CJG XI Addon -1 reply

  • 1
  • 2

Please wait...

Guest

I didn't make it!

0 XP

 
#1 8 years ago

Here is a little info on the upcoming XI Addon I have been working on for Legacy. Some of the shots have been posted to the "Best screenshot thread" but others haven't. I just sort of realized I never posted anything about the addon or it's progress here directly.

Beyond the fact that the film is labeled "Star Trek" and effectively kills the 40+ year history of my beloved Trek, I have to say as a SciFi film ,if it was called "anything else", I would have probably loved nearly everything about it. I also have to say there are people out there that have done a great job creating XI and or XI Inspired game models, so I figured it's about time to see more of them in Legacy.

The XI Addon is currently planned to include 16 unique models. Some models are XI Canon, others are what I tend to call XI Inspired. Most if models included in the pack were built and textured by Baz1701. I have done all the porting work, with some help from Miri for the weapons that are in place so far. Mostly the mod will be just the additional models, at this time I don't expect to be able to write any scripted missions for them before release at least. Most of the ships are quite high in poly count probably average count is 30k, which is very high for Legacy. Also most have quite a lot of textures, I have done what I can to minimize their impact as much as possible and managed to eliminate the use of a few, but they still certainly impact the system. I have seen some ships in Legacy that have an even harder impact on it than these though.

The mod will be released in both a UU2.0 Compatible release that will use UU's enhanced special effects and a Stock Compatible release that should work on most other versions of Legacy to allow it to be used by as many people as possible. None of that, [Can you make it work for the "insert name here" Mod?].

I'm relatively new to the porting side of modding as coding is my background, but these ships are receiving every attention to detail I can manage. The XI Connie based ships (9 total counting the Connie) have animated bussards based on Baz's BC animated bussards. All the ships will have working breaknodes for Nacelles. They will also have the little (if ever) used Plasma emitters on the breaknodes which are usually only seen on the Stock ships and ships that Moonraker created. They also will have specially created low poly damage meshes, the reason for this is mostly due to the fact that nearly all the models in this pack are very high poly compared to the stock models, so the hope is to help lessen performance impact. The Fed ships ofcourse will have Registry meshes and at least 4 names and registries per ship, as well all the ships will have sprite based lights and blinkers with unique blinker patterns that I matched as close as I could manage to the ship lights on the film. The ships have received treatment for helping to minimize often seen "Torpedo Circling" problem as well as the sprite based lights showing through the hull. Ofcourse Bump, Spec and Glow textures for each model. As a small added bonus I have also made the Starbase a working Repair station that you can dock with.

(Click the Images to see them at Full Resolution)

There will be the XI Connie ofcourse: pv_Another_XI_Connie_WIP.jpg

The XI Spacedock pv_XI_Spacedock_.jpg

Newton-A pv_XI_Newton-A.jpg

Newton-A again and you can see the Miranda in the background a bit. pv_XI_Newton-A_Shot_2.jpg

Armstrong-A pv_XI_Armstrong__A_Class.jpg

Kelvin-A pv_USS_Kelvin_A_test_run.jpg

Constellation pv_XI_Constellation.jpg

pv_XI_Constellation_(shot_2).jpg

Saladin pv_XI_Saladin_(shot_2).jpg

Mayflower-A pv_XI_Mayflower_A_Class.jpg

JJ BOP pv_JJ_Romulan_BOP.jpg

pv_JJ_Romulan_BOP_(Shot_2).jpg

pv_JJ_Romulan_BOP_(Shot_3).jpg

The other "XI Canon" ships that aren't shown but will be in the mod are the Kelvin from the film, the Narada, the Klingon D7/Ktinga, and one of the styles of Shuttlecraft. Unfortunately there currently isn't a Jellyfish model and the Vulcan Rescue fleet doesn't exist.

I figure this pack is still a couple months out. I have 4 ships left to port, two of them are the about the hardest and need the most attention of any of the models. Of the 12 that are in game, only 3 are at a 100% complete state as far as model work and textures are concerned, the rest need revisited for some additional work, usually in small areas. After all the porting work is complete I will move on to getting all the ships properly outfitted with weapons and balanced, and it will be put into a beta testing state to find anything that was missed during the porting or balance processes.




MARKYNCC

NG-Mods Mission Creator

50 XP

27th May 2009

0 Uploads

148 Posts

0 Threads

#2 8 years ago

There is some trully great stuff in there 'Muldrf'.

I think we have to look at STXI in the same way as Star Wars:

We had the 3 episodes 'A New Hope', 'The Empire Strikes Back' and 'Return of The Jedi'.

Then someone came along years later and made the 'prequels' which are great.

