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[Request] Ship Request Thread

kjc733

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Some colour.

EDITED - New pictures added.

I hadn't intended to spend my whole weekend working on this, but it's been raining and I can't be bothered to do the housework. Updated paint scheme using some ideas from the Vesta class. However, I'm about out of ideas, so if anyone has any suggestions...

I've decided that this ship is worth of a high poly version, which I'll do after I'm done with an A2 version.
 

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CABAL

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HIC? Your company's a hiccup?
 

Hellkite

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HIC? Your company's a hiccup?

Nope it's an informal alliance between a nation's military and the defense industry which supplies it, seen together as a vested interest which influences public policy not a company
 

Majestic

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Wow amazing ship design and model well done guys.
 

kjc733

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A relatively minor refit...
A shame, this is the sort of thing I was thinking of (my apologies for the crudeness with which I have butchered Aad's mesh).
Essentially the through deck has been moved down a level, however I've left the original aft doors in place, so there's the ability to increase the rate of return or continue operations in the even of a foul deck.
The booms have been blended into the hull and the impulse engines moved to the booms.
 

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Zelph

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A shame, this is the sort of thing I was thinking of (my apologies for the crudeness with which I have butchered Aad's mesh).
Essentially the through deck has been moved down a level, however I've left the original aft doors in place, so there's the ability to increase the rate of return or continue operations in the even of a foul deck.
The booms have been blended into the hull and the impulse engines moved to the booms.
I quite like the changes! Great work!

I'm still trying to figure out good locations for the pulse defense phasers. Suggestions?
 

dvatreknerd314

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I quite like the changes! Great work!

I'm still trying to figure out good locations for the pulse defense phasers. Suggestions?
Along the outer rim of the saucer, at least on the underside? I'm not sure what shape or size of turrets you're talking about
 

Zelph

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Along the outer rim of the saucer, at least on the underside? I'm not sure what shape or size of turrets you're talking about
In my head, I'm seeing a modernized version of the kind of pop-up turrets you see in Enterprise and Axanar.
 

Zelph

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Like what's seen at 2:39 here?
That's actually a lot cooler. Never played that game. Really should some day.

The Carrollton would have fourteen of those placed around the ship (although not on the model, since that would be a huge amount of work and polys). Per the story, the Orions have massively expanded with help from the Typhon Pact, who are using them as a proxy in a cold war with the Federation. These pulse defenses are meant to defend against the type of small attack craft that the Orions favor.
 

Hellkite

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"..defend against the type of small attack craft that the Orions favor."

360 Fighter screen or Sphere formation, would be would be more effective to defend against small attack crafts using your fighters

Sphere formation, the bigger ship will be the center of the sphere, while the lighter ones will produce a defensive bubble around it of inter locking fire. When used cleverly, this formation will and would break any assault by small attack crafts .

Just my two cents as a Fighter pilot ;)
 

Zelph

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"..defend against the type of small attack craft that the Orions favor."

360 Fighter screen or Sphere formation, would be would be more effective to defend against small attack crafts using your fighters

Sphere formation, the bigger ship will be the center of the sphere, while the lighter ones will produce a defensive bubble around it of inter locking fire. When used cleverly, this formation will and would break any assault by small attack crafts .

Just my two cents as a Fighter pilot ;)
Excellent points! And you're infinitely more qualified than me on that matter, that's for certain.

I do see the fighter screen as the primary method of defense, the pulses are just meant to accompany them. And also serve as a way to pepper and overload the shields of larger vessels.

Sphere formation would include accompanying destroyers, cruisers, etc, right?
 

Hellkite

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It could

And besides I take it that you are in a A carrierbattlegroup

(CVBG) consists of an aircraft carrier (designated CV) and its large number of escorts, Ie your destroyers, cruisers that set up fire screens to protect each other with each ship responsible for providing cover fire for each other
 

CABAL

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What about flak or a space equivalent, like a low-yield, high speed, proximity detonation torpedo? Akiras have an absurd number of torpedo tubes.
 

Majestic

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Wow that's a beautiful ship KJC.
 

OpetJa

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Guys, I have a question...I know SFC models have 3,4 or even more "parts", and for each part there is texture file... In milkshape there is option to regroup all parts in one, but how can I make one "combined" texture of e.g. 3-4 textures to show properly on the ship?? I've seen that people do that before, but I don't know how..I tried putting all textures on blank page, however it didn't show goood in Armada like in SFC...
 

dvatreknerd314

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Guys, I have a question...I know SFC models have 3,4 or even more "parts", and for each part there is texture file... In milkshape there is option to regroup all parts in one, but how can I make one "combined" texture of e.g. 3-4 textures to show properly on the ship?? I've seen that people do that before, but I don't know how..I tried putting all textures on blank page, however it didn't show goood in Armada like in SFC...

