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3ds conversions i will be taking requests to change any ship in 3ds format from http://www.startrekaustralia.com/startrek/federation/ to sod format w/ hitpoints. im only going to do federation ships and only those that arent over 5.67 mgs |
Re: 3ds conversions oh and anyone want to create this ship 4 me: http://www.startrekaustralia.com/sta...xinavis012.jpg |
Re: 3ds conversions Could you please convert some of these ships to sod format as the havn't as yet been released for armada one or two. . I have picked ships that are currently unavaiable so there should be a demand for them. Primary list *Khitomer class *saskatchewan class *Avenger class *hornet class *Quasar class *Saberwolf class *valiant class *xenon class |
Re: 3ds conversions Are you making sure to get persmission to convert from the original creators? I know there are a few people on that site that are very uptight about their models. Also, if I were you, I'd check poly counts. Some may be too high to make a feasable add into Armada. |
Re: 3ds conversions Rapier Shania Leavenworth PLEASE! |
Re: 3ds conversions The new bird of prey And the CURIE class |
Re: 3ds conversions The original EXCELSIOR |
Re: 3ds conversions Kata Class |
Re: 3ds conversions PATTON class VALIANT class XENON class VIPER class fighter CHINTAKA class |
Re: 3ds conversions There is a such thing as an edit button. |
Re: 3ds conversions Heh, five of his six posts are all in one thread, and all in a row. :smack: |
Re: 3ds conversions Sorry. Kept finding new ships. |
Re: 3ds conversions update 1/2 of this topic is blindeye's post #6 Bird of Prey is a romulan ship read his message quote "i will be taking requests to change any ship in 3ds format from http://www.startrekaustralia.com/startrek/federation/ to sod format w/ hitpoints. im only going to do federation ships and only those that arent over 5.67 mgs " and post #3 i beleive kithomer class is a klingon ship and i dont think he is going to sepend his time downloading and converting models |
Re: 3ds conversions To all these requests and I do wish people would listen to me sometimes. YOU CANNOT JUST SIMPLY CONVERT THESE SHIP MODELS TO SOD AN HOPE TO RUN THEM IN EITHER ARMADA GAME. EACH MODEL IS UPWARDS TO 20,000 POLYS EACH (WITH THE HIGHEST RUNNING INTO THE HUNDREDS OF THOUSANDS (THATS 100,000+) POLYS. EACH MODEL NEEDS TO BE COMPLETELY REBUILT USING A MUCH LOWER POLY COUNT THAN THE ORIGINAL. Sorry if it seems I'm shouting but with certain things it just seems necessary sometimes. Anyway, for reference I would say anyone who tries to make a straight conversion doesn't know or understand exactly what they are attempting (even the likes of SFC3 and Bridge Commander would struggle with these on a high spec pc). Aside from the poly count there are no clearly defined TGA texture set. Most have textures "embedded" in the model geometry and the additional textures tend to be grey scaled. In essence if you did manage to get on in game your going to find the textures will look, not to put to fine a point on it, shite!! Best to make those rebuilds, and if anyone wants to try this then give me a yell. I can point people in the right direction, on my own method of doing this sort of recreating, but the rest is up to them. |
Re: 3ds conversions post 13 check facts first the khitomer class is a federation ship and is even found on the miranda starship database that only has federation ships on it. You may be thinking of a diffferent khitomer class. this is the federation's khitomer. Computer Model:Type:DestroyerCommissioned:2377-PRESProduction per year3Unit Run:USS Khitomer USS Accord USS InfernoUSS Kreyser USS MacArthur USS VanquishUSS Virtue USS Wildcat Mass:1,620,000 mtCrew:242Propulsion:One cochrane warp core feeding two warp nacelles; two subatomic unified energy impulse enginesArmament:Phaser, Type XI Number : 6 Banks Range : 345,000 km Arcs: : Saucer module dorsal/ventral array. Secondary hull ventral fore/aft. Port nacelle/ Starboard nacelle Photon Torpedo, XI Flux Number : 4 Tubes Range: : 3,450,000 km Arcs : 2 forward, 2 aft.Defense Systems:Standard Shields Ablative armorWarp Capabilities:Standard : 7.0 Maximum Cruise : 8.5 Max Emergency : 9.7Hull Life:80 YearsRefit Cycle:Resupply: 1 year Minor: 10 years Major: 20 yearsDimensions:Length : 342 m Beam : 255 m Draft : 92 m Decks: 12Shuttle Compliment:Shuttlebays: 1 2 6a shuttlecraft 1 4 Workbee Shuttlecraft 1 16a Cargo Shuttlecraft 1 Runabout. The Khitomer class is a slightly different approach to scientific and surveyor duties. The ship is based on the Heinlein and Akira class which makes for a unusual and yet grace full look upon the vessel. The vessel has a total crew compliment one 242 persons, with room for 20 guests, the vessel itself is capable of running a 3 year mission without a layover at a Starbase, for a refuel of anti-matter and technology up-grade e.t.c. The Primary duty for this vessel is that of a destroyer but with multi-role purpose, the vessel uses the most sophisticated sensor system located above the vessel on the sensor arm, similar to the old