Topic: Vger Cloud Mod  (Read 5980 times)

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CyberHank1701

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Vger Cloud Mod
« on: March 12, 2004, 06:46:25 pm »
Hello,

I am not a modder.  However, I recently made the Vger Cloud mod for SFC1.  I got the Vger Cloud image from  here  and converted  the jpg file to  a bmp file via Microsoft Internet Explorer.  I then used PhotoFinish to crop the image so that only the circular cloud was present.  PhotoFinish by Zsoft came bundled with my flatbed scanner circa 1992.  I then used it to changed the bmp file from 24 bit color to 256 color and saved it as a pcx file with the same horizontal and vertical dimensions as the pcx files for the Jupiter planet mod.  Thus giving Jupiter a new skin that looks like Vger.  Then I changed the Neutral Sun object CY from "yellowsun" to point to  the Jupiter mod folder (subdirectory) because you cannot fly through Jupiter but you can fly through the CY Neutral Star without any damage.  I was also thinking about pointing the Large Doomsday Machine mod to the Vger Cloud mod and arming it with a Hellbore weapon for an interesting little FMSE Skirmish mission.


Here are some test shots:

 Original CY Neutral Star - Equatorial View

 Original CY Neutral Star - North Pole View

 CY Neutral Star as Vger Cloud - North Pole View

 Approaching Vger Cloud Boundary - Top View

 Entering Vger Cloud Boundary - Top View

  ...Going...

  ......Going...

 .........Gone!  

As you can see I am no artist, it was a quick and easy creation.  If anyone would like to improve on it or just want to use it in SFC1 I will uploaded it at  The Starfleet Universe File and Model Repository  .


Here are some more Vger Cloud texture images:

 Vger Cloud Image 1
 Vger Cloud Image 2
 Vger Cloud Image 3
 Vger Cloud Image 4
 Vger Cloud Image 5
 Vger Cloud Image 6
 Vger Cloud Image 7
 Vger Cloud Image 8
 Vger Cloud Image 9

Unfortunately I lack the skill to apply these images to the Jupiter mod.  As far as I know the cgi artist named WillDecker is still working on the Vger Ship mod located at the center of the cloud.  Perhaps when he is finished he could enlarge my mod and put his mod in the center of it for 2 different versions of Vger.  One with the Cloud and one without.  Or perhaps WickedZombie45 (or someone else) will enlarge my mod, I have his Klingon Super Battleship it is quite large.


Now here is a little audio visual presentation I put together:

 TMP - Klingon Battle MP3
 TMP - Total Logic MP3
 TMP - The Cloud MP3
 TMP - Vejur Flyover MP3
 TMP - The Force Field MP3
 TMP - Spock Walk MP3
 TMP - Inner Workings MP3
 TMP - Vejur Speaks MP3
 TMP - The Meld MP3

 Picture 01
 Picture 02
 Picture 03
 Picture 04
 Picture 05
 Picture 06
 Picture 07
 Picture 08
 Picture 09
 Picture 10
 Picture 11
 Picture 12
 Picture 13
 Picture 14
 Picture 15
 Picture 16
 Picture 17
 Picture 18
 Picture 19
 Picture 20
 Picture 21
 Picture 22
 Picture 23
 Picture 24
 Picture 25
 Picture 26
 Picture 27

Hope you enjoyed the show.

Live Long and Prosper,

CyberHank1701
=/\=
   
« Last Edit: December 31, 1969, 06:00:00 pm by CyberHank1701 »

ModelsPlease

  • Guest
Re: Vger Cloud Mod
« Reply #1 on: March 12, 2004, 08:53:45 pm »
Hey sir, that's pretty damn cool !!!
   

Azel

  • Guest
Re: Vger Cloud Mod
« Reply #2 on: March 12, 2004, 08:56:40 pm »
Thats not a Bad idea man
But could you take it one step futher...the whole board be the V'ger Cloud and toy would have to get to the ship(center)
???  

