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Parallels Release Project

Jetfreak

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You can check any of my recently uploaded models like the Sovereign, for reference.

It's gonna take a lot of work if you want to overhaul everything, but it will be worth the effort. :)
 

Majestic

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I'll need the MS3D file to get the correct material settings. Such as Ambient, Diffuse etc.
 

Jetfreak

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Sorry man, dont have milkshape so I can't export them. :confused:
 

Majestic

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That's the only way I'll be able to get the model material settings, importing a model gives you a completely different settings, something with the importer, it has happen plenty of times with stock files.
 
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thunderfoot

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Couple of GUI pics for Y'all.
GUI002.jpg
GUI003.jpg
Nice color choices and some outstanding work here, Maj. Goes very well with FahreS' Project Blue which I also have installed. As you can see, I have a non standard Selection SOD as well. Done by gavin1701. I think the mod was called, "Bubbles Go Pop" or something like that. Solaria looks good in game. I have to make an AdLog pic, BB, and WFR yet to match the rest of my Colonials.
 

Majestic

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They are looking good Thunderfoot, what do you think of the GUI I made? I see you using it in those pictures. :)
 

Majestic

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Well I have finished revamping and texturing the Sagittarius Missile Frigate for the Earth Alliance. I am just awaiting a response from the permission request to use the textures.

However here is a sneak peak of the model textured and ready for hardpointing.

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Next up, the Avenger class assault carrier as well as it's non variant version the starfury fighter carrier.
 

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Muad'Dib

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Excellent looking GUIs Thunderfoot!!

Hey Majestic, the Saggitarius looks very well done. It's nice to see one of the old era classics in action.

Which reminds me, what era are you setting up the EA to portray in PAR? From the list you currently posted I noticed the most advanced ship is the Omega.

Seeing that you finished the Saggitarius and are now making the Avenger which were Minbari War era ships are you using ships from the Minbari War up to the EA Civil War? Or are you eventually planning on adding other more modern canon ships like the Warlock and B5 Wars ships such as the Poseidon Carrier?

Looking good! Looking really, really good!!!
 

Dan1025

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Looks excellent Majestic, can't wait to download it :)
 

Majestic

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Hey Majestic, the Saggitarius looks very well done. It's nice to see one of the old era classics in action.

Which reminds me, what era are you setting up the EA to portray in PAR? From the list you currently posted I noticed the most advanced ship is the Omega.

Seeing that you finished the Saggitarius and are now making the Avenger which were Minbari War era ships are you using ships from the Minbari War up to the EA Civil War? Or are you eventually planning on adding other more modern canon ships like the Warlock and B5 Wars ships such as the Poseidon Carrier?

Looking good! Looking really, really good!!!

Questions... goodie.

Well the Earth Alliance was actually set during the Earth Civil War. We had it set that the player plays as Clark's Regime and the reason Clark and the EA was so weak when Sheridan and his forces attacked the Earth Alliance was due to the causalities suffered during the Parallel War.

If people want I have disclose the storyline we had going, as best as I can remember from memory and what Parallel files survived the last few years.

We do have a Poseidon and Warlock models, ones that I plan to revamp, and hopefully find someone to do the animations for us, for several units including Clark's Headquarters (Or Babylon 6, your choice), Omega, Poseidon and I think that's it for animation.

Thanks for the feedback on the Sag too. :thumbsup:

Looks excellent Majestic, can't wait to download it :)

Thanks Dan, I appreciate it. :)
 
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thunderfoot

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They are looking good Thunderfoot, what do you think of the GUI I made? I see you using it in those pictures. :)

Not just in these pics. It is installed and functional in game. I have begun looking into writing build lists using the BSG stuff currently available to see if I can get the AI to play as the Colonials. No techtree to speak of but it should be possible to do something.
 

Majestic

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Sounds awesome Thunderfoot. I noticed a glitch in that GUI I made you are using, perhaps a v1.1 might be in the works down the track. :thumbsup:

Oh and for anyone interested, I got the okay for the Babylon 5 textures and models. This means the Sagittarius, Avenger and Co are a go for release. :thumbsup:

EDIT:

I have a WIP of the Avenger Assault Carrier.

