A nice Cardasian battle ship! A conversion from a1 to a2 from kleotol's original
Bakrus Class copy 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 well..so you need to edit your gui.global.spr 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 # ---------- ## SPRITE DATA ## # Ship Wireframes @reference=128 @tmaterial=interface 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 tech1.tt 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 ) Credits: 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: http://hosted.unitedfederation.net/~kleotol/ E-mail: firstname.lastname@example.org 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. Instructions. 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 Regards Kleotol
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