced bump map, b/c earlier I made one that looked really awesome
Hey, Just thought I'd throw out some pics of a model I've been working on. > I am in NO WAY related to this mod. yet. But I thought if there were any place to get an opinion on my trek ships it'd be here...(plus I've been following this thread closely since the beginning...). I've still got to do a bump map, and there are a few texturing issues to iron out, but once I'm done with that and anybody wants a model to mess around with on there own to tide them over until the big boys get
thanks! it turns out that the gimp was saving my work as a rgb .dds w/o an alpha channel. Changed the format to RGBA, an viola! worked like a charm.
Hey All, I've been having a really hard time texturing the models I've imported into Sins. I'm using XSI, and the textures look just fine in there. I've created all three .dds files and made sure they are associated with the right TextureFileName in the mesh file, yet whenever I load my model into the game it comes out extremely dark. The only way I know it isn't black is by the fact that I can faintly see where the self illumination (a.k.a. green channel in da.dds file) is showing up