The same could be said for Star Trek, it reached a sort of 'pinacle' with 'Nemesis', (one of the best films 'action wise' in my opinion, the battle sequences in the 'Bassen rift' are really well done)

So where could the filmakers go from there, they start back at the beginning.

I love the STXI Enterprise (now) I hated it when it first appeared on the internet, after seeing it in action though, I changed my mind!

The models look stunning, I see that you have fixed the lighting on the STXI Enterprise, so that the Hull registry is properly lit, the animated bussards beg for the scene where the 'enterprise' is trying to warp away from the 'black hole'!

That 'torpedo circling' thing is annoying! Sometimes torpedos fly 'up and down rapidly like executive toys!' over a very short distance until they dissapear.




Guest

I didn't make it!

0 XP

 
#3 8 years ago

I did enlarge the lighting on the XI Connie (and the other 8 related models) Registry. Unfortunately with the longer "-A" registries it still doesn't cover them, such as the Kelvin-A, Armstrong-A, Mayflower-A, Farragut-A, Newton-A. That's currently 5 out of 36 Registries, and I don't want it to look significantly to large on the other 31... I was thinking of using all 7 Vulcan Rescue Fleet ship names which would bring it to 8 "-A" registries. I don't have some of them made yet.

Nearly every model has had some minor alteration compared to it's BC Counterpart, nothing serious but little details here or there. I'm happy with how they turned out, I worked very hard on getting the XI Connie to look it's best. Still there is quite a bit of work to do before it's even in Beta testing.




086goinfast

NObama

50 XP

7th March 2006

0 Uploads

9,633 Posts

0 Threads

#4 8 years ago
Muldrf;5383361and the Vulcan Rescue fleet doesn't exist.

What? http://bridgecommander.filefront.com/file/Star_Trek_2009_Kelvin_Fleet;100837




Guest

I didn't make it!

0 XP

 
#5 8 years ago

Yes, I know about that pack, it doesn't blend in with Baz's Kelvin, so I didn't pursue them.




MARKYNCC

NG-Mods Mission Creator

50 XP

27th May 2009

0 Uploads

148 Posts

0 Threads

#6 8 years ago

One Question, will we be seeing the 'Narada'?

This is an extremely difficult ship to model, I would say it looks like an 'elongated squid'.

I did start an STXI mission a few months back, but I gave up on it for various reasons




Guest

I didn't make it!

0 XP

 
#7 8 years ago

The Narada will be in the pack.

There won't be a Jellyfish at this point. The Vulcan Rescue fleet is up in the air at least in it's "XI" "Kelvinish" look rather than the "Refited" "Connie" look which is currently included in the pack.

If you were interested, the pack could use some scripted missions to include with it. I just don't have the time to consider making any missions myself, as I'm doing very nearly everything else for the pack. I have someone who is looking at making some unscripted maps for it, but that's about it right now.




MARKYNCC

NG-Mods Mission Creator

50 XP

27th May 2009

0 Uploads

148 Posts

0 Threads

#8 8 years ago

I am interested, but because I am part of the NG_Mods team, it would be classed as 'moonlighting', so I cannot do it.

But I really appreciate you asking me, I feel kind of 'honored'!

I understand what you are saying about 'time' though, the latest mission I have been working on has taken me ages, as you well know, it gets annoying repeatedly editing the script file then replaying through the same section of a mission over and over, just to make sure that you have got that 'cutscene' right, or that enemy ship is just not doing what it is supposed to do!




Guest

I didn't make it!

0 XP

 
#9 8 years ago

I wasn't aware of that, our members are freelance as much as anything, we just rarely work outside the team/mod due to it taking so much time up.

Evolution Earth Exploring History I believe took 3-4 months to code, and it's not nearly as complex as I wanted it. Sure is a lot of testing and retesting, I often made ways to make the mission jump strait to the area I was working on, or make duplicate mission scripts to rig them to go strait to that area then integrate them back into real files when it was finished being coded. Well a lot of little stuff like that if you didn't happen to already stumble onto that kind of method.

----------

But back on subject.

These shots had their contrast adjusted as the ship doesn't photograph very well usually. That's why they look a bit odd.

pv_XI_Narada.jpg

pv_XI_Narada_Shot_2.jpg

This is Baz1701's Narada, although a fair bit different than the current version that is available for Legacy. I may use a different model in the end, but no luck so far on that front.




Guest

I didn't make it!

0 XP

 
#10 8 years ago

Well the pack is still holding on at 16 models. I now have 11 of the 16 virtually complete, except for balancing and weapons work. It's still going to be awhile until the pack is complete though. This is virtually a one man project, so taking a bit of time to complete, that and I'm a perfectionist which is making it even worse ;) .




  • 1
  • 2