Topic: Galaxy "EVO" Class  (Read 6310 times)

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Offline Darkseid

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Galaxy "EVO" Class
« on: September 24, 2005, 02:08:50 am »
It's an interesting design.  I think this may have already been posted once, not sure.  If so I guess I could ask if anyone has of yet converted this to SFC3?



http://bridgecommander.filefront.com/file/Galaxy_EVO_USS_Titan;47215
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Offline Sapharite

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Re: Galaxy "EVO" Class
« Reply #1 on: September 24, 2005, 03:44:52 am »
First get the permission from Cpt. LC Amaral ;)
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Offline ModelsPlease

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Re: Galaxy "EVO" Class
« Reply #2 on: September 24, 2005, 10:15:52 am »
I have the  permission from the author(s) to port this ship. That's why I did  ;D.


http://www.battleclinic.com/docks/files/dist/index.php?file=527247bd2cd93d19a036e07276b1070e.rar

It's GTG for EAW/OP if anyone wants to convert to SFC3 please do. You'll find a plethora of new ships that I have received permission to port and have done so and have posted at OutaLance via Battleclinic so if anyone wants to get them SFC3 ready please do so as I have no clue on how to . Just make sure ALL the credits are included with any SFC3 port. Thanks.

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« Last Edit: September 24, 2005, 02:00:45 pm by ModelsPlease »

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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #3 on: September 24, 2005, 11:31:16 am »
I'll try and take care of that one.  Hopefully I'll do a good job.  This will be my first porting over to SFC3.
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Offline MrCue

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Re: Galaxy "EVO" Class
« Reply #4 on: September 24, 2005, 12:14:25 pm »
That looks real nice.

Offline Mackie

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Re: Galaxy "EVO" Class
« Reply #5 on: September 24, 2005, 12:21:25 pm »
ok now thats quite strange but yet, somehow oddly, very appealing. could imagine seeing that in the series :)
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Offline Antivyrus

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Re: Galaxy "EVO" Class
« Reply #6 on: September 24, 2005, 02:00:18 pm »
nice ship   looks like its the evolutionary step between the Galaxy class and the the intrepid class

Offline Darkdrone

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Re: Galaxy "EVO" Class
« Reply #7 on: September 25, 2005, 11:21:33 am »
I have the  permission from the author(s) to port this ship. That's why I did  ;D.


http://www.battleclinic.com/docks/files/dist/index.php?file=527247bd2cd93d19a036e07276b1070e.rar

It's GTG for EAW/OP if anyone wants to convert to SFC3 please do. You'll find a plethora of new ships that I have received permission to port and have done so and have posted at OutaLance via Battleclinic so if anyone wants to get them SFC3 ready please do so as I have no clue on how to . Just make sure ALL the credits are included with any SFC3 port. Thanks.

-MP


thanks MP saves me doing it

DD

Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #8 on: September 25, 2005, 02:52:54 pm »
If noone minds, I'm going to try another new texture experiment to see about generating some damage textures for the ship.  When I'm done, I'll upload them to this thread for inclusion in the final release (if someone wants to use them that is).  :)
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Offline FoaS_XC

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Re: Galaxy "EVO" Class
« Reply #9 on: September 26, 2005, 04:48:52 pm »
Hey, ATheorhaven, ive actually been giving some thought to what Damage textures should look like.

I know a lot of people tend to use the Craculature filter on a texture and call it done.
Ive been using a set of universal damage textures that look like molten superstructure.
But what ive been thinking is why not start making individual damage textures, so that if a person where to hit a warp nacelle you could see the damge coil underneath the hull, or a burnt deflector array underneath the blue cowling, etc, etc.
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Offline Darkseid

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Re: Galaxy "EVO" Class
« Reply #10 on: September 26, 2005, 07:44:49 pm »
I look forward to a SFC3 version.  That texture idea sounds freakin' awesome.
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Offline Mackie

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Re: Galaxy "EVO" Class
« Reply #11 on: September 27, 2005, 02:14:55 pm »
Hey, ATheorhaven, ive actually been giving some thought to what Damage textures should look like.

