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  #1  
Old November 6th, 2003, 03:29 AM
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Rollo Rollo is offline
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Default Re: Star Trek Mod (Division of Labor?)

Quote:
Originally posted by Cleeve:
Alright, alright... I can see you fellowes are having trouble, so I'll convert the Miranda for you tonight.

What should I size her to? The Destroyer? The Cruiser?
no worries too much about size. That can be adjusted nicely in the game.
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Old November 6th, 2003, 06:17 AM

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

Here's how the Reliant (Miranda Class) looks in game:

http://www.staryards.com/Images/SF_Miranda.jpg

This gorgeous model was created by Pneumonic81. I have converted her into Starfury format.

Here's where to download her:
(If the page doesn't load, try again in a minute! I have a horrible server...)

http://www.staryards.com/Downloads/S...da/Miranda.htm

Have fun!
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Old November 6th, 2003, 12:32 PM
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Default Re: Star Trek Mod (Division of Labor?)

Quote:
Originally posted by Cleeve:
Here's how the Reliant (Miranda Class) looks in game:

http://www.staryards.com/Images/SF_Miranda.jpg

This gorgeous model was created by Pneumonic81. I have converted her into Starfury format.

Here's where to download her:
(If the page doesn't load, try again in a minute! I have a horrible server...)

http://www.staryards.com/Downloads/S...da/Miranda.htm

Have fun!
(stares at screen capture...)



How were you able to do that?!? What method are you using?
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Old November 6th, 2003, 03:45 PM

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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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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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Old November 6th, 2003, 07:43 PM

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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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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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