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Captain Russell's Borg Tactical Cube Double Pack (Remastered Version) v1_7

1694181549-Captain Russell's Borg Tactical Cube Double Pack (Remastered Version) v1_7.zip

Description

This mod contains two versions of a Borg Tactical Cube by Captain Russell, updated for BC Remastered v1.2!


This mod has been updated per the notes below:


Updated 2023-08-31 by MSR1701 with the following changes:

- Updated Projectile Script for compatibility with REv1.2

- Cloned ship to allow "Uber" version to be usable with the more powerful HP file in the "Extra" zip file

- Plugins created to load ships under "Borg Ships"

No other changes were effected to the model, textures and scripts on this update.

I can be reached on Discord @ MSR1701 at the REP server @ https://discord.gg/TTGyDyYY6T


To Install:

Copy the folders for the version you wish to install (KM or Remastered Version) into the root install folder of your game install (the folders "Data," "Scripts," and/or "SFX" (the latter may not always be in a given mod). Then run the game, and your ships should load in QuickBattle!


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README

Mod Name:	CR Borg Tactical Cube

Author:		CaptainRussell

Requirements:
-Bridge Commander
-BCMI
-BCMP

Information:
	This mod contains my Borg Tactical Cube, a ship which I modelled from scratch and textured with common Borg textures which are available with many other Borg vessels for Bridge Commander.
	The ship is accurately-scaled to be 3000 meters to side, making it absolutely enormous in-game - it's basically the same size as my standard Borg Cube (recommended to go with this ship) but with high-detail armor plating modelled on.  The armor plating is modelled directly onto the main hull with no "submerging" bullshit - this will ensure that the ship damages fairly well in Bridge Commander.  The mesh has 14,753 polygons and 22,728 vertices resulting in an 847-kB model NIF, which may cause a big slow-down on shitty computers.
	I've given the ship a single-fire hardpoint with toned-down firepower so that people will enjoy fighting it - you'll need a very powerful computer in order to put enough ships on the screen to beat this thing however.
	The only bug in this ship occurs when speculars are enabled; several polygons on the ship will light up brightly for no apparent reason when speculars are enabled; I've still included speculars however because they give the armor plating a nice metallic look.

Installation:
	Double-click on "CRTacticalCube.exe" and follow the instructions to install the ship.  After installing the ship, extract the "Extras" ZIP archive and check out the contents in here (there is another read me file in this archive with more instructions and suggestions).




#########################################################################
#									#
#	MESH BY CAPTAIN RUSSELL						#
#	HULL TEXTURES BY C2EXTREME (MODIFIED BY ME)			#
#	ARMOR TEXTURES BY DARK DRONE					#
#	WEAPONS AND HARDPOINTS BY CAPTAIN RUSSELL			#
#									#
#########################################################################



Also in this folder is a brutally-powerful multi-fire hardpoint for my Tactical Cube which allows it to lock up to 27 beams onto one target simultaneously, as well as fire up to 12 plasma cannons simultaneously - if you want this kind of firepower for the Tactical Cube then take the file, "CRTacticalCube.py" and drop it into "Bridge Commander/scripts/ships/Hardpoints" folder, and be sure to delete the PYC file "CRTacticalCube" if it's in here.

Also, if you want the Tactical Cube to damage better in-game, you can adjust the values for its internal and external damage resolutions in the ship's script in your "Bridge Commander/scripts/ships" folder - open up the script and you'll see a bunch of information as well as three lists of values that determine a lot of important stuff about the ship, including its internal and external damage values, if it has any (large bases usually don't have internal damaging ability).  The default values for internal and external damage resolutions are 200 for high, 300 for medium, and 400 for low.  If you have at least 512MB of graphical memory, you can try lowering the damage resolutions (the lower they are, the more detailed the damage to the ship and the larger its vox NIF) - for a 512MB graphics card try setting them both to 100 for high detail settings and see how the ship plays - bear in mind that if a large vox NIF has to be written, the ship will take a long time to load the first time you load it.  You will also need to delete "CRTacticalCube.pyc" out of your "scripts/ships" folder if it exists as well as any vox NIFs or voxelizer debug TXTs out of the "data/Models/Ships/CRTacticalCube" folder.  If you scale the resolution values too low, BC will take forever to load the ship or may just crash.  Also, if the damage values are too low and the ship does load, when it takes damage your frame rate will slow to a crawl.  Be warned about adjusting these values!  You must be fairly experienced to do so!!!

-CR

Updated 2023-08-31 by MSR1701 with the following changes:
- Updated Projectile Script for compatibility with REv1.2
- Cloned ship to allow "Uber" version to be usable with the more powerful HP file in the "Extra" zip file
- Plugins created to load ships under "Borg Ships"
No other changes were effected to the model, textures and scripts on this update.
I can be reached on Discord @ MSR1701 at the REP server @ https://discord.gg/TTGyDyYY6T

To Install:
Copy the folders for the version you wish to install (KM or Remastered Version) into the root install folder of your game install (the folders "Data," "Scripts," and/or "SFX" (the latter may not always be in a given mod).  Then run the game, and your ships should load in QuickBattle!


This program is not made or supported by Activision. You may distribute this program freely as long as the original archive is distributed and no part of it, including this document, is modified or missing.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager and related properties are Registered Trademarks of Paramount Pictures registered in the United States Patent and Trademark Office.

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