I know a lot of people tend to use the Craculature filter on a texture and call it done.
Ive been using a set of universal damage textures that look like molten superstructure.
But what ive been thinking is why not start making individual damage textures, so that if a person where to hit a warp nacelle you could see the damge coil underneath the hull, or a burnt deflector array underneath the blue cowling, etc, etc.

is the latter even possible o_O
if it is , ill certainly look into making new damage textures  8)
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Offline ModelsPlease

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Re: Galaxy "EVO" Class
« Reply #12 on: September 27, 2005, 02:44:12 pm »
I didn't know you could target specific ship parts/areas in SFC EAW/OP. How is that possible ?

-MP

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Offline Mr_Tricorder

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Re: Galaxy "EVO" Class
« Reply #13 on: September 27, 2005, 11:43:05 pm »
As far as I know it isn't possible in SFC EAW/OP, but it is in SFC3.  SFC3 uses specific damage texture bitmaps that correspond to regular texture bitmaps, and when an enemy weapon hits a damage point and scores internal damage, the damage textures that correspond with that specific area of the ship show through in that spot in a pattern that is determined by the weapon that caused the damage (streaks for phasers, crater-like blotches for photon torpedoes, etc...)

Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #14 on: September 28, 2005, 10:58:35 pm »
That's about how they work for SFC3.. :)

Finished the damage textures, and they turned out pretty decently.  The one thing that I forgot to do with my test texture was bring up the brightness a bit... so that's been done now.

But here they are, and hopefully, they'll be of use on the final release.  ;)

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Offline ModelsPlease

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Re: Galaxy "EVO" Class
« Reply #15 on: September 29, 2005, 06:46:21 pm »
SO I take it (WE) of OutaLance are doing the SFC III conversion F_W ? Just make sure to add Alec's damage textures  ;). Thanks Alec.

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Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #16 on: September 29, 2005, 10:46:16 pm »
SO I take it (WE) of OutaLance are doing the SFC III conversion F_W ? Just make sure to add Alec's damage textures  ;). Thanks Alec.

np guys... just helping to contribute to a community project.. ;)

Send me a screenie when you test it in SFC 3.. :D
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #17 on: September 30, 2005, 11:53:17 pm »
I was going to attempt to port her to SFC3, but I've been sidetracked severely lately. 
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #18 on: October 07, 2005, 11:14:52 pm »
Just thought I'd drop an update to the conversion to SFC3.  The hardpoints are done.  Since this ship is supposed to be able to dance with a Sovereign and still win, at least that's what I gathered from the info the ship came with when she was released over at BCFiles.com, she's got 17 phaser hardpoints, in accordance with the original loadout mentioned at BCFiles.com, but she's also got 8 torpedo hardpoints, 4 forward, 4 aft.  I figured I'd use all the hardpoints that the game could handle.  I'm currently starting on the damage points.  Fortunately TUS told me how to do them, so hopefully I'll do them right.

I'll write up specs to include with the ship.  Just gotta know where to put her when she's done.
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #19 on: October 08, 2005, 12:34:21 am »
Ok, I've completed the hardpointing and damage pointing, and also discovered that the lightmaps weren't attached to the ship, so I attached them.  Easy enough.  Now, on to the tedious process of making specs for this ship so it can be good to go for SFC3. 

I haven't hardpointed the saucer and drive models independently yet.  If people want them hardpointed and ready for SFC3, I will.  I'll create a ship pack out of this baby, with the saucer, stardrive, and entire ship as 3 different playable ships.  Just let me know, those of you who want an SFC3 version of this.

And now, for a little tease.  The image to be used for the in-game beauty shot.  MUAHAHAHAHAHAHA!!!!

