A nice Klingon ship Originally by Kleotol, APCMmkII has converted them to A2!
Ghos'QIH" Cruiser copy kGhosQIH.SOD into \sod -folder kGhosQIH.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_kGhosQIH gbgho 0 0 64 64 now search for: # Wireframes # ---------- ## SPRITE DATA ## # Ship Wireframes @reference=128 @tmaterial=interface and add following lines: kGhosQIHw1 kwghosqih 40 0 40 40 kGhosQIHw2 kwghosqih 0 40 40 40 kGhosQIHw3 kwghosqih 40 40 40 40 kGhosQIHw4 kwghosqih 80 0 40 40 kGhosQIHw5 kwghosqih 0 0 40 40 no you have to open the tech1.tt from your \techtree - folder and add these lines: kGhosQIH.odf 2 kyard2.odf kupgrade.odf now open kyard2.odf from \odf\stations -folder and search for builditem-section now add the following under the last entry builditemXX = "kGhosQIH" (replace XX with a build-slot..that means if the last entry says buildbutton6 = "something" replace XX with 7 ) Credits: Original Design by PAAL Mesh by Kleotol texture by Kleotol Armada conversion by APCMmkII Origianl Readme: Klingon "Ghos'QIH" Cruiser Mesh: Paal and kleotol Textures: kleotol Created using: Max r4.2 Conditions of use * You may not RE-distribute this mesh without expressed permission from the author. As with any free mesh on the web, you CANNOT use them for commercial purposes. * You should not publish the mesh and/or textures in any way without crediting the author. I have put allot of work in modelling/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. * Any images you render and post anywhere on the Internet must include credits to the author(s) The archive file should contain the following: * This read me text * One mesh with a polycount of 1751 * 3 textures in JPG format ( bump maps) * 3 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… Notice about low mem systems: The lighting of the scene is consisted of 3 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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