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  #41  
Old November 6th, 2003, 03:45 PM

Cleeve Cleeve is offline
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Default Re: Star Trek Mod (Division of Labor?)

Quote:
How were you able to do that?!? What method are you using? [/QB]
Not too hard:

1. Using Deep Exploration, export a starfury ship (i.e. the terran cruiser) into MAX format

2. Take your ship model into MAX (in this case, the Miranda). Collapse it into a single mesh.

3. Merge the terran cruiser into the scene for sizing and orientation. Size and orient the Miranda appropriately.

4. Delete the terran cruiser from the scene

5. Save the MAX file

6. Convert the MAX file to .x format with Deep Exploration

Tahdah! Done in 10 minutes...
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  #42  
Old November 6th, 2003, 06:29 PM
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General Woundwort General Woundwort is offline
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Default Re: Star Trek Mod (Division of Labor?)

Quote:
Originally posted by Cleeve:
quote:
How were you able to do that?!? What method are you using?
Not too hard:

1. Using Deep Exploration, export a starfury ship (i.e. the terran cruiser) into MAX format

2. Take your ship model into MAX (in this case, the Miranda). Collapse it into a single mesh.

3. Merge the terran cruiser into the scene for sizing and orientation. Size and orient the Miranda appropriately.

4. Delete the terran cruiser from the scene

5. Save the MAX file

6. Convert the MAX file to .x format with Deep Exploration

Tahdah! Done in 10 minutes...

I think you're using a different system from the one Drake laid out here earlier. Could you post (or e-mail me) details for this procedure (and what programs you use)? Thanks for bearing with my ineptitude.

[ November 06, 2003, 16:36: Message edited by: General Woundwort ]
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  #43  
Old November 6th, 2003, 07:43 PM

Cleeve Cleeve is offline
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Default Re: Star Trek Mod (Division of Labor?)

[/quote]I think you're using a different system from the one Drake laid out here earlier. Could you post (or e-mail me) details for this procedure (and what programs you use)? Thanks for bearing with my ineptitude. [/QB][/quote]

Two programs:

1. 3d Studio MAX

2. Deep Exploration

The proceedure is as listed below... not sure how else to describe it. Is there something specific you need to know?
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  #44  
Old November 7th, 2003, 01:07 AM
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Default Re: Star Trek Mod (Division of Labor?)

I like this game, and I like the concept of a Star Trek Mod - but not enough to buy $600+ worth of software just to convert shipfiles. I don't have that kind of liquid cash for a part-time hobby.

I have to be honest and say that I just can't put in the kind of time and effort it would take to really do a mod like this right. I have to maintain myself in RL areas. And I'm beginning to see that the skill level (and required hard/software) is beyond my reach. And without more modding tools, it will take months just to code the background (starsystems, etc).

I'm afraid I'll have to shelve this idea for the time being.

[ November 06, 2003, 23:09: Message edited by: General Woundwort ]
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  #45  
Old November 7th, 2003, 01:31 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Star Trek Mod (Division of Labor?)

Didn't Aaron mention a map making tool in the chat the other day?
In the meantime, just use the stock maps and get the Physics going. Exploring strange new worlds, and all that!

As for models, lets put a bounty on 'em!
Send models to the General, and each one that gets used in the completed mod will be entered in a draw.
I'll buy a copy of SF for the randomly selected winner once the mod is done!
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  #46  
Old November 7th, 2003, 02:55 AM

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Default Re: Star Trek Mod (Division of Labor?)

Quote:
Originally posted by General Woundwort:
And I'm beginning to see that the skill level (and required hard/software) is beyond my reach. And without more modding tools, it will take months just to code the background (starsystems, etc).

I'm afraid I'll have to shelve this idea for the time being.
If you're willing to accept a non-universe map, I'm working on a map with about 150 systems. Have about 100 entered into the quadrent map file so far (though number 73 is stubborn and doesn't want to show up..), and four travelable systems. Should go faster now that I know what I'm doing.
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  #47  
Old November 7th, 2003, 05:01 AM

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Default Re: Star Trek Mod (Division of Labor?)

Quote:
Originally posted by General Woundwort:
I like this game, and I like the concept of a Star Trek Mod - but not enough to buy $600+ worth of software just to convert shipfiles.
heheh, more like $3000+...

But I tell you what. I'll do what I can in my spare time. Why don't you guys list the existing ships in Starfury, and suggestions for what we should use as replacements? I'll convert them over time once we have a list we can agree on.

I'd also like to take a crack at making the interface and icons more star-trekky... looks like it shouldn't be too much of a problem...
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  #48  
Old November 7th, 2003, 01:45 PM
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Default Re: Star Trek Mod (Division of Labor?)

Well, I'm surprised to see the level of interest, and it heartens me to some extent. Let me state where I'm at, effort and RL-intrusion wise, and let's see where we can go from there.

I have the new components and weapons' textfiles written up, and the new weapons have graphics as well. I've pencil-and-papered out the map, but just started coding it in. I can always use current/new maps, but I'd really like to do a Triangle map. But with RL (night school reading and papers) intruding in, I really can't get rolling on the rest of the coding until the beginning of December.

Ship graphics - well, graphics have always been my downfall (see my SEIV profile in my sig). Like I said, I don't have the hardware or the experience to really do it right. But if I'm going to be waiting to do the coding anyways, I can take Cleeve up on his offer...

Quote:
Originally posted by Cleeve:
I'll do what I can in my spare time. Why don't you guys list the existing ships in Starfury, and suggestions for what we should use as replacements? I'll convert them over time once we have a list we can agree on.
I can list out the ship conVersions I have already paper-and-penciled out in my mod notes, later today (more likely tomorrow morning).

Quote:
Originally posted by Cleeve:
I'd also like to take a crack at making the interface and icons more star-trekky... looks like it shouldn't be too much of a problem...
Actually, I already did one.

http://www.shrapnelgames.com/cgi-bin...;f=70;t=000093
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  #49  
Old November 10th, 2003, 05:10 PM

Cleeve Cleeve is offline
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Default Re: Star Trek Mod (Division of Labor?)

Is everyone on board for the "Movie era" as the era of choice?

We could do the Next Generation ships, or the original trek series ships.

I'd be partial to the original series myself, not alot of games with those ships. It'd be a nice change of pace.

But movie era would be a close second choice for me.

[ November 10, 2003, 15:11: Message edited by: Cleeve ]
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  #50  
Old November 10th, 2003, 11:22 PM
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Default Re: Star Trek Mod (Division of Labor?)

Even though I like the sleekness of the movie ships, there's something about the original Enterprise that still looks good even after 30+ years. I have a copy of a book that was some sort of "Starfleet" manual made in the late 70's, and had all sorts of plans for all types of ships. If someone else had that, and could make good ships, go for it. I wouldn't be surprised if some of those ship designs were used in Starfleet Battles, but I never played it that much to notice (plus, it's been about 18 years since I played).
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