Miranda class vessels. The reason the vessel cam sustain itself for such a time is thanks largely to the work of Thomas Fremen and continued by RADM Sarah Pritchatt, the new warp system on this vessel is of unique interest. Thanks to Fremen's work the drive system on this vessel has been deeply packed, i.e. the warp coils have been so deeply packed and round up. With the addition of the new material Tri-tungsten in a mixture of Tri-tungsten-cobalt-magnesium in warp coils has shown to be capable of absorbing over 62 % more energy then older warp coils. This system and the new advances in nano technology has proven to build a warp system, which is 44 % more efficient and has aided to the development of Slip stream drives. Quantum slipstream technology is one of the most advanced propulsion system ever encountered by Starfleet. The quantum slipstream is an extremely powerful means of propulsion that can transport a vessel at speeds in the upper warp 9.9 range. The velocities involved are so great that, in theory, the slipstream could carry a ship across the galaxy in a single day, even thought this range is still beyond the abilities of Federation science. The quantum slipstream is actually a narrowly focused, directed warp field that is initiated by manipulating the fabric of the space-time continuum at the quantum level. It works by focusing a quantum field through a deflector dish to generate massive changes in local space curvature; this creates a subspace tunnel, which is projected in front of the vessel. Once a ship has entered this tunnel, the forces inside propel it at incredible speed. The slipstream is large enough to accommodate more than one vessel, so a ship without a quantum drive can enter the slipstream and accompany the vehicle that is generating it. In order to initiate a controlled shutdown of a quantum drive, the field strength has to be reduced by 50 percent. This can be done by reversing the drive's polarity. The first fully functioning slipstream was encountered by the crew of the USS Voyager NCC-74656 in 2374. Since Voyager's transmission through the pathfinder project of their known data involving this form of drive technology, Federation scientists along with Starfleet Engineers have dedicated great efforts to making this form of travel possible. In 2411 at just outside the Cordra system in a secure testing grounds location, the Khitomer version of the USS EXCELSIOR made history as it became the first ship ever to safely induce the quantum slipstream with few negative effects. It was unfortunate that the ship was later lost in a later test of the drive when the primary guidance system failed due to computer errors in computations. Over the next year, the few known problems were dealt with so that in 2412, Starfleet Engineering began the production of these drive systems, incorporating them into current ship designs under construction as well as preparing to replace D-Warp drive units on existing ships already in the field. Ship classes currently able to maintain a stable QSS field in conjunction with the warp drive, are destroyer class vessels and up. Although the small class destroyers may generate the fields they will only be able to achieve Quantum Effect 1 (Q1) where as larger ships may be able to generate Q2 or even Q3. >From its discover, the crew of the USS VOYAGER discovered that the greatest difficulties involved with quantum slipstream technology lie not in generating the slipstream but in maintaining and navigating it. Even a slight phase variance can cause the slipstream to collapse, with disastrous consequences for any ship inside it. In order to maintain the slipstream, a ship has to constantly modify the quantum field with its deflector dish; however, the calculations involved were too complicated, and the time available too short, for current Starfleet technology of the time to handle. Voyager's attempt to use the slipstream almost proved fatal, but fortunately the crew dissipated the slipstream safely by altering its phase variance. Although still dangerous, Starfleet Engineers have managed to incorporate current advancements in navigation techniques with enhanced computer helm control systems and vastly improved structural integrity field technologies to allow lower end use of the Quantum Slipstream drive units. Should the QSS systems be pushed to far or those systems compromised, then problems return with increasingly serious difficulties in navigating the stream safely as well as a breakdown in the ship's structural integrity fields with hull fractures becoming increasingly possible. In order for non-slipstream capable ships to navigate a QSS successfully with the ship initiating the stream, that ship or ships most become tied into the navigation computer of the initiating ship through a partial slave type circuit. For such a situation it was decided that the Adaptive shield system be included into this vessel, from field tests on the Heinlein and Cussler class vessels the newer Hein-1.6 system was included which was proven to be more effective from Bio-electrical weapons. For Scientific duties the