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #3 on: March 13, 2004, 03:20:15 am »
yes, Atolm, didnt I ask you of that once before? That'd be a good monster, certainly. Not of your design, but being a cloud and all, you could get lost inside the model, as I have for that one you made for me.... I made that thing so big that it crashes into planets without moving! Ha ha ha ha !!!!!


Any takers? I'd love to battle it myself.....    

Dizzy

  • Guest
Re: Vger Cloud Mod
« Reply #4 on: March 13, 2004, 04:11:33 am »
Cyberhawk that was pretty damned cool. Nice presentation and all. You put a lot of thought into that, I like that.

And reverend, the model for this could be an excellent monster. "Getting lost" in it would be a modeling trick.

You'd need inner compartments, like sectional walls that are also textured. I dont think it'd be too much, but having a criss crossed box type pattern of mesh inside where each wall is textured the same... You would get lost.  

ModelsPlease

  • Guest
Re: Vger Cloud Mod
« Reply #5 on: March 13, 2004, 05:13:04 am »
That's a great idea indeed.
2 suggestions:

1) Perhaps a time limit.To win you must get to the center of v'ger and within 5 meters of perhaps a little voyager model, hail it and if you don't make it in time,the earth gets destroyed.
OR
2) No time limit,same winning objective BUT everytime you hit a wall,the ship takes damage,like in an ion storm,and since v'ger is a cloud there would be no way to lock weapons on the wall to damage them.You can only use probes to help guide you.If you make it to the center and hail you win.Take too much damage and boom ya loose.And no shuttle launching either the parameters should be the same a being in a nebula.

My $.02
 
-MP  

Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #6 on: March 13, 2004, 10:14:02 am »
Cyberhank, that's a really impressive idea. One thing I have to recommend though is you should sphere-map the blue sphere because the texture seam lines are just too obvious. This is easily done in Max or Uview.  

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #7 on: March 13, 2004, 01:13:01 pm »
Quote:

That's a great idea indeed.
2 suggestions:

1) Perhaps a time limit.To win you must get to the center of v'ger and within 5 meters of perhaps a little voyager model, hail it and if you don't make it in time,the earth gets destroyed.
OR
2) No time limit,same winning objective BUT everytime you hit a wall,the ship takes damage,like in an ion storm,and since v'ger is a cloud there would be no way to lock weapons on the wall to damage them.You can only use probes to help guide you.If you make it to the center and hail you win.Take too much damage and boom ya loose.And no shuttle launching either the parameters should be the same a being in a nebula.

My $.02
 
-MP  




Another idea would be to give it a really weak warp drive, but give it a single torpedo launcher.... I could work it (of course it'd interfere with many popular mods) to where tha one torpedo type would be way powerful... launching intermittently... no hailing allowed until you reach the empty space in the middle of the cloud... or just make it to the center alive? Lots of options....

someone cook her up please!!!  

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #8 on: March 13, 2004, 02:16:12 pm »
Thanks everyone for the complements and suggestions.  I wrote a quick FMSE (Fleet Mission Script Editor) Skirmish Mission with the IKV Amar against Vger (Large Doomsday Machine).  I gave Vger (M-DML) a Hellbore weapon with 360 degree firing arc and increased its R/L Warp from 3 to 10 and Impulse from 4 to 5.


Here are some pictures of the battle:

 Picture 28
 Picture 29
 Picture 30
 Picture 31
 Picture 32

As you can see Vger was moving quite fast at 21.0, whereas the top speed of the Doomsday Machine is 8.0 I think.
If anyone would like this FMSE Skirmish Script I will email it to you.  I have another FMSE Skirmish Script called "Klingon Attack After Vger Evolves".  It takes place at the end of TMP after Vger/Decker merge and evolve into a higher life form.  The Enterprise (F-CA+) has to deal with the 3 Klingon K'Tinga Battlecruisers (K-D7K) that Vger released from its holographic computer memory during its evolution, with the help of the New Light Cruiser USS Reliant (F-NCL) and the Improved Dreadnought USS Concordat (F-DNG).  The map includes the Sun, Earth, the Moon, (Atra-Hasis'es) Space Office Complex, the Drydock (F-FRD), and some near by asteroids.  I can post some pictures of this battle if you like.  I have 2 versions of this script, a  Federation version where you can fly the Enterprise, Reliant, or Concordat, and a Klingon version where you fly any one of the 3 K'Tinga Battlecruisers.