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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #20 on: October 08, 2005, 04:18:28 am »
Well, the specs are done, and so are the UI images such as the refit screen, the UI in mission, and the BS image. 

She's completely over gunned, so it's kinda cool.  :-D 

Only problem I'm having is with the UI when in mission.  Although I have 25 total hardpoints on this sucker, 17 phasers and 8 torpedoes, I can refit all of them easily, all show up in the refit screen, but yet, when in mission, one of the torpedo icons is missing.  I thought it was hiding behind another one, but when I loaded a mission with nothing but torpedoes, it was still missing.

 I don't know what's going on with it.  It's number 25 that doesn't want to show.  I'm using what I'm pretty sure is the latest version of the SFC3 Hardpoint Editor, and I've triple checked and triple checked on the triple check to make sure that it's there, and it is, but still, in game, it's not showing up when in mission, but yet, it's there in the refit screen.  I counted every single weapons hardpoint in the refit screen, and all 25 are there, but yet, when I go into mission, number 25 isn't showing up. 

Anyone got any ideas why this is happening?
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Offline Chris Jones

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Re: Galaxy "EVO" Class
« Reply #21 on: October 08, 2005, 07:57:29 am »
Nice ship!!   Anyone mind if I put this in 'Universe At War?'

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Offline ModelsPlease

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Re: Galaxy "EVO" Class
« Reply #22 on: October 08, 2005, 01:59:13 pm »
I only recieved permission to port it over from BC, I'd contact the original author first before ya do that Chris.

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Offline CaptainTombs

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Re: Galaxy "EVO" Class
« Reply #23 on: October 08, 2005, 03:13:28 pm »
why port it over when its allready done ? at battleclinic?
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Offline CaptainTombs

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Re: Galaxy "EVO" Class
« Reply #24 on: October 08, 2005, 03:16:02 pm »
nevermind i reread its for sfc3
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Offline Greenvalv

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Re: Galaxy "EVO" Class
« Reply #25 on: October 08, 2005, 09:04:41 pm »
I love it, gimme..... can't wait....

Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #26 on: October 09, 2005, 01:35:53 am »
Well, the specs are done, and so are the UI images such as the refit screen, the UI in mission, and the BS image. 

She's completely over gunned, so it's kinda cool.  :-D 

Only problem I'm having is with the UI when in mission.  Although I have 25 total hardpoints on this sucker, 17 phasers and 8 torpedoes, I can refit all of them easily, all show up in the refit screen, but yet, when in mission, one of the torpedo icons is missing.  I thought it was hiding behind another one, but when I loaded a mission with nothing but torpedoes, it was still missing.

 I don't know what's going on with it.  It's number 25 that doesn't want to show.  I'm using what I'm pretty sure is the latest version of the SFC3 Hardpoint Editor, and I've triple checked and triple checked on the triple check to make sure that it's there, and it is, but still, in game, it's not showing up when in mission, but yet, it's there in the refit screen.  I counted every single weapons hardpoint in the refit screen, and all 25 are there, but yet, when I go into mission, number 25 isn't showing up. 

Anyone got any ideas why this is happening?

Again, I ask this question.  It's alot easier to just quote it again than rewrite it. 
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Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #27 on: October 09, 2005, 01:01:14 pm »
Hey, just out of curiousity, how did the final damage textures look ingame?  Any screenshots available for posting?  Am very curious.. :D
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #28 on: October 09, 2005, 04:51:31 pm »
I haven't used the screenshots yet.  I'm still trying to fix this issue with the last torpedo not wanting to work in-mission, yet showing up and working fine in the refit screen.
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Offline Chris Johnson

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Re: Galaxy "EVO" Class
« Reply #29 on: October 09, 2005, 05:34:13 pm »
I haven't used the screenshots yet.  I'm still trying to fix this issue with the last torpedo not wanting to work in-mission, yet showing up and working fine in the refit screen.