Are you redoing the UV mapping for each piece when you use the combined texture?
 

MajorPayne

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Whenever I've done this with an SFC based model I've had to re-apply the replacement textures to the model (sometimes this is a right royal pain but the results are more or less the same).
 

Majestic

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It's pretty easy to do only having one texture is best for performance reasons in-game means the engine only needs to load a single texture rather than heaps, frees up memory for other things like combat, weapon sprites etc.
 

OpetJa

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It's pretty easy to do only having one texture is best for performance reasons in-game means the engine only needs to load a single texture rather than heaps, frees up memory for other things like combat, weapon sprites etc.

OK, here is Gorn Dreadnought...Model has several parts and 4 texture files...When I regroup those parts in MS I got single part/mesh... And question is - how to make one texture from 4 prevoious mentioned textures so they can show properly on model like before when you just "opened model for watching it"... So, one comined texture from 4 textures and model shows like it should normally...But how to do it??
687474703a2f2f693132392e70686f746f6275636b65742e636f6d2f616c62756d732f703230322f4a61636b5370616e6b792f4b6c696e676f6e25323041636164656d792532305374617273686970732f476f726e2f30382d47444e2d4772656e64656c2e676966
 

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SciFiFan

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What you will have to do is to combine all of the textures onto one canvas. Then in MS, you will need to open the uv mapping tool and line the parts back up to where they need to be. When I get home, I will see what I can do to take some screenshots with what I am talking about. That is unless some one here can explain it better.
 

OpetJa

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What you will have to do is to combine all of the textures onto one canvas. Then in MS, you will need to open the uv mapping tool and line the parts back up to where they need to be. When I get home, I will see what I can do to take some screenshots with what I am talking about. That is unless some one here can explain it better.

I'd be very grateful if you can show me, thanks in advance! :)
 

SciFiFan

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Ok, sorry it took so long but I got a little mini tutorial ready.

When you open your unmodified model, it should be similar to this.
Screen%205_zps4xydo8hd.jpg


This would be the unmodified texture:
texture%201_zpsl3ofgxm6.jpg


First thing is to use Photoshop or a similar program to combine the textures into a single file.
texture%202_zpsrd1ic9e9.jpg


Then open MS3D and combine your parts. Select the materials tab at the top right of the screen. Reassign the material to the new combined texture file. Once you do it will look something like this.
Screen%202_zpsmrzrxgnm.jpg


Open your texture mapping by click on the "Window" tab at the top then select "Texture Coordinate Editor" which will give you this.
Screen%203_zpsprmowils.jpg


You will then need to scale and move the selected part to the new coordinates for the texture.
Screen%204_zpsoctco5hk.jpg


Close the window then click on the model screen and the texture will update.

I hope this helps you out. If you have any more questions, feel free to ask. Anyone here would be happy to help out.
 

kjc733

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I really like the clean look of TOS ships. Nice job SciFiFan :thumbsup:
 

Archonon

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Hi guys!

I noticed that the Axanar ship pack that you have hosted on this site has the same designs of the fleet of ships that appeared in JJ's 2009 Star Trek reboot. They have however been tweaked just a little bit to appear more like the designs TOS prime universe in the pack (Nacelles and other small details of the Prime universe vs the reboot).

I was wondering if any bored modeler had any interest in making those ships into their AR versions. A nice Kelvin, Vengeance, Yorktown Base and Franklin would also be terrific.

Long shot, I know, but I had to ask. Thanks fellas. :)
 

kjc733

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Thank you, however the Axanar ships are based on the ships from Prelude to Axanar - whilst they resemble the 2009 ships in configuration, there are some significant differences.

As for other 2009 ships, there used to be a pack for the AR Connies (with multiple registries), the 2009 starbase, the Kelvin and the rest. My tech tree says:
fKelvin.odf 0
fFarragut.odf 0
fAkula.odf 0
fSaladin.odf 0
fMiranda.odf 0
fConsti.odf 0
fYorreg.odf 0
fLexher.odf 0
fEnther.odf 0
fDefher.odf 0
I don't know if they are in the downloads though, and I can't find the pack on my hdd at the moment to see who made it.
 
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