CyberHank1701
=/\=
 
« Last Edit: March 13, 2004, 02:45:47 pm by CyberHank1701 »

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #9 on: March 13, 2004, 02:26:58 pm »
Quote:

Cyberhank, that's a really impressive idea. One thing I have to recommend though is you should sphere-map the blue sphere because the texture seam lines are just too obvious. This is easily done in Max or Uview.  




Hi Atra-Hasis,

Well unfortunately, I don't have the skill nor the software.
However, if you are interested I will email you Vger if you want to perform this procedure.

That way it would be easier for everyone to download it from your website than Starfleet Universe's website because Starfleet Universe is not as well organized as yours is.  No offense to Starfleet Universe but Atra-Hasis'es website graphically depicts each mod and is easier to navigate when you want to find a particular mod fast, whereas SFU is hit or miss type of search.

CyberHank1701
=/\=
     

jayvt3

  • Guest
Re: Vger Cloud Mod
« Reply #10 on: March 13, 2004, 02:42:22 pm »
I just got done looking at your post and dude you are the schiznit!!!
I actually thougt that you took scenes from TMP and posted them.
I am truly impressed by your work.
Ever think of doing an Epsilon-9??  

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #11 on: March 13, 2004, 03:06:02 pm »
Quote:

I just got done looking at your post and dude you are the schiznit!!!
I actually thougt that you took scenes from TMP and posted them.
I am truly impressed by your work.
Ever think of doing an Epsilon-9??  




Thank you, but I am really not qualified to create a mod.  I just put a new skin on the Jupiter Planet Mod to create Vger.  Perhaps one of the artist here will create the Epsilon 9 Station, such as Atra-Hasis or WickedZombie45.  At one time I believe Atra-Hasis or P-81 (John Knox) created the Drydock and Travel Pod from TMP available to download.  If anyone has these 2 mods for SFC1 would you please email them to me?  They are the real artists.  I am just lucky enough to have found their works and put them into the game.  We all owe them and other artists here much graditude.  I have much respect for them and their work, and they ask for nothing in return but credit/recognition for their work.  So I should point out that the Klingon K'Tinga Battlecruisers that I used in my pictures above were created for SFC by an artist  named NightStorm1 who I believe now goes by the name Raven Night.  However, his work is no longer available at his website.  It may be available at some other website such as Starfleet Universe though.  I don't know why NightStorm1's/Raven Night's work is no longer available at his site.  Perhaps someone here will let us know what happened.

CyberHank1701
=/\=
     

Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #12 on: March 13, 2004, 03:38:21 pm »
Go ahead and send me the model (mesh and texture in mod format) but only as long as the texture is not so large that it will clog up my hotmail. If the texture is really big-ass then you should send me a miniaturized version of it with the same name, and you can sub in the original large one after I send it back to you.  

PS The Maya-class TMP drydock was me, I'll see if I have it somewhere.
« Last Edit: December 31, 1969, 06:00:00 pm by Atrahasis »

Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #13 on: March 13, 2004, 03:43:31 pm »
Quote:

So I should point out that the Klingon K'Tinga Battlecruisers that I used in my pictures above were created for SFC by an artist  named NightStorm1 who I believe now goes by the name Raven Night.        




For the sake of proper accreditation, that Ktinga that we all probably use was Moonraker's baby, many of us adjusted it here and there and created our own versions, I believe all Nightstorm did to it was change the weapons hardpoints. Btw, I'm pretty sure Nightstorm and Raven Night are different people.  