Khitomer class can also feel at home. She has the most sophisticated sensors systems available at the moment, and carries the sensor platforms used on the Kelvin, Jupiter and Prometheus class starships. Although a newer feature being used on this system is the HCASC, or Holographic Command and Science Centre. This system is based on the HCC, Holographic Command Centre and the HSC, Holographic Science Centre which can now be found on most front line starships. The HCASC however is designed for scientific duties, and of command or tactical nature. The HCASC is capable of handling all manner of information, ranging from weather to the planets core and tactical analysis, this new feature helps the vessel fill its multi-role mission. The Khitomer additionally contains many decks containing multiple science labs for different duties. As standard, additional systems on the Khitomer class also contain the EMH, which is now as standard available on all decks, and additional power is provided by the Leech system. As well as the standard systems available on all starships.Deck Layout |
Re: 3ds conversions O-o wow, i leave for 20 hrs and look at all the mess.... yes i know most ships have high polies so it wont run on some computers. Plus will get permission from those who request it... also, ill start working on the 1st few shis requests i got |
Re: 3ds conversions youll see how i convert them :D |
Re: 3ds conversions sorry to 3x post, but i have bad news, so far, the two of the first ships in the first request(khitmor and the s one) have corrupt 3ds files, thus i cannot convert them. |
Re: 3ds conversions i also tried to download and couldnt extract all the way |
Re: 3ds conversions Thank you for letting me know about not being able to produce the *Khitomer class *saskatchewan class. I will haveto wait until future tense for the khitomer class then but thank you for trying in the first place Dragon_Master. |
Re: 3ds conversions here's my first conversion that actually worked in game. Its the rapier class. Hp01 and hp02 are the cannon thingys and Hp03 is the engines. (i didnt wanna make anymore at 12:35 last night :eek: ) it is EXTREMELY HIGH POLY!!!! the only way i could send it was by compressing it 5 times with winRAR so youre gonna need winRAR. and i will add that due to the amount of time per conversion (2hrs) im going to shorten how many requests all do for now. i will only do 9 more federation ships, then the middle of next month ill do some klingon i guess.... the xtra ones that i submit that arent requested dont count in this 9 and some people need to look back at the maximum file size ill convert.. Excelisor is too big. |
Re: 3ds conversions NOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! the stupid board wont take more than 2 mgs!!! the file is 3!!! anyone who wants the rapier is going to have to tell me their email... :'( |
Re: 3ds conversions Its lovely to see that people actually listen to me. Dragon_Master. Why don't you actually put down the poly count?? Your going to make a hell of alot of people unhappy if they find out what it is AFTER downloading it. If you really want to, send it my way (mapayne@mail.com), or contact me via MSN/ICQ. |
Re: 3ds conversions The Defiant C would be nice, and the only armada Centaur has a very basic sod. |
Re: 3ds conversions well i have the kata class, prob is that its sod is 1.06 mgs... too much for anyone's computer..... hmmm..... maybe i should get rid of some things in the model........... but ill try the defiant c |
Re: 3ds conversions Well I've done the Kata and its in BI:VR but is one of those ships thats likely to be released seperately anyway pretty soon once I finalise the federation side. As for the rapier. You were very lucky to be able to get the rapier working in game but a couple of things arise: 1) Did you resize the textures correctly and make sure they weren't compressed AND in 24 bit colour?? You appear to have just converted the JPG files and that won't work as much of the texturing is done as "embedded" in the model itself. 2) Readme file. If your planning on releasing this you MUST include a readme which details credits to the original author, where the model was obtained from and its poly count. I'm saying this simply because if Andrew J Hodges (owner of Startrekaustralia.com) finds out what your up to, he does have a habit of leaning very heavily on someone. Finally, What posessed you to convert a 67426 poly model to armada format and even think it'll be suitable for either game?? I mean how many people will download this anyway. Don't get me wrong, I mean its admirable that you've tried and partially succeeded to convert this model, but these are CGI models suitable for things like movies and image reproduction. If you really do want to do this then theres a longer but easier method which involves: 1) Using 3d max studio to render up images of every section at 1024*1024 or 512*512 pixels sized JPG files (these are used to build a set of good textures from if your not able, like me, to make your own). 2) Make several smaller (300*300) images which are of the complete ship (these are used as background images in MS3d). 3) Build a rough model, and then rebuild each section of the model to a higher definited mesh. As I said it does take longer but at least you get a low poly game compatible mesh which people won't complain about. Oh and to put my modelling where my mouth is (as I'm sure theres a few non believers out there who think, but may not say, I'm talking bollocks), I've give the rapier a go and post images and release a complete, ready to use model over the next couple of days. |
