Topic: akyazi/akula class  (Read 3096 times)

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Offline Don Karnage

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akyazi/akula class
« on: February 06, 2008, 02:04:31 pm »
i remember that someone was making them, that was last year (i think) and i wonder what happen to it?

i know that WZ made the akyazi but its not him, so is anyone know who and if it was finish?

Offline Centurus

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Re: akyazi/akula class
« Reply #1 on: February 06, 2008, 02:08:38 pm »
Adonis made and released one a while back.  Don't know if it was ever ported to SFC.
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Offline Don Karnage

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Re: akyazi/akula class
« Reply #2 on: February 06, 2008, 02:51:12 pm »
i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.

Offline Adonis

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Re: akyazi/akula class
« Reply #3 on: February 06, 2008, 07:51:28 pm »
i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.

SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(
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Offline Don Karnage

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Re: akyazi/akula class
« Reply #4 on: February 06, 2008, 07:56:06 pm »
is it you who made a fed tmp with egiptian texture on it?

its from last year.

Offline Centurus

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Re: akyazi/akula class
« Reply #5 on: February 06, 2008, 08:12:16 pm »
i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.

SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(

Since you have the original source files for your ships, porting would be more direct.

Just have to make sure your lightmaps are on different texture maps than your textures, and save the main textures as 24 bit BMP files.  Attach the lightmaps as you normally would.  Scaling can be taken care of after the model has been ported. 

What I normally do is take someone else's model that's more or less properly scaled, import into MAX 5 (or 3 or 4, depending on what you have), and then adjust the scale of my ship appropriately.  Not the most accurate way, but certainly useful.

As for getting the ship INTO the game, that's another thing.
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Offline Adonis

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Re: akyazi/akula class
« Reply #6 on: February 07, 2008, 06:07:11 am »
is it you who made a fed tmp with egiptian texture on it?

its from last year.

Yes, a whole fleet of the buggers :)

i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.
SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(

Since you have the original source files for your ships, porting would be more direct.

Just have to make sure your lightmaps are on different texture maps than your textures, and save the main textures as 24 bit BMP files.  Attach the lightmaps as you normally would.  Scaling can be taken care of after the model has been ported. 

What I normally do is take someone else's model that's more or less properly scaled, import into MAX 5 (or 3 or 4, depending on what you have), and then adjust the scale of my ship appropriately.  Not the most accurate way, but certainly useful.

As for getting the ship INTO the game, that's another thing.
As I said mate I only have trouble with scalling, the rest I know how to do.
« Last Edit: February 07, 2008, 06:21:58 am by Adonis »
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Offline Don Karnage

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Re: akyazi/akula class
« Reply #7 on: February 07, 2008, 07:06:04 am »
is it you who made a fed tmp with egiptian texture on it?

its from last year.

Yes, a whole fleet of the buggers :)

i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.
SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(

Since you have the original source files for your ships, porting would be more direct.

Just have to make sure your lightmaps are on different texture maps than your textures, and save the main textures as 24 bit BMP files.  Attach the lightmaps as you normally would.  Scaling can be taken care of after the model has been ported. 

What I normally do is take someone else's model that's more or less properly scaled, import into MAX 5 (or 3 or 4, depending on what you have), and then adjust the scale of my ship appropriately.  Not the most accurate way, but certainly useful.

As for getting the ship INTO the game, that's another thing.
As I said mate I only have trouble with scalling, the rest I know how to do.


is it ready for sfc?

Offline Adonis

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Re: akyazi/akula class
« Reply #8 on: February 07, 2008, 07:36:41 am »
is it you who made a fed tmp with egiptian texture on it?

its from last year.

Yes, a whole fleet of the buggers :)

i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.
SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(

Since you have the original source files for your ships, porting would be more direct.

Just have to make sure your lightmaps are on different texture maps than your textures, and save the main textures as 24 bit BMP files.  Attach the lightmaps as you normally would.  Scaling can be taken care of after the model has been ported. 

What I normally do is take someone else's model that's more or less properly scaled, import into MAX 5 (or 3 or 4, depending on what you have), and then adjust the scale of my ship appropriately.  Not the most accurate way, but certainly useful.

As for getting the ship INTO the game, that's another thing.
As I said mate I only have trouble with scalling, the rest I know how to do.


is it ready for sfc?

If someone could scale them, I could get'em ready for SFC3.
Easy is the path to wisdom for those not blinded by themselves.


Offline Centurus

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Re: akyazi/akula class
« Reply #9 on: February 07, 2008, 11:53:04 am »
is it you who made a fed tmp with egiptian texture on it?

its from last year.

Yes, a whole fleet of the buggers :)

i think i remember that, but if he never release it for sfc he should do it, need more ship in sfc.
SFC ports of my models are mainly MP's job. I still don't know the full process, I suck at scalling... >:(

Since you have the original source files for your ships, porting would be more direct.

Just have to make sure your lightmaps are on different texture maps than your textures, and save the main textures as 24 bit BMP files.  Attach the lightmaps as you normally would.  Scaling can be taken care of after the model has been ported. 

What I normally do is take someone else's model that's more or less properly scaled, import into MAX 5 (or 3 or 4, depending on what you have), and then adjust the scale of my ship appropriately.  Not the most accurate way, but certainly useful.

As for getting the ship INTO the game, that's another thing.
As I said mate I only have trouble with scalling, the rest I know how to do.


is it ready for sfc?

If someone could scale them, I could get'em ready for SFC3.

Ships made by WZ, TUS, Atolm, I know are very accurate when it comes to scaling.  Stress Puppy's and IMudd's ships are also to scale as well I believe.  Use their ship scales as reference.

Specing the ships for use in SFC3 I can handle for you if you don't know how.  Although by now you've had enough time to evaluate how SFC3 ship specs are made, and hardpointing/damagepointing methods used.
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Offline Rod ONeal

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Re: akyazi/akula class
« Reply #10 on: February 07, 2008, 12:26:21 pm »
Use 1/20 scale for SFC. 
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Offline Don Karnage

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Re: akyazi/akula class
« Reply #11 on: February 07, 2008, 01:18:24 pm »
its for op and i will need the hard point  :huh: