Bakrus Class

A nice Cardasian battle ship! A conversion from a1 to a2 from kleotol's original


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A nice Cardasian battle ship! A conversion from a1 to a2 from kleotol's original

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Bakrus Class 

cbakrus.SOD into \sod          -folder
cbakrus.odf into \odf\ships	-folder
all tgas into  textures\rgb	-folder

this file contains a buildbutton, some weapon-buttons and one wireframe as you need to edit 
your of your  \sprites  -folder

search for the federation-buildbutton section and ad the followin line:
b_cbakrus     		gbbakrus	0	0	64	64

now search for:

# Wireframes
# ----------


# Ship Wireframes

and add following lines:

cbakrusw1            cwbakrus         40        0        40       40 
cbakrusw2            cwbakrus         0          40      40       40 
cbakrusw3            cwbakrus         40        40      40       40 
cbakrusw4            cwbakrus         80        0        40       40 
cbakrusw5            cwbakrus         0          0        40       40 

no you have to open the from your \techtree - folder
and add these lines:

cbakrus.odf 	2 cyard2.odf   cupgrade.odf

now open  cyard2.odf from \odf\stations  -folder
and search for builditem-section
now add the following under the last entry
builditemXX = "cbakrus"

(replace XX with a build-slot..that means if the last entry says buildbutton6 = "something"   replace XX with 7 )


Original Design by Rutger Warnick
Mesh by Kleotol
texture by Kleotol
Armada conversion by APCMmkII

Cardasian Bakrus Class Frigate

Original design by Rob Caves
* Credit where credits due. *

Mesh and Textures by:		Kleovoulos Toltsoglou aka kleotol aka X-man
Web Page:
Created using:			Max r4.2

Conditions of use
*	You may not RE-distribute this mesh without express permission from the author. As with any free mesh on the web, you CANNOT use them for commercial purposes.
*	You should not publish them in any way without crediting the author. I have put allot of work in modeling/texturing this mesh for you, and this is the only thing I ask in return.
*	Commercial use of this mesh (selling it, placing it on a CD for sale, using it in any form of advertising etc.) is strictly prohibited.
*	Permissions for conversion of the meshes to game formats will be granted assuming I will be notified BEFORE any releases! Not after! Also, I hold the right to intervene and even stop a release if the outcome of the conversion is not up to the generally established quality standards. Further more, when you release the converted model in your project you agree to include this document along with your project's documentation as well as credits to the creator(s) in your project's documentation.

The archive file should contain the following:
*	This read me text
*	One mesh with a polycount of 1506
*	One mesh with a polycount of 3388
*	Four renders of the model in JPG format
*	Four textures in JPG format (two regular textures and two bump maps)
*	Two textures in TGA format (32bit with light map in the alpha channel)
If something of the above is missing please make sure you downloaded the file from the above-mentioned Web Page. In any case, please let me know of what is missing as well as the location from which you downloaded the archive.

Simply unzip the files in a directory of your choice and load the meshes in Max…
Note specifically for game-conversions: The diffuse map of the model is a "mix" map using the TGAs and a noise map. This cannot be imported to a game as is. Thus, I include separated version of the basic textures WITH the noise map added in Photoshop in JPG format.
Notice about low mem systems: The lighting of the scene is consisted of two omni lights set to cast ray-traced shadows. Omni lights and ray-traced shadows is a memory eater combo… You might want to switch them to shadow-mapped…

I guess that's it
Thank you for downloading this model
Have Fun


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Registered 27th June 2002

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