Re: 3ds conversions :dropsjaw: 67426 polies? :rofl: :rofl: |
Re: 3ds conversions 1 Attachment(s) .....and to emphasise the point I made. Heres my bare mesh. Its final count (baring in mind it'll have at least 3 texture maps (all 512*512 pixels)) is 1392 polys (which still being a little high and loosing aorund 20% of the actual detail from the original isn't to bad). Total construction time is around 4 hours. Bare in mind that while the mesh does look very bare (detail wise), it is the correct shape. |
Re: 3ds conversions Well, I don't have 3dsmax so I tecd to look at things from a more simple perspective. In regards to converting this 67000+ poly model, wouldn't it be easier to closely examine each section of the high poly model and create a low poly version of each and compile them together into one low poly model in Milkshape? It would probably save a lot of time. It would also eliminate the need to get permission to use someone's mesh. It would just be a matter of contacting the person that originated the design(which may or may not be a different person). With 67000 polys, I'm guessing that these conversions must be done with something other than milkshape, because I didn't think milk would even support that many. I've even done this for my own personal modding. Saw a ship that I liked, downloaded it and realized that it had way too many polys even for my taste. It didn't take me long to realize that it was faster to just make my own low poly version rather than try to reduce the original. It looked better than a reduced original as well. |
Re: 3ds conversions well actually i have a high performence pc so my Milkshape 1.7.0 can handle it... and ive found a way besdies that to shrink poly size. i find that if i were to merely edit out the interior of all the ships, it wouldnt be so high poly. SOme of those ship actually have detailed interiors so ill remove those and release tommorrow my scorpion mk2 fighter conversion. |
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Re: 3ds conversions Draong Master. Be very careful with the scorpian as you'll need to secure permission BEFORE you do any work to it. The original creator will be very pissed (just a word of caution for you). As for MS3d. Perhaps it can handle models of that size (poly wise), but the geometry is never 100% fully correct and accurate to the MAX or LW version that was originally created. Also converting a fighter is just plain wasting time. Why not recreate the model instead?? You'll get far more experience in creating models by doing it yourself, than relying on someone elses work. Still, its up to you, but please dont' submit anything you convert from the site to AFC until you've gotten written permission from the author. I'm not letting AFC get into trouble (and trust me on this when I say these people DO find out. Example in case being a model which I did before and although I contacted the author prior to recreating it he was still informed by someone else on the Sci-Fi Meshes forum). |
Re: 3ds conversions dont worry, ive gotten the mesh down to only 10000 polies and its going down as we speak, i will get writeen permission from the author b4 posting it on the forums. also, im going to send it to u because it wont export right for some reason and maybe ud know how to fix it..... |
Re: 3ds conversions Dragon Master. Please don't send it to me as I won't touch a model of that amount of polys to import it into the game "as is". I prefer my own method of making complete rebuilds using the original for reference purposes, and texture creation. |
Re: 3ds conversions PLZZZZ PPL listen to MAJOR_A_PAYNE he really really does know what hes talking about here. for your info's i've have also converted more ships than most ppl would imagine for SFC3. me and him know bout this stuff. my current best in reducing polys is taking an 800000 poly model and getting down to 36000 yes it was 800000 polies. as far as 36000 polies thats still way to much. the average for any ingame model is around 3000 polies for armada 1 & 2. with SFC3 u can get away with close to 10000 polies. and u really need permissions from star trek australia first or u will be sued. thats his bottom line. yes there is alot of great ships there. but always ask first and get the permissions. and no Milkshape will not handle that many polies. the only proggies out there is lightwave and max maybe a few other high end ones, but not max. and if u do go that low from a high end poly count it can and usually will distort the model horrible. we are not trying to discourage u from doing it but just follow simple rules first |
