Vessel Finishing what stevecast Started

Little time and other distractions, will post when I have an update.
Also unsure how to release, probably best bundled with another addon like the Bintak, probably still has bugs and I wanted to have a go at programming the jump gate.
Yes, I'm thinking that the Narn military base should be added to the package with the Bin'tak and the outpost.
 
Thanks:)
Decided against consensus to release together, to prevent indefinite delay...

Is the .pdf included in another addon? I can add a link for it?
Yes, it'll be included in the updated Narn system add-on. Before I can release that, however, I'll need the mesh updates I asked for, some of which will be included as part of the Z'ha'dum and Minbar system add-ons (namely the IPX Icarus and the White Star, Advanced White Star, Blue Star, and ISA Excalibur, respectively).
 
I'll need the mesh updates I asked for, some of which will be included as part of the Z'ha'dum and Minbar system add-ons (namely the IPX Icarus and the White Star, Advanced White Star, Blue Star, and ISA Excalibur, respectively).
As I've said I don't know when/if I'll get round to them, wasn't very motivated in redoing those models (they are also already in Orbiter), sorry.
 
As I've said I don't know when/if I'll get round to them, wasn't very motivated in redoing those models (they are also already in Orbiter), sorry.
Hopefully you can find time to do so. As you said in an earlier post, it's a fairly easy process - all you need to do is open the .msh files in question in notepad and change every 4th material entry to 0 0 0 0.
 
Hopefully you can find time to do so. As you said in an earlier post, it's a fairly easy process - all you need to do is open the .msh files in question in notepad and change every 4th material entry to 0 0 0 0.
Didn't quite turn out that way
Did look at those, could all do with a complete overhaul, Excalibur needs new textures for the windows, maybe why it was made to glow? Something else I'll have to pass.
You can turn everything off, or redo UVs, tex, etc..
all you need to do is open the .msh files in question in notepad and change every 4th material entry to 0 0 0 0.
But please do give it a try, you can't go wrong, just make a backup, you just need the time and patience to reload and check again and again...
 
Didn't quite turn out that way

You can turn everything off, or redo UVs, tex, etc..

But please do give it a try, you can't go wrong, just make a backup, you just need the time and patience to reload and check again and again...
Actually, I've figured it out on my own, and it seems to be working perfectly.
 
Now that that's over and done with, we just need to do those Centauri vessels along with the remaining Earth Alliance ones (including Babylon 4), and then this project will be pretty much completed.

Speaking of which, hopefully you can find the time to continue debugging the mesh for the Nova-class dreadnought. In the meantime, you still haven't posted the updated version of the Aurora-type Starfury add-on featuring the reskins and compatibility with Orbiter 2010 yet.
 
By the way, if you're reading this, Buck Rogers, what is your progress so far on said vessels?
 
Nothing new. The Maintenance Pod was the only one on my list for a second look but that needed a lot of work.
"Debugging" the Nova requires knowing where things go, so extensive detailed pics and/or a knowledgeable motivated "fan" (that goes for the Bab4 and others as well). Half the work has already been done and the msh is in Orbiter (posted here) solving the original problem preventing import. I think I even posted the .blend file, will re-up if required.
Unfortuneately I couldn't impliment the Aurora skins as I intended, suggest releasing them seperately. And Orb2010 compatibility has slipped another notch down. Would rather concentrate on supporting the latest release as much as possible.
 
Then by all means, go right ahead.
Thought that would be better in your hands. I couldn't find/do a better way other than making a new mesh and add. maps for every skin! Replacing the original skin with the one of your choice is probably better, so just release as is?
I'm not entirely sure what you mean by that. Are you referring to the gun ports?
Free floating mshgrps, unasignable textures, I gave it a go but it gets quickly frustrating without reference material etc. (even then!).
 
Closeup screenshots of the original model in Celestia could help but I took another look at it.
The Problem: 2115 meshgroups each need individual smoothing and adjustment, some are reversed and/or displaced, and that's even before making any improvements. Zero motivation, have absolutely no problem if someone else wants to take this on, ground work has been already been done.
 
In that case, is there anyone here who'd be willing to help out Buck Rogers with the Nova-class?
 
In that case, is there anyone here who'd be willing to help out Buck Rogers with the Nova-class?
Don't need any help, just not willing to spend sooo much time on it. Would be very happy to assist anyone who wishes to learn/give it a go.
Here's a zip with the Orbiter mesh, textures and .blend file.

BTW the Bab4 conversion failed on tex. asignment. if someone could make Celestia screenshots of it that would be a help, would give it another go.
 

Attachments

Don't need any help, just not willing to spend sooo much time on it. Would be very happy to assist anyone who wishes to learn/give it a go.
Here's a zip with the Orbiter mesh, textures and .blend file.

BTW the Bab4 conversion failed on tex. asignment. if someone could make Celestia screenshots of it that would be a help, would give it another go.
As I already said, I don't know much about mesh-making beyond the parts I've already mentioned, so I can't really help you there.
 
Don't need any help, just not willing to spend sooo much time on it. Would be very happy to assist anyone who wishes to learn/give it a go.
Here's a zip with the Orbiter mesh, textures and .blend file.

BTW the Bab4 conversion failed on tex. asignment. if someone could make Celestia screenshots of it that would be a help, would give it another go.
Actually, I took a look at it, and while the textures are indeed correctly mapped, the mesh is "banked" 90 degrees to port, and there are some "holes" in the side panels. It also doesn't seem to be centered correctly, with the center of the mesh apparently being located in the middle of the bow section.
 
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