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Starfleet Command Models / USS Enforcer and USS Styx
« Last post by Centurus on December 26, 2024, 04:50:58 pm »
The forum won't let me post pictures anyone, sadly.

So, here's an update for those that may not know.

Mapping is done on my Miranda Class USS Enforcer, and I used some of the major components to build a Constitution Class variant called the USS Styx.  The Styx uses the same saucer mesh, bridge module, nav dome module, warp engines, and the impulse drive, however I had to alter the impulse drive slightly.

I reused the pylons from the Resurrection, with a big poly chop on them, along with the pylon phasers. 

I built a new engineering hull, neck, torpedo bay, and launchers, along with new phaser strips on the rest of the ship.

Should I make an Akula variant?

I'm hoping to find someone to do textures, or learn to make my own. 
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Ten Forward / Re: Merry Christmas.
« Last post by Centurus on December 26, 2024, 07:37:00 am »
Merry Christmas everyone.  Hope everyone who celebrates this day is having a wonderful time.

MERRY CHRISTMAS!
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Ten Forward / Merry Christmas.
« Last post by Javora on December 25, 2024, 02:31:10 pm »
Merry Christmas everyone.  Hope everyone who celebrates this day is having a wonderful time.
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Starfleet Command Models / Re: Origin of this SFC Model Editor
« Last post by atheorhaven on December 20, 2024, 05:31:49 pm »
No one had replied to this, so here ya go, this was from the .txt file I had inside my archive of it:

CV Version 0.7.5
by Rob Arnold

Mesh Editor:
Can change textures and lightmaps

Can toggle sections of the model on/off
Shows the vertices and number of faces for each section
Can combine 4 sections into one provided you have created a texture to use for the new section. The texture from SectionA goes in the top left, SectionB goes in the top right, SectionC goes in the bottom left, and SectionD goes in the bottom right.

HP Editor:
View all hardpoints on model
Add, delete, or change existing hardpoints
Save/Load hardpoints to/from a separate file (intented for use with Milkshape, but maybe the SFC3 placement editor can use them too (hint hint))
Drag and drop .hp files

Importing .mod:
Imports the most detailed LOD
Works for all .mod files for SFC,SFC2, SFC2:OP, and SFC3
Importing .sod:
Imports ALL LODs
Works with SOD version 1.8 and 1.93
Does not work with a few of the stock models as they are older versions
Exporting .mod:
Exports 1 LOD
Exports hardpoints
Any sections of the model not visible are not exported
Exporting .sod:
Exports all visible sections of the mesh
Exports hardpoints

Not tested in game
Exporting .omf:
Exports all visible sections of the mesh
Exports hardpoints
Beta
Not used in any game...yet

Imaging Features:
Orientates camera/model to easily take screenshots for SFC3 beauty shot, Vessel Library, and Tactical Information images and provides an easy way to take high-quality (esp. with Anti-Aliasing and DX9a) with the "Render Shot" button.
Scaling to fit ships into screen for shots.
Model pictures show up correctly in SFC3, although the files aren't the right dimensions, the ships still show in the right place
Converts all of a model's textures to .bmp with the click of a button
Model Statistics:
Length
Width
Radius
Number of Vertices (pre-optimization)

Number of Faces

Misc:
Options to enable/disable the rendering of lighting, text, and hardpoints.
Drag and Drop models to the main window

Scale models by setting the scale for imaging and hitting the "Scale Model" button.

Requirements:
DirectX 9 or 9a

Geforce or Radeon should be fine (though it may work on other cards)

Each model must have its textures in the same directory as the model file otherwise the textures won't load

Where to get it:
Here (486K)

Older Versions:

CV 0.7
CV 0.6
Questions/Comments/General Feedback/Success Stories/Horror Stories:
Email me

Known Bugs/Limitations
Some Armada SODs don't load, these are files that came with the game, and are earlier versions of the format. I've been told this is a pretty easy thing to fix, but it's just not a priority right now.
Possible Future Features:

Render lightmaps (I don't know if anyone really wants this though)
Render bumpmaps (I don't know if anyone really wants this though)

Correct size of saved textures. The only advantage to this is reduced size on the disk

Auto-generation of the texture for combined sections

Freelancer Support
Change the light position/direction with a small script file

Anything else you tell me you want within reason (i.e. no Quake 3 map loader)

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Starfleet Command Enhancements and Materials / Re: WIP Sol System
« Last post by Panzergranate on December 17, 2024, 05:10:08 pm »
I did a model of Uranus, for SFC 1, quite a few years ago.

I even managed to have the brown rings around it.  ::)

Ideal for scenarios involving Klingons.  ::)

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Starfleet Command Models / Re: Mapping U.S.S. Enforcer....
« Last post by Centurus on December 16, 2024, 07:31:32 pm »
I tried posting an update, but the server wouldn't let me post.  Hoping this post goes through.

Mapping almost done.  Working on the warp engines.  After that, mapping is finished!
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Starfleet Command Enhancements and Materials / Re: WIP Sol System
« Last post by Captain Adam on December 14, 2024, 11:54:48 pm »
https://youtu.be/n8uMNgPMSB8

Skybox 65 with Cestus III
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Starfleet Command Enhancements and Materials / Re: WIP Sol System
« Last post by Captain Adam on December 14, 2024, 09:27:06 pm »
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Starfleet Command Enhancements and Materials / Re: WIP Sol System
« Last post by Captain Adam on December 14, 2024, 05:35:04 pm »
https://youtu.be/HUNnLlWWpic

Progressing well. Here’s another system.
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Starfleet Command Models / Re: Mapping U.S.S. Enforcer....
« Last post by Centurus on December 14, 2024, 12:14:23 pm »
I do have a video someone in our community made long long time ago on how to map a mesh in max. I used it for kitbashing but never in mapping a model from scratch. It’s too time consuming imo. I rather kitbash lol
Your new Miranda variant is beautiful btw.
If you have discord come join mine so you can see the progress. When I log in the computer later I will upload the video I mentioned above.

Adam

I believe I already joined your discord.  I saw your video in another post from several days ago, about a revamped Sol system for SFCOP.  I said hello in the discord.  :)

I'll make some renders in a bit and post here to show the mapping progress.  I am very grateful to Wiley for teaching me how to map.  It's made my life a little easier with model making.
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