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #14 on: March 13, 2004, 04:25:10 pm »
That is amazing!! I thought you copied the picture from the movie and overlaid it with the graphics from the game! That is in-game! HA!!!

Gentlemen, when that is finished, or put into .mod format, would one of you be as so kind as to let me know when and where I can download that? I'd sure love to have it too.... been needing a good moster for awhile... besides the beauties that Atolm makes, and the Amoeba that Terradyne switched over from Armada, I have been in wanting for some time...


   

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #15 on: March 13, 2004, 04:35:17 pm »
Quote:

Quote:

So I should point out that the Klingon K'Tinga Battlecruisers that I used in my pictures above were created for SFC by an artist  named NightStorm1 who I believe now goes by the name Raven Night.        




For the sake of proper accreditation, that Ktinga that we all probably use was Moonraker's baby, many of us adjusted it here and there and created our own versions, I believe all Nightstorm did to it was change the weapons hardpoints. Btw, I'm pretty sure Nightstorm and Raven Night are different people.  




Thank you sir.    I stand corrected.

CyberHank1701
=/\=
   

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #16 on: March 13, 2004, 04:42:58 pm »
Quote:

Go ahead and send me the model (mesh and texture in mod format) but only as long as the texture is not so large that it will clog up my hotmail. If the texture is really big-ass then you should send me a miniaturized version of it with the same name, and you can sub in the original large one after I send it back to you.  




Mr. Atra,

I sent the mod as a zip file named "vger.zip", it is 355 KB.  I hope that is not large.  If it is please let me know.  It took me 2 minutes to upload it with my 56K modem.


Quote:

PS The Maya-class TMP drydock was me, I'll see if I have it somewhere.  




Thank you sir.  I greatly appreciate it.

CyberHank1701
=/\=
   

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #17 on: March 13, 2004, 04:56:29 pm »
Quote:

That is amazing!! I thought you copied the picture from the movie and overlaid it with the graphics from the game! That is in-game! HA!!!

Gentlemen, when that is finished, or put into .mod format, would one of you be as so kind as to let me know when and where I can download that? I'd sure love to have it too.... been needing a good moster for awhile... besides the beauties that Atolm makes, and the Amoeba that Terradyne switched over from Armada, I have been in wanting for some time...


   




I can email you the Vger Cloud Mod now if you like, while Atra-Hasis is improving it.

CyberHank1701
=/\=
     

Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #18 on: March 13, 2004, 10:28:11 pm »
Hmmmm what kind of stats to assign it? Just what does it take to kill a cosmic cloud?

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #19 on: March 13, 2004, 11:04:17 pm »
Quote:

Hmmmm what kind of stats to assign it? Just what does it take to kill a cosmic cloud?  




everything!!!

 

please please finish it soon.... I have been slobbering for a true V'ger model since Moses was a kid...  

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #20 on: March 14, 2004, 01:27:00 am »
Quote:

Quote:

Hmmmm what kind of stats to assign it? Just what does it take to kill a cosmic cloud?  




everything!!!

 

please please finish it soon.... I have been slobbering for a true V'ger model since Moses was a kid...  




Reverend,

Atra-Hasis has finished touching up the Vger Cloud Mod.  He did an excellent job.  He did 2 versions of this mod, one for SFC1 and one for SFC2.  I have emailed the file to you and I will post this mod at Starfleet Universe's website.  Any and all are welcome to post this mod at their website if they so desire..

Thank you Atra-Hasis,  


CyberHank1701
=/\=
     

Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #21 on: March 14, 2004, 10:13:44 am »
It was my pleasure.

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #22 on: March 14, 2004, 11:27:15 am »
Yes, AtraHasis, very kind of you! CyberHank, I am at yuggothian@hotmail.com...
if you could be as so kind, I'd really love to have that bad boy in SFC2 format, please!    

