Ghos'QIH Cruiser

A nice Klingon ship Originally by Kleotol, APCMmkII has converted them to A2!


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A nice Klingon ship Originally by Kleotol, APCMmkII has converted them to A2!

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Ghos'QIH" Cruiser

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 you need to edit 
your 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
# ----------


# Ship Wireframes

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 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 )


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.

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


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Registered 27th June 2002

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