The Diligent has nothing to do with STO lol.
Go ahead apoclaydon. Thats why i released it unconverted.
1337 M0DD3R. If your planning to pubically release this mod you will be required to use the exact same credits as my releases readme file uses. Thats my only stipulation for anything I've released.
Major A Payne;5249907If your planning to pubically release this mod
I hope you meant publicly release. I don't think we'd want a pubic release of mod material. :rofl:
Oh very funny SFK. You try typing when your brains tired.
I got the Deligent class in-game thanks to Major Paynes' SFC dowload but it's for Legacy though(sorry)I still don't have the right SOD importer\exporter for my milkshape to properly work on this for a2. But I do got bumps, specs, lightmaps. Still hadn't gotten around to learning how to make break nodes(chunks)for the ship though. Hey Fahres any chance you can do a tutorial on that topic? :p I'm going to work on it some more but Major Payne can I release this to Legacyfiles? While maybe apoclaydon can release one for a2files. ;) I'm sure apoclaydon could do a far more better a2 port than I can as I also don't know much about poly reductions just yet. The standing polygon count is 1,709 if it were to be converted straight to a2 SOD from it's original format, for me that's acceptable and my pc can handle it but seeing as how modding is evolving now seems only right that it requires a bit of poly reduction before it can be properly ported to a2.
dEjavU'. Thats looks pretty dam nice and sure. If you want to release it go ahead.
ok here is the WiP for the a2 conversion
atm i've reduced the textures to a single 512X512 texture and reduced the pollies to 1466
I'm still gonna work on getting that below 1200.
I also need to place the hp's and engine glows (if this is going to be for fleet ops). So any help on were the weapons are meant to go as i can only see the antimatter mines location
EDIT ok here is the seattle class for you aswell texture renamed and reattached to the ship so no overrighting if it doesnot work (error mesh) it may be to do with missing sprites from the sprite entry file
Major A Payne;5250631dEjavU'. Thats looks pretty dam nice and sure. If you want to release it go ahead.[/QUOTE] Thanks Major Payne. [QUOTE=apoclaydon;5250651]..so any help on where the weapons are meant to go as i can only see the antimatter mines location....
I think this vessel was meant to be a torpedoe only frigate(similar to that of the stock steamrunner class)as I too am only seeing those turrets. This ship is so perfect for a2, anti matter mines can be one of it's special weapons arsenal deployed there. Anyways here's where I added my phaser arrays(hope this helps). :)
yh thx well its fully glowed up and it has a basic light map now so i'll add those weapon hps and it should be sorted mesh wise
EDIT side note the seattle class can only be used as a fleet ops mod unless you get there permission first
@Apoclaydon I don't really need a poly reduction. I would be fine even if it was a 6000 poly ship. My modding computer can handle a lot for an A2 game. :Pc: In fact, I am a high poly phanatic. If there is a high poly version, I'd get it. :nerd:
The only thing I don't like is when I find out someone misplaced a node under the wrong parent node. Because that just make me :facepalm: . Though it is nothing I can't fix.