Possibility of a New Stargate Mod.....

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Possibility of a New Stargate Mod.....

Postby MajorPayne » Wed Jan 18, 2012 1:02 pm

Now before anyone gets excited in any way read below:

As many will know I'm generally well known for my BI mods but I decided to go for a different angle. Due to the recent suggestion by Jetnova16 and the fact that I've started gathering resources I've been toying with the idea of a solid new stargate mod. Tentively titled "NEW OFFENSIVE", I'll be looking in to the possibility of building on the Flops latest version to take advantage of certain features that mod allows. Although I've posted some details on MSFC nothings been set in concrete just yet. So in essence this will be an A2 style mod and whilst much of the details is still yet to be decided on my six races have been all but chosen (more on them later).

As many visitors to the forum will have already seen I've been testing my rebuild of Atlantis and these tests have been going on in various capacities. Now this testing is done I plan to commence with locating and deciding upon the various units that will be made usable. The basic list of required units is as follows:

STRUCTURES
- Starbase: Obviously required as a starting point for all siz sides. Will grant access to the basic non combat selection plus perhaps two others.
- Defensive Turrets: Up to 3 will be available to each side and will be primarily based more on the weapons from the variou series and dependant on the side.
- Research Structure: Each side will only require a single station as I plan to vary the way research is used.
- Shipyard: Unlike the stock game there will only be a single shipyard needed due to the fact that I am not having a shed load of ships. Fighters, where buildable will be constructed from a minor facility or possibility the sides starbase.
- Super Structure: This is currently unknown but as with the stock game will be unique to each side. These will be decided at a later time.
- Resource Structure: The sides will obviously have access to a resource station which will be able to process one of the three replaced resources.
- Additional Structure: Another structure which is likely to be unique to each side. Details are totally unknown at this time.

NON COMBAT SHIPS
As with the stock game these three ships will normally be non combat but can still engage if necessary:
- Construction Vessel: Used to construct ALL facilities.
- Resource Collector: As the title suggests this vessel will be used to collect and deposit any resources that are collected.
- Specialist unit: This unit will provide something useful to help the player.

COMBAT SHIPS
- Scout: Fast and highly manouverable this class will be used more for intel than anything else.
- Destroyer: Up to two vessel classes. Used for quick strikes and to bolster a fleet.
- Cruiser: Up to three vessel classes.
- Frigate: One class for each side where necessary.
- Battleship: Up to two vessel classes.
- Carrier: The dedicated carrier is a possibility at this time. It depends if fighters can be deployed and recovered correctly. If they can't then this ship will be omitted from the list.

RESOURCES
Due to the nature of the ships used in the series I have decided on an almost complete change of resource for the mod. At the time of writing this they are as follows:

- Naqahdah: Most likely replacement for Dilithium.
- Neutronium: Most likely replacement for Latinum.
- Metal: Retained as a resouces mined from planets.

Further details will be made public as necessary. Full ship lists may be posted when they are decided upon.
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Postby fuller » Thu Jan 19, 2012 4:10 am

looks pretty awesome.
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Postby jetnova16 » Mon Jan 23, 2012 2:19 pm

Sounds great MajorPayne!

I like your ideas.
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Postby fuller » Tue Jan 24, 2012 4:13 am

Yeah, does look pretty decent
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Postby MajorPayne » Wed Feb 08, 2012 6:59 pm

So whats been happening??

Well aside from having a few minor problems with another mod that I won't go into right now, everything is on track.

Mod making can have its high and low points. I think the lowest point a modder can get to is lacking the motiviation to continue. Also encountering problems of any kind can cause a modder to just quit, but I've learnt that patience is your best ally. With this in mind, I present my latest model rebuild - The BC-304.

Image
Image

Although I don't usually post images of unfinished models, I've done this to attempt to show what can be done with the right tools. Does this make me a good modeller?? Well not really. The reason for this is simply due to the amazing reference material its possible to get hold of. So after nearly 20 hours of studying some of these reference materials I have, what I believe, is as close to accurate as possible whilst sticking to a maximum poly count of 6k.

Remember that anyone who "oohs" and "aahs" over this, it takes more than having the right tools to create ANY model.

I'd like to thank Sandma3d for the original along with -RJB-, Deliciusman and Chris Diston for their released reference material which made this model possible.
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Postby jetnova16 » Wed Feb 08, 2012 7:14 pm

Nice BC-304 MajorPayne, I like it alot!

I know what you mean about modding problems and lossing/lacking motivation. I have had that happen alot.

I have some MS3D models for a few Tau'ri and Ancients ships that one of the people interested in my StarGate Mod gave me to use. I could send them to you if you want to take alook at them or even use, kitbash or do whatever with. Let me know, I'm know he won't mind, he just is interested in a finished StarGate mod as well. I know it will be better. I do got some voiceovers though as well.

I can easily stop on my mod and just wait for yours. I know it will be better than what I have come up with.
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Postby MajorPayne » Wed Feb 08, 2012 9:18 pm

jetnova. As I said before, theres no need to stop your mod as any modding you do is always good experience. As for models. Its up to you, but I will need to know who the original author is.
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Postby jetnova16 » Wed Feb 08, 2012 9:29 pm

Ok, I'll continue working on my mod mostly just to have fun and to learn more