• USS Voyager
    243 replies, posted
Nova class?...I need to go bone up on my Star Trek lore...XP
[QUOTE=ApwnInTheDark;17345665]I finished porting the TNG Era Drydock. I also scaled it to the ships based on its approximated length of 900m, according to Ex Astris Scientia. It doesn't look exactly the same, but of the Drydocks listed on Ex Astris, it closest resembles the Type 4. [url]http://www.ex-astris-scientia.org/schematics/starfleet_stations.htm[/url] (Drydock type 4) [img]http://99.33.54.88/WIPs_9-16-09/Type4Drydock-HighView.jpg[/img] [img]http://99.33.54.88/WIPs_9-16-09/Type4Drydock&Voyager.jpg[/img] As for the Excelsior, it CAN work with the bridge I ripped from Elite Force 2. (They board a derelict, which has the bridge), However, with the bridge to scale with source engine players, and the the Ship itself to scale with Voyager, the bridge would need to have the cieling lowered about 15% which might look weird. This port is definitely on the backburner though so dont expect it any time soon. [img]http://99.33.54.88/WIPs_9-16-09/ExcelsiorCeilingClip1.jpg[/img] [img]http://99.33.54.88/WIPs_9-16-09/ExcelsiorCeilingClip2.jpg[/img] Lastly, I also scaled a Nova class to the rest of them. While it cannot house a full scale bridge, it could easily house one that has been seriously scaled down and custom fitted for it. See pics. [img]http://99.33.54.88/WIPs_9-16-09/NovaScaling1.JPG[/img] [img]http://99.33.54.88/WIPs_9-16-09/NovaSaucerInterior1.jpg[/img][/QUOTE] Uhhh.. The Excelsior you have is the Refit version! Your using the Excelsior Refit (Enterprise-B)
he's doing alot so far i'll make a list Enterprise A Enterprise B Enterprise C Enterprise E - tryed the beta awsome work ^^ Excelsior Excelsior refit next gen dry dock nova class ship not sure if apwns going to make anymore after this or if my list is right but he has put alot of time into making them work right for gmod once i get my S.B.M.P server up and running i'm upload the ships here to my server and all the space build crap too. also apwn anymore new on enterprise-e EDIT: ChaosLord lol the nova ship was once seen in a ep of star trek voyager where it was in the ep where voyager comes across it in the delta quadrant the ship ends up blowing up and is never seen again there is asecond ship with the same design but i'm not sure of it's name.
I honestly never saw an episode featuring Nova class until I researched starships for garrys mod. Its like Voyager to me, as far as it's size vs ability goes. Enterprise-A (Or any variant) - Not going to happen because the ultra thin saucer prohibits in. (Look at the excelsior pic and imagine the ceiling dropped to half way down the red alert screen) Enterprise-C - I will probably also not do. Its way too Galaxy-like in appearance. Nova - I will work on this on and off because it would be fun to mold a custom bridge for it. Definitely would not be canon though. Enterprise-B - I wil probably do, but I will definitely finish all other projects first. Enterprise-D V2 - In progress "Uhhh.. The Excelsior you have is the Refit version! Your using the Excelsior Refit (Enterprise-B)" I have both Excelsior exterior models. Whats the problem?
Any plans to remake the Galaxy class? I think you've got better at this since then.
[QUOTE=Athelus;17367483]Any plans to remake the Galaxy class? I think you've got better at this since then.[/QUOTE] Thanks and yes, Enterprise-D. Main differences are more detailed and accurate rear screens, original Bridge Commander lightmapping on the walls and floor for that awesome glow on dimmer maps, Star Trek Legacy Ship Model (Much better detail, bumpmaps, lightmaps etc) larger shuttles and shuttlebay and *possibly* shuttle interiors. (via porting a few elements from the Enterprise-E shuttle) Edit: downside is that the overall ship size is larger, since I'm canon scaling everything to Voyager
[QUOTE=ApwnInTheDark;17367635]downside is that the overall ship size is larger, since I'm canon scaling everything to Voyager[/QUOTE] Big deal! Big ships ROX! Heh. Keep up the good work, Pwn.
Sounds really awesome, Enterprise-D is my favourite ship- makes me think of the days watching a utopian sci-fi show revolving around a suspiciously socialist type 2 society... as opposed to the newer shows which were always- 'aliens! shoot them!'. How will the collision on the interior be? Too many things weren't actually solid in your original, but this was generally improved on the voyager model. Also, if it's bigger, that's good... any chance of extra rooms like your Voyager model? Having those was an incredibly awesome feature, it's not star trek without the meeting room.
[QUOTE=Athelus;17371951]Sounds really awesome, Enterprise-D is my favourite ship- makes me think of the days watching a utopian sci-fi show revolving around a suspiciously socialist type 2 society... as opposed to the newer shows which were always- 'aliens! shoot them!'. How will the collision on the interior be? Too many things weren't actually solid in your original, but this was generally improved on the voyager model. Also, if it's bigger, that's good... any chance of extra rooms like your Voyager model? Having those was an incredibly awesome feature, it's not star trek without the meeting room.[/QUOTE] I thought about dropping enterprise-E's meeting room and ready room in, and change the textures a bit. The collision model will be better, but I purposely omit some chairs and their surrounding objects to prevent clipping with the ship when exiting a chair, and popping through the cieling. [editline]02:19PM[/editline] we should get a beta server going to rig ships and fly them around
cool but apwn i think there should be alot of star trek ships would be awsome but the models your finding hard to model should just be left out
well i dont want to say ill never do them, but i might take a huge break before attempting. Nova just looks like it would be fun though =D.
lol fair do's i'm not asking you to do them all but more of when you have some spare time
Jabba, ples lern engrish
Hm, just a curiosity\maybe suggestion: If we can't have the bridge, how about releasing the ships minus interiors (or have completely hollowed out interiors like the old Enterprise D shuttle) so we'd still have Star Trek models to toy around with regardless?
