Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1181
07-19-2011, 12:45 AM
Quote:
Originally Posted by CapnLogan
As of right now, every time I add something I have to find other areas to take something away from in order to keep the ship in budgets. you know... real-time-online game environments and all
/bacon

Just blame Canada. Its what I do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1182
07-19-2011, 12:58 AM
A question Capn, something I'm sure has been asked...but that's a lot of pages to read. Is it possible to eliminate, or at least reduce the visibility of the weapon hard points (red dots) on the models? They really do break the flow of some lovely models.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1183
07-19-2011, 03:43 AM
Quote:
Originally Posted by wfs5519 View Post
the intrepid door being removed above the rear torp launchers makes it look lop sided...

this detail reference should help:

http://www.scifi-meshes.com/forums/a...9&d=1299018226
hey, jsut a out of the topic question here. Where that little guy is standing, what is it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1184
07-19-2011, 04:35 AM
Quote:
Originally Posted by CapnLogan
indeed. I'll see what i can do next time I mess with the Intrepid. Feel free to re-build the list of inconsistencies on the front page... it could literally never end until I make a perfect replica of a studio model but I only have 7.5k triangles to work with. ;( Gotta spend 'em wisely.

As of right now, every time I add something I have to find other areas to take something away from in order to keep the ship in budgets. you know... real-time-online game environments and all
Maybe remove the aditional polygons from the underside of the Intrepid saucer where the registry is (since this is not how the Intrepid was anyway), this would free up some polygons for adding the extra detailing?

As for the Miranda class engines, maybe remove the extra struts on the Toerpedo launchers (that wern't in the series), this should free up a few more polygons to model the bussard collecters on the engine?

Sometimes making low polygons models is harder than making ultra-high polygon models!!

Quote:
Originally Posted by RAJ_2011
hey, jsut a out of the topic question here. Where that little guy is standing, what is it?
That is the rear EVA hatch (an airlock for the crew to get to the outside of the ship)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1185
07-19-2011, 04:55 AM
The Miranda needs the extra struts in case people give it the Centaur pylons. If those struts were absent, nothing then would hold the rollbar to the saucer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1186
07-19-2011, 05:00 AM
Quote:
Originally Posted by Zoberraz View Post
The Miranda needs the extra struts in case people give it the Centaur pylons. If those struts were absent, nothing then would hold the rollbar to the saucer.
Hmm, thats a shame, as its one of the things that annoyed me about the Miranda model in the game, I supose the only fix (which is more systm intensive) would be for the game to see what saucer is been used and then choose between 2 varaints of the pylons, one with the struts and one without, although this doesn't effect the poly count to much, it does mean more models would need to be stored for some ships.

Saying that, if they did have a few ship models that had extra peices to compensate for bad fitting pieces, it could mean ships like teh Steamrunner could be modeled properly into the game :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1187
07-19-2011, 05:55 AM
Something about the Galaxy class model has irritated the heck out of me for a while, which is the forward slope of the front part of the neck. It bends upwards at too high an angle above the deflector. Here's a comparison.



The slope of the neck should continue on from the deflector and not bend.

There's also a problem with the engineering hull. It's too wide at the rear. It should taper off more towards the nacelle pylons. This is what it should look like.



I don't have an ingame comparison pic, but I know it's too fat towards the rear. It's currently more like an oval when it should be narrower like a teardrop.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1188
07-19-2011, 07:36 AM
Quote:
Originally Posted by CapnLogan
Ultimately I'd like to give options to turn off both decals and fleet logos. This tech is low priority, but it's something I'd like.
Can you explain what kind of tech is required here? I would think you could just create a "None" "decal" that is actually just an invisible/clear label with not coloration. There's already character tech to not have a fleet logo on our arm so I'm curious as to why there's no tech for this for starships and what is required. Just seems counter-intuitive that there's more tech required for less stuff to be on my ship
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1189
07-19-2011, 07:52 AM
Quote:
Originally Posted by CapnLogan
Some things I'm fixing today:

Discovery saucer cutting off edges of long names

Intrepid - grills behind Bussard collector are no longer glowy red, but silver
- removed name from underside of saucer
- corrected the aft phaser strips b eneath shuttle bay
- removed the extra opening on the spine of the saucer
- i removed the weapons hardpoints from the saucer... all nodes will still fire from where they were... but hte hardpoints are gone now.
-fixed the shape of the cowling around the aft shuttlebay
-added the running strips to the shuttle bay entrance
-added the indentations on the spine of the secondary hull

Cochrane - no shuttlebay fixed

Cochrane - horrible stretching on saucer fixed

This is all I have time for on this series of ships for now.... I'd do more but i really must move on if I want to do more fixes to other ships as well later in my schedule. This ate my lunch break today

Considering how this thread is reminiscient of a Hydra (cut off one head it sprouts 2 more) I'm sure I'll be back for more Intrepid series fixes later on.

*I don't know when these fixes will get patched in... within a month for sure.
I realize I'm somewhat late to the game, but I wanted to thank you, Capn, again, for doing this for us.

Very much appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1190
07-19-2011, 07:58 AM
Quote:
Originally Posted by CapnLogan
Yes, Thomas The Cat and I just sat down a few minutes ago and went over the list... we iddn't get to this yet because it'll take a bit more time than I have today. It's a fix I'm aware of though and I'll get to it when I have a spare hour.

*Angel - I'll try to squeeze those in when I get the time to re-work the "bowl"
Also don't forget the starboard ventral green running light on the saucer! Which doesn't exist right now.

EDIT: Whoops; someone beat me to it. Apologies.
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