WillardDcker

  • Guest
Re: Vger Cloud Mod
« Reply #23 on: March 15, 2004, 10:58:29 am »
Someone finally made the cloud :-)
Makes me wish I could finish making the vessel itself :-)

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #24 on: March 15, 2004, 07:37:30 pm »
Quote:

Someone finally made the cloud :-)
Makes me wish I could finish making the vessel itself :-)  





I had an epiphany and then Atra was kind enough to touch up the texture of the mod.  Also he decided to make a SFC2 version of the mod.  What is the status of your V'ger vessel?  Last time I saw your work in progress of it, it looked good.  I believe you finished the mesh/mod and just needed to add the proper textures/skin to it, correct?  What is its status?   Could you possibly post some pictures of it?

CyberHank1701
=/\=
   
« Last Edit: December 31, 1969, 06:00:00 pm by CyberHank1701 »

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #25 on: March 15, 2004, 07:41:41 pm »
Here is the link to the V'ger Cloud Mod at the Starfleet Universe Website:

http://dynamic5.gamespy.com/~sfc/files/pafiledb.php?action=file&id=674

The file is named "vger.zip" and it contains both versions (SFC1 and SFC2).

Enjoy,

CyberHank1701
=/\=
   
« Last Edit: December 31, 1969, 06:00:00 pm by CyberHank1701 »

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #26 on: March 15, 2004, 11:07:55 pm »
Allright.... the exterior is great, but there is no interior.. cannot anyone take this model, blow it up a bit, then add a hollow space, then an interior of  that ringed-cloud layer as seen in TMP? Its fun to play, and was an excellent idea, but once you pass the point of no return, you really do get lost... kinda leaves me wanting.
Is this too heavy of a concept, or can anyone tackle it? Its like having a Connie with no saucer section...  

Dizzy

  • Guest
Re: Vger Cloud Mod
« Reply #27 on: March 16, 2004, 03:44:57 am »
Quote:



And reverend, the model for this could be an excellent monster. "Getting lost" in it would be a modeling trick.

You'd need inner compartments, like sectional walls that are also textured. I dont think it'd be too much, but having a criss crossed box type pattern of mesh inside where each wall is textured the same... You would get lost.  



Atrahasis

  • Guest
Re: Vger Cloud Mod
« Reply #28 on: March 16, 2004, 08:33:50 am »
I'll consider it...

CyberHank1701

  • Guest
Re: Vger Cloud Mod
« Reply #29 on: March 16, 2004, 10:35:45 am »
Thanks Atra.  We all owe you much gratitude for even considering it and also for all of your wonderful mods.  I got to tell you I wrote a TOS Era FMSE Skirmish Scripts called "The Trouble with Tribbles" where a convoy of Fed Freighters is enroute from Space Station K-7 (thank you Ghost.Fox for this mod) to Sherman's Planet and is attacked by a Klingon Task Force.  Included in this Fed convoy are your USS Huron, your SS Sherman, your  Big SS Woden, your Small SS Woden,  (someone's (I forgot who)  SS Botany Bay), and in the Fed Escort your SS Aurora and your USS Saladin Destroyer (and Ghost.Fox USS Mikasa Frigate).  The Enterprise and USS Federation Dreadnought (both by Ghost.Fox) respond to the distress call and help deal with the Klingons.  So once again thank you very much.  I owe you a case of Romulan Ale or Klingon Blood Wine or Saurian Brandy.   I wish I had the skills, knowledge, and software to help you on this Multi-layered V'ger Cloud Mod Project.


CyberHank1701
=/\=
   
« Last Edit: December 31, 1969, 06:00:00 pm by CyberHank1701 »

Reverend

  • Guest
Re: Vger Cloud Mod
« Reply #30 on: March 16, 2004, 11:36:15 am »
I as well- I do not mean to be sound ungrateful; rather thought it'd pike someone's interest.... for fun..