The idea for it was that it would launch breaching pods like the Klingon Commando Team as seen in the episode that Bab5 rebelled against EarthForce when Clark sent a fleet to capture it, a season 3 episode.

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EAS_Intrepid

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Good work on that Earthforce missile cruiser!

I look forward to the end results of the Avenger class carrier.
 

Majestic

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Thanks Intrepid, you should recognise her as you modelled her. I just updated her a bit and re-textured her as she was part of the original shipment before you went back to revamp some of the models. In fact I am now working on the Roosevelt variant of the Hyperion.

Oh and while not actually PAR, the Narn G'Quan by EAS_Intrepid which was part of B5:AOE is now up for download: Download
 
M

Muad'Dib

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That Avenger is looking really good Majestic, I like how you've put multiple bays on her; look forward to seeing the ship with textures.

And its great news on the go-ahead to use the textures and release the models, I'm certainly going to be replacing plenty of EA ships on my game soon enough lol.

By the way, the episode you mentioned is "Severed Dreams", widely considered to be 1 of the top 3 episodes of B5. It is the second episode I saw of the series and the reason I began to actually sit and watch it from scratch.

And that is one sweet G'Quan, always loved the Narns!
 

Majestic

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I may even have more Babylon 5 ships coming my way. The kind individual who has allowed me to use his textures has also offered up a list of Babylon 5 models that he have made but not yet textured.

The list he sent me is as follows:

EA
Ardent class monitor
Orestes class monitor
Apollo class adv missile cruiser
Delphi class adv scout cruiser
Poseidon class supper carrier
Tethys class police cutter

Minbari
Morshin class heavy carrier
Leshath class scout cruiser
Tigara class attack cruiser
Velerian class Battleship
Sha'tara class adv war cruiser
Graen'dial class destroyer
Troligan class armored cruiser

Narn
G'eron class battleship (precursor to Bin'tak)
Chon'Kar class cruiser (precursor to G'quan)
C'tok class heavy carrier
Dag'Kar class missile frigate
Thentus class heavy frigate
Rongoth class destroyer
Ka'toc class battle destroyer
G'Karith class patrol cruiser
Var'nic class long range destroyer

Centauri
Octurion class battleship
Mograth class frigate

League
Brakiri Antoph class cruiser
Brakiri Toshkin class adv light cruiser
Brakiri Astarta class heavy assault cruiser
Brakiri Ikorta class light assault cruiser
Brakiri Rakarta class frigate
Brakiri Kabrik class police frigate
Brakiri Courmai class dreadnought
Brakiri Mashic class adv destroyer
Drazi Horned Owl class dreadnought
Drazi Roc class battlecruiser
Drazi Night Owl scout/recon cruiser
Drazi Storm Falcon class heavy cruiser
Drazi Darkhawk class missile cruiser
Drazi Warbird class light cruiser
Drazi Shrike class destroyer
Drazi Pelican class freighter
Drazi Penguin class troop transport
Vree Xeel class war carrier
Vree Tyllz class sector starbase

I have offered him to come here and advertise his work and join this community as I all know there is a demand for updated Babylon 5 content.
 

EAS_Intrepid

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That's quite a list.

I'd like to see those models released and I'd also like to see the creator being active as a member on MSFC.

It surely sounds promising.
 

Majestic

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Firehawk has joined the site, only yesterday.

Also I have managed to get an animator for this project, he was kind enough to be willing to do animation of several models I have for this project.

Now a question to all you odf buff's out here. It is possible to have an animation to be triggered when a special weapon is triggered? I ask, because if it is, then I have something special in mind for one of the ships from PAR.

Also in the coming month I certainly plan to do the following units:

  • Omega Destroyer/Battleship
  • Nova Dreadnaught
  • Valkyrie Battlestar
  • Jumpstar Corvette
  • Olympus Corvette
  • EA Tanker
  • EA Construction Ship
  • EA Clark Headquarters
  • Sagittarius Missile Frigate

A couple I need to poly reduce first, a couple need the be completed texture wise. However whatever the reason they (if I can stay on target and nothing big pops up) will be available for download as soon as I can.
 
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Rodglas

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Yes it is,

"animateOwner = 1" in the main weapon ODF file and your golden.