Re: 3ds conversions :'( why doesnt anyone listen to what i say? IM NOT GOING TO RELEASE ANYTHING UNTIL I GET PERMISSION FROM STAR TREK AUSTRAILA AND THE MESH'S AUTHOR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and i would listen to major if i actually could make my own 3d models, why do you think all my mods are based upon others?!!!!! |
Re: 3ds conversions Dragon Master. Let me tell you a personal story of mine. Basically when Armada 1 came out I couldn't model for toffee (or model a toffee for that matter). Even basic cubes and cylinders were beyond me. That was when I spoke with some of the old time modellers (Deemon, Kaleb18 etc.etc) and with time, patience, a steady hand and most of all, their help I've slowly become more proficient over time. The thing is, I've come to the conclusion that many people try to leap in two fast and then try the shortcut method which doesn't always work (in fact most of the time this approach usually ends up with people falling flat on their face). As a starting point and as a sort of mini project for you to try, head over to AFC main site and download some of the unconverted models there. Then play around with them (this is especially true with my own models as this is the reason I release them unconverted). As long as you release nothing you fiddle with then theres nothing stopping you from ripping models apart and kitbashing them to your hearts content. Thats basically how I started out mainly. Kitbashing others models. From that I tried my hand at remaking the simplier models, and then developing my methods further so that I could take the high poly models from places like STA, grabbing images of them and making complete scratch built models which are as close to the original as possible without being to high in polys. Besides which, get yourself something like MSN or ICQ, and try contacting a few of those here. Most are ready to help and pass on what they learn (I've done this myself on several occasions). Also join other forums (AFC, Dynaverse and Bridge Commander), to learn how others have done these things. Finally instead of attempting to poly reduce models such as those on SFA try doing those from SFC3files.com or BCfiles.com Alot of the time they are of suitably low enough poly count as to be convertible to SOD format. I think as a new modeller it will take you time to learn the basics but once you've got them down you'll find your own methods on doing things. Besides which. Look at the likes of Phantom. He's taken his modelling one step further (i.e he does create his own textures which takes alot of effort to do well). Besides which, you know where I am if you need help. Just take things one step at a time and don't rush. |
Re: 3ds conversions After reading this forem I decided to give converting models for my own use a try using Milkshape 3d and the plugins that are avaliable. I followed the Milkshape 3d Tutorial I have downloaded from AFC but when I go to export it to sod format it say that it can't match a mesh with a mesh mode. Can somebody tell me what I am doing wrong please. |
Re: 3ds conversions oh oh i know!!!!!!!!! do all your mesh parts have a texture? if they dont, give them one. Do your textures actually have textures not just color? if they dont, give them an actual texture... and i like the idea of blowing things up..... would it be legal to take say the hull design from the scorpion class and say fuse it with a galaxy? i can do that! |
Re: 3ds conversions Dragon Master. As long as your willing to not release anything then its down to your imagination how you kitbash a model. As for textures. You'll find that almost every model thats released should have texture pre-applied to them. Just remember to make sure you save as you work (I've lost so much in the past through neglecting to do this). |
Re: 3ds conversions 1 Attachment(s) okay, well i combined parts and ive made myself a model! its the defcon class, heres a screeny from storm 3d: |
Re: 3ds conversions Not to shabby for an early try. Just keep at it. Oh and you might want to make any further attachements as JPG files instead of BMP's. You'll see a huge difference in file size. |
Re: 3ds conversions cool, ill do jpg from now on, and will someone please explain to me how to add hitpoints w/out the hitpoint tool so i can actually start releasing my own models? (not the ones ive converted from STA, the ones i put together myself) |
Re: 3ds conversions nice ship |
Re: 3ds conversions ill release it as soon as i figure out how to do hitpoints in milkshape |
Re: 3ds conversions Please send me any ship you have to jcaleca1@nyc.rr.com I am dying to get the defiant C and the rapier! |
Re: 3ds conversions Dragon Master. Haven't you tried my hardpointing tutorial for 3dmax studio?? |
Re: 3ds conversions Where Is It????!!!! |
Re: 3ds conversions oh and by the way, STA says i cant release any conversions so i wont |
Re: 3ds conversions 1 Attachment(s) doh i 3x posted!!! but this is the only way to attach files so... heres a new class i made, the omega class |
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