I'd help, but I don't have SFC3.  However, I'll quote WZ's suggestion:

Quote
I wasn't aware SFC3 supported more than 22 hardpoints, though I hadn't had much use for more. Anyway, my suggestion is to nix a few of the HPs and try to conform to the best suited weapon locations on the model. No, er, point, in having a photon hardpoint where there isn't a launcher, for example.

You can then adjust for the reduced hardpoints by tweaking the weapon loadouts and spec limits.


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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #30 on: October 09, 2005, 05:54:18 pm »
I didn't even know I used the word SCREENSHOTS instead of DAMAGE TEXTURES.  *smacks himself with a rubber chicken*

As for WZ's response, I already read it and replied to it on his forums.  I would still like to figure out why this is happening though.  The game should be able to handle 25 weapons, and in the refit screen, all 25 show up, and are refittable, and the arcs viewable, but in mission, it disappears.

Anyone else have any other ideas?  I really want to be able to get this working.  If not, I'll just remove the last torpedo from the loadout.
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Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #31 on: October 10, 2005, 01:51:06 pm »
I didn't even know I used the word SCREENSHOTS instead of DAMAGE TEXTURES.  *smacks himself with a rubber chicken*
Anyone else have any other ideas?  I really want to be able to get this working.  If not, I'll just remove the last torpedo from the loadout.

Screenie of it ingame when you could would be awesome... I've not tried the new damage textures on anything yet because I'd have to reinstall SFC 3 to do it (and that means probably removing the B5 TC for Freespace 2).  ;)

As for the loadout, it'd probably be easier for now to release the ship minus the last topedo, work on it, and then just re-release the .GF file when you've got it.  :)
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #32 on: October 11, 2005, 12:49:01 pm »
I've been working on it for days, and have asked a couple people in PM if they could help, but received no reply. 

Someone in another fleet that I know told me that the refit screen and the game are different engines or something.  I forgot how he worded it.  I don't think this is the case, but then again, the source code for the entire game is divided up among different groups, so who knows. 

Anyway, if I don't hear anything back from anyone about this problem, I'm just gonna delete the last hardpoint from the model, and delete the last torpedo from the loadout, and be done with it.

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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #33 on: October 15, 2005, 09:50:32 pm »
Sorry I haven't posted anything in days.

Anyway, thought I'd give some in-game screenshots in SFC3.  Keep in mind, I'm not very good at screenshots.  Never have been.  But the screenshot shows the damage textures made by atheorhaven. 

What do you guys think? 

She'll be available for download very soon.
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Offline atheorhaven

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Re: Galaxy "EVO" Class
« Reply #34 on: October 16, 2005, 02:03:51 am »
Sorry I haven't posted anything in days.

Anyway, thought I'd give some in-game screenshots in SFC3.  Keep in mind, I'm not very good at screenshots.  Never have been.  But the screenshot shows the damage textures made by atheorhaven. 

What do you guys think? 

Oh yeah, those shots are keepers.  :D

Into my background directory they go.  ;)

Awesome shots, and it looks like the damage textures are working beautifully... on one of the shots you'd swear that the holes were 3D and going into the ship.   :woot:
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Offline Centurus

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Re: Galaxy "EVO" Class
« Reply #35 on: October 17, 2005, 12:22:13 pm »
GET HER WHILE SHE'S HOT!!!

Ready to fly in SFC3.  She comes with her own specs and loadouts, but feel free to change them.  The model itself is hardpointed and damage pointed by yours truly. 

Damage textures by atheorhaven.  The ship was originally made by LC, and ported to SFC by ModelsPlease. 

She's got 17 phasers, yes, 17 PHASERS!!!! She's also got 7 torpedoes, 4 forward, 3 aft.   

The specs were written up for use in a stock install of SFC3 patched to 534b.  Link below.

http://outalance.battleclinic.com/daihak/Ships/GalaxyEvo.zip
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