[QUOTE=Alba Meira;17411120]Hm, just a curiosity\maybe suggestion: If we can't have the bridge, how about releasing the ships minus interiors (or have completely hollowed out interiors like the old Enterprise D shuttle) so we'd still have Star Trek models to toy around with regardless?[/QUOTE] you never know ask apwn him self EDIT Furfurag you learn to spell also this is how you spell "english" & "please"
Just thought I'd say that the Star Trek Enterprise The Temporal Cold War mod for HL2 on Moddb closed down recently and released all of their modding files for everyone to use including the bridge model, perhaps you could use some of these to remake the NX-01?
nah the NX-01 is rubbish plus i think the saucer area is too thin for a birdge & cargobay also that ship would be small would it not ???
Nice. Thanks for the tip Greg. UPDATE: Ive been polishing up some nearly complete models as well as working on a new spacebuild map that has some pretty unique features. However, here are some pics of Enterprise-E. I decided to add a turbolift which can lower to the ground via hydraulic, and be retracted back into the ship the same way. This way admins can disable noclip on their servers, plus its cool. There will be a special cutaway in the ship just for the the turbolift block. The bottom of the block will have the hull's texture on the bottom so that it blends in with the ship when retracted. Here are the pics. Please ignore the brightness or darkness on the textures. Gmod does not read texture attributes the same way 3DS Max does so I dont waste my time enabling them in Max. [img]http://99.33.54.88/WIPs_9-21-09/BridgeOverview.jpg[/img] [img]http://99.33.54.88/WIPs_9-21-09/Turbolift&ObsLounge.jpg[/img] [img]http://99.33.54.88/WIPs_9-21-09/Phys&Turbolift.jpg[/img] [img]http://99.33.54.88/WIPs_9-21-09/NacellesFromObslounge.jpg[/img]
great work still i can't wait lol
Awesome. Can't wait, release date please
Lol no release date. Giving those out cause me to neglect more real life stuff than I already am, especially when I decided I want to add something last minute or something needs to be fixed. In the end though, I think its worth it.
Your welcome! Nice update with the Enterprise-E!
apwn see the beta Enterprise-E you gave me will you add a shuttle bay at the arse of the ship ? EDIT: stop P.Ming me about the beta model your not getting it untill apwn uploads it!!!!! i had about seven people asking me for it -_-
Update: Im ditching the turbolift-to-the-ground in exchange for something better. Jabba informed me that the shuttle does in fact fit within Enterprise-E, but just barely, and in an odd place. [img]http://99.33.54.88/WIP_9-25-09/Eortho.JPG[/img] [img]http://99.33.54.88/WIP_9-25-09/Wireframe.PNG[/img] The means required to dock and undock the shuttle with Enterprise-E depends on precisely piloting the shiuttle into the extended docking frame, which retracts perfectly into the hull. (The missing peice of the hull will be part of the docking frame) It must extend diagonally to avoid clipping with the observation lounge. The coolest part is the arrangement of the shuttlebay/cargohold. After docking, the shuttle door lowers onto the catwalk, which you walk to the end of, turn, descend the stairs onto the lower deck, walk underneath the shuttle, walk up a smaller flight of stairs (to avoid elevator clipping with deflector) to elevator which takes you to the bridge. (wire mod strongly advised) Pics arent that great but I'm at work and its hard to control 3ds max remotely =( -Pwn
can't wait for it apwn looking good so far also fancy a game later on ? EDIT: apwn make the Enterprise-E ship 5% bigger and see if it fits just fine then ?
If I increase by 5% it will break scale. However, the level of precision that this docking system allows ensures the shuttle will not poke through the ship's hull during flight even at their current sizes. I am going to work on these ships as long as possible tonight and then squeeze in some zombie survival. We should play tomorrow evening because that is essentially my Friday with my schedule, and i"ll have more time as I will be off the next day.
kk man i got the next three days off work i'll be staying up super late i'll see you when i see you man ;)
bad ass, and will work well with my schedule [editline]05:39PM[/editline] Also, since am already this close, I will * try* loosen up the cargo door (visually and physically) to allow smaller shuttles to land the old fashioned way. So much for a quick release =P
[QUOTE=ApwnInTheDark;17501844]bad ass, and will work well with my schedule [editline]05:39PM[/editline] Also, since am already this close, I will * try* loosen up the cargo door (visually and physically) to allow smaller shuttles to land the old fashioned way. So much for a quick release =P[/QUOTE] lol well i think we can wait that little longer but in time it will kick ass in the long run
I added an entrance ramp which emerges underneath the catwalk. Also, I mirrored the hydraulic mount for a current total of 2, and moved them to the sides (more stable, cooler looking, easier walking path underneath shuttle) Lastly, I wired 4 thrusters directly into a gyroscope to stabilize pitch and roll on my shuttle, and it maintains uprightness VERRY smoothy, like a boat gently rocking on waves. The best part is, it is togglable via wired button. It is critical to flying any spaceship in a zero g environment, and ultra necessary for precision docking with the starship. Once docked, it can be disabled so as to not inhibit starships movement, and a similar system can be implimented on the starship itself. (Standard keep upright is a buggy crappy non togglable function. The above method most likely has been done before, but I have never seen or heard of it. may just be common sense.) In addition to pitch and roll thrust being dictated by the ships angles, I want to find a simple wire formula to hold the ships x,y,z, coordinates for a togglable 'full stop' effect. Ideally, it would take a snapshot of current coordinates, treat them as zeros, and any movement beyond those coordinates would translate to thrust in the opposite direction.
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