Rod
 
M

Muad'Dib

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Hey Majestic, from what I can recall of what we did back in B5A2 we ran into a problem with having animations used by special weapons if the ship already had animations on it, at least in a continuous play.

For example, the Omega Destroyer and ships which have a constant animation playing at all times would run into trouble with playing an animation from a special weapon.

If I recall correctly once the special animation played, the original constant animation would abruptly halt never to restart again, even with the ship odf clearly having the animation set to always play.

I do suppose there could be also the case where the special animation might just not play, but from what I recall all the headaches we got were from those darn rotational sections coming to a halt if we attempted to add another animation to the ship.

Another good example was with our EA space stations. As you recall some/all vanilla stations had a repair animation when a ship docked for repairs. When we attempted to add a repair animation to our EA stations which naturally rotated all the time (Simulating artificial gravity) the stations immediately stopped rotating when a ship docked and repaired itself. The station would then only rotate when it built a ship and launched it and then would stop again.

Naturally I don't know if anyone ever figured out how to get around this problem but we never could.
 

Majestic

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Yes it is,

"animateOwner = 1" in the main weapon ODF file and your golden.

Rod

Hey Majestic, from what I can recall of what we did back in B5A2 we ran into a problem with having animations used by special weapons if the ship already had animations on it, at least in a continuous play.

For example, the Omega Destroyer and ships which have a constant animation playing at all times would run into trouble with playing an animation from a special weapon.

If I recall correctly once the special animation played, the original constant animation would abruptly halt never to restart again, even with the ship odf clearly having the animation set to always play.

I do suppose there could be also the case where the special animation might just not play, but from what I recall all the headaches we got were from those darn rotational sections coming to a halt if we attempted to add another animation to the ship.

Another good example was with our EA space stations. As you recall some/all vanilla stations had a repair animation when a ship docked for repairs. When we attempted to add a repair animation to our EA stations which naturally rotated all the time (Simulating artificial gravity) the stations immediately stopped rotating when a ship docked and repaired itself. The station would then only rotate when it built a ship and launched it and then would stop again.

Naturally I don't know if anyone ever figured out how to get around this problem but we never could.

Thank you both of you for that information. Now it is certainly worth trying out and thankfully the original model(s) don't have any animation as a standard only for the special weapon if it works. :)
 

Majestic

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Hello all,

After mentioning some new PAR units that are planned to be released at some point in the near future.


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These are just two versions of the Valkyrie ship pack, a third with the rollbar as seen in Razor will be appearing in the pack.



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This is the low-poly version of the Cygnus which is going to be part of the Cygnus pack, the higher poly one by Krearrgh will also be included and re-textured if permission can be obtained.



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The High poly Rangar station will be included, the first known publicly BSG station to be released.



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The Jumpstar Corvette will be released a small vessel designed for quick jumps and anti-fighter abilities.

All models require extensive work before they are ready for release. But before I plan on completing all these my plan is to continue and get some Babylon 5 units out to the public.
 

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Majestic

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I have started work at revamping the textures on the Jumpstar. It is by no means perfect, and still has a lot of work but here is what I got:

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As you can see she is still a WIP. I felt like doing another Colonial model so thought I would have a go at the Jumpstar. :)
 

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Majestic

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Thanks Dan, the hard part of the texturing is now done. So hopefully the rest won't give me too much trouble.

She is under 900 poly count as well.

I am hoping this weekend to have her done texture wise. :)
 
M

Muad'Dib

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That's a mighty fine looking Battlestar Majestic! You're going to have one heck of an armada for the Colonials soon enough.
 

Majestic

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Actually she is a small corvette, and can old hold a couple of Raptors due to her size. ;)

Jumpstar has had some more work done to her, still a good amount to go though. Both mesh and texture wise.

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Majestic

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The Jumpstar is 98% complete, I just need to texture one final piece and alter the alignment of parts of the textures slightly to match up then she is complete.

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thunderfoot

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This one is nearly finished, I see. Like the idea of the Colonials having a battlestar based scout.
 

Dan1025

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Looks excellent, I like the landing bay at the back, very cool idea. As with all your PAR stuff, can't wait to download :)
 
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