• ApwnInTheDark's Star Trek Pack - DO YOU WISH TO ADD ANYTHING?
    337 replies, posted
Glad you got it working Korro. Thats a really huge area to leave unsolid. What parts did you need to put in there? Kirk, I'm gonna pack up the bridge and PM you a download link sometime tomorrow. Its in 3DS Max 2009 format. If you need it converted to another model format let me know.
Corridors, rooms, stuff like that, you should cut the engine room form Halo and make it a phys prop to install on it, make corridor segments an such, would be pretty neat to have eh? also make bunk/ armoury's, if you pass me your notes on how you did it, i can do it for ya. EDIT: Actually, i can just decompile your model, cut and paste some pieces around and do it myself, and then send to you to toss in the pack!
Kewl, Thanks
Frag grenades, i cannot decompile the model... not with any ease anyway... any chance i can get the un-compiled model files?
can't wait to see what you pull out of the hat next apwn also i can't wait to see what captn_kirk has in store.
Awesome stuff as always, can't wait for more downloads.
=D thanks. Korro, its fairly easy to rip Halo content compared to other games. Here's a quick description of the process, specifically as it applies to Halo 1 for PC. Note: If you are unclear about any of this, please ask before guessing what to do next. 1. Download and install 3D Ripper DX. [url]http://www.deep-shadows.com/hax/3DRipperDX.htm[/url] It's the best ripper for DirectX 8/9 games. Open it, configure a save folder and hotkey, and then load Halo.exe from inside it. Play as normal, enter any room you wish to rip then hit your hotkey, and it should dump the geometry and materials to the specified folder. 2. One ripped, use 3DS Max 9 or 2010 to import the resulting .3ds file, or I suppose any other 3D application that reads .3ds. You should see the ripped scene, fully textured, in your editor. Note: if it is missing anything such as a wall, clear your rip folder and try again at a different angle. If the whole area refuses to rip within 1 attempt, you [I]may[/I] need to plan for 2 rips, and then combine the 2 scenes manually. This is a major pain in the ass. As with any game, there may be developer commands to disable things such as culling, or map 'zones', which hide things when you arent looking at them. This also hides them from the ripper. If you can disable these mechanisms, you may be able to forcibly render the entire map at once if your computer can handle it. I've had to do this in Elite Force 1 (Voyager bridge), Elite Force 2 (Enterprise-E bridge), and 'The Fallen' (Defiant Bridge, DS9 Promenade, DS9 Ops) Most games allow you to change various rendering options via a console command, but I havent even [I]tried[/I] with Halo since it only has distance culling and all I wanted was the bridge, so its still an option. concludes #2 lol. 3. When you have the scene(s) that you want to work with, group everything together and rotate the group into as perfect alignment with the world as you can. This determines their direction (up, down, forward, backward) as a prop in Garry's Mod so it's important. 4. After you rotate, you will also need to rescale the group to match the source engine. You will see the group is at 100% (duh). To bring [I]anything[/I] from Halo into scale with the source engine, you need to change this percentage to....drumroll......11600%. Dont ask me why there is such a drastic scale difference, but its accurate because I left the ripped Halo NPCs on the bridge to compare with a source player model. You can also verify this by decompiling a player model and merging it into your ripped scene. 5. Once rotated and rescaled, you should reorganize the ripped textures which come in .dds format. This format [I]can[/I] be read by 3DS Max, but its highy compressed and is a massive strain on the cpu just to load them. They are also not supported in Photoshop by default so editing them is tough too. Note: You dont need to actually reorganize them. Technically you can just convert them directly to source engine texture format, but half these textures are unused first of all, and another 1/4 have useless alpha channels. This ammounts to alot wasted space and ugly textures, so if you want it to look like it did in Halo, read on. What I recommend is using something like XnView to browse your ripped textures. You wont know which ones are actually being used in your scene at this point and you most certainly dont need them all. To solve this, go back into 3DS Max and ungroup everything. It should now be a series of objects, each of which shares a texture. 6. Select an object, add the 'unwrap uvw' modifier, and go to 'edit' in the right hand column. You can see all the textures for that object in a drop down list. Identify the primary textures name.dds 7. Using xnview, rightclick that texture and select 'batch processing', and output it somewhere as TGA - which is the basis for Valves VTF texture format. You may as well rename it something sane too, to keep track of it. 8. Place this in an official textures folder for this scene. I keep 'Textures - Ripped' and 'Textures - Final' in my project folder. 9. Within 3DS Max, add this new texture to the scene and apply it to said object. This will clear all the other useless textures from the scene and replace it with the new 1. It will use the original UV mappings so your all set. 10. Repeat this process for the rest of your objects. In doing this, you will end up with a fraction of the textures you ripped, at half the size, and all with coherent names. Because they are tga, you wil be able to locate their lightmaps, specmaps, and bumpmaps and and place them within the TGA alpha channel whenever you please. I'll stop here because this was not a quick runthrough lol, but I'll definitely continue this if anyone needs me to. In short though, after cleaning up the textures you just need to weld all overlapping vertices, smoothshade the entire model, and create a physics mesh. After this, export to source SMD and compile.
in the last thread you asked about star trek online :D i have a biddy key to give out so if you get in contact with me via pm id be happy to give it to you. Witch yes... does come with a download loving the packs... but i was really disappointed with the VOY shuttle-bay but none the less GREAT WORK! [editline]11:02PM[/editline] [QUOTE=ApwnInTheDark;20404778]if I'm not mistaken, the nebula bridge is identical to the Galaxy bridge, so you're in luck. [img]http://99.33.54.88/RequestingAssistance/BridgeWithLightmaps.jpg[/img] Edit: wow, according to fan sites, Nebula has a different bridge?? Odd since the saucer is identical to that of the Galaxy class, and you can even see the circular window atop the bridge, just like a Galaxy. [img]http://www.ex-astris-scientia.org/articles/oberth/generations-oberth.jpg[/img] You decide, but if you'd like my Galaxy class bridge let me know.[/QUOTE] and in answer to that the reason they look identical is because it would have costed to much to ahve a new model make for a compltely new ship, so they stuck a communications array and a phaser bank on top of the galaxy saucer basically... good old gene roddenberry
Yep. Such a resourceful guy. I'm just now watching the original series and for some reason I can't help respect the crappy props. I laugh at first, then I realize how believable they still sort of are.
Ha, reminds me of William Shatner giving a speech about having Sex in Canoes, and how our health insurance covers it free, and then falling through the floor at the Olympic closing ceremonies. The Props can get sad, there are alot of Tricorder scanners that are just mini nacelle props.
Yea... and don't even get started with the planets on VOY lol, there all the same planets! prime obvious example... Time and Again omega directive... same planets with new paint must have cost $40 bucks to do that amazing piece of work... i have to give it to them though, they were both brilliant episodes. one thing i must recommend... rip the skins of the star trek online LCARS panels, they look awesome! and the captains chairs, take those aswell :P one thing you can do is download a free add-on called RPG-X. It was a add-on for star trek voyager elite force 1 and the expansion. it came with models for many ships COMPLETE MODELS! no missing backs of chairs! the idea was to be able to roam a ship online... it includes weapon skins and if you can code, you could make a game-mode of it! it was truly brilliant! it even included entitys to transport from ship to ship in a map called runabout, anyway here is RPG-X: [url]http://www.ubergames.org/projects/rpg-x/[/url] Hope that's a help! Ahh yes here it is.... The link to a rpg-x video showing you a map i liked :P [url]http://video.google.com/videoplay?docid=3761683223370022291#[/url]
apwn what ships did you want from star trek online ? i've just bloody forgotting >.< lol
Cardassian Galor (exterior), and Cardassian, Klingon, Romulan, and runabout bridges (if they exist). Anything else that looks interesting as well. Update: Sorry for the absense. I started making a starship-oriented map, but then had to deal with some real life stuff. I'll stop working on the map for now though to recover lost time.
you can get all the exteriors but only fed and klingon bridges, theirs a patch on the 25th, it's meant to be a HUGE content patch and it's bieng kept quite a secret whats in it, but my sources say its going to be really good :D. [editline]06:22AM[/editline] New News, Apwn u may wanna hold that key, on the 25th they'll be more ships and bridges added! meaning more to rip :P
Good idea, plus I still need to grab a few more patches before I can login anyways
btw apwn i've reinstalled star trek elite force 1 and 2 again while i'm playing i'll keep an eye out or any models that may be useful
I just started playing 'Star Wars: The Force Unleashed Sith Edition' and found that it has tons of [I]ridiculously[/I] high quality ship models just lying around. Its not even a space combat game...yet Slave 1, for instance, has a small bridge in it. wtf? (Pic Right) So far I've ripped Millennium Falcon, X-Wing, AT-AT Walker, Lambda shuttle, Tie Bomber, Tie Fighter, Snowspeeder (Pic Left), and Slave 1 (Pic Right). They are ALL just as detailed as the last 2, which are the only ones I have ported into Garry's mod. I'm not going to port any more though for 3 reasons. 1. I need to finish my Star Trek pack 2. Its not worth the time since there are already too many Star Wars model packs on Garrysmod.org and most people wont mind using the 'older' ones. 3. I remember the last time I contributed to an overrated franchise worshiped by 12-year-olds. *cough halopillarofautumn cough* More complaints than anything. (No offense mature Star Wars/Halo fans) Those reasons are my own though. To anyone else who wants to port some nice Star Wars ships, 'Star Wars: The Force Unleashed: Sith Edition' (Sith Edition is a must since most ships are found in it's extra content) is a goldmine. [IMG]http://99.33.54.88/SnowSpeederSlave1.jpg[/IMG]
(real) update: Voyager just got a massive face lift. It's definitely going to be my favorite ship in the pack. - Entire model manually smoothed - deleted tons of useless geometry - Added proper specular reflections - Is now a single model (with a freshly re-ripped, intact, exterior) - Now has several animated LCARS screens on the bridge - exactly as they were in Elite Force (Where the bridge was ripped from) -Improved Physics Model -View screen size increased about 50% -Improved texture quality (Didnt know the textures had been compressed last time) I'll post pics soon. Since I added the animations, the texture count jumped up to 35. I need to combine some of them to get the count back down to 32 so it will compile.
if anyone can code i would highly recommend phasers that use energy and come in different sizes and can have their color changed. resistance is highly logical/futile and an antimater fuel for rd3
Is it possible for you to make the "U.S.S. Defiant" ? Here's a site with hopefully useful blueprints [url]http://www.strekschematics.utvinternet.com/bprintlinks/fed/defiant/defiant.html[/url]
[img]http://99.33.54.88/RequestingAssistance/BorgStandoff.jpg[/img] [img]http://99.33.54.88/Trek-Pack-1-3-2010/DefiantInterior01.jpg[/img] It's already done, but not to actual spec. The exterior has been scaled down and only contains the bridge and an entrance corridor.
I just stumbled upon this Bird-of-Prey bridge in Elite Force 1. I ripped it and am in the process of cleaning it up. [img]http://99.33.54.88/KlingonBridge.jpg[/img]
fucking sweet update man can't wait to see them in action
All these ships look great! Can't wait to actually spawn them in gmod :)
TDocter once the pack is out i think this will be the only thing your going to be playing with for a while lol
[QUOTE=jabba69R;21138429]TDocter once the pack is out i think this will be the only thing your going to be playing with for a while lol[/QUOTE] Got the space maps ready. :P
Theres also some Mirror Universe stuff in EF1/
So yeah i modeled one weapon from star trek for a comic , thought i'd show it here. [img]http://img46.imageshack.us/img46/1793/brrrrrrrrrooooooooo.jpg[/img]
SFC3: What sort of mirror universe stuff? I saw the Terran Empire logo in EF1's textures but I just figured it was a multilayer avatar or something. That reminds me: A while back I found an alternate 'borgified' bird of prey skin ST: Legacy, which I've already added to the pack. Also, I'l probably break scale on the bird of prey model to make the new bridge fit. Nice Lirpa dtmech. If you want, I'll add it to the pack when it's done. The pack has a 'props' folder for things like this, but so far all thats in there is an explosive photon torpedo lol. Its just a prop that blows up on impact, like the barrel or phx's bombs. (Can you tell I cant script? =P) If you [I]can[/I] script tho.. SWEP?? XD
I see you have the DS9 spacestation in this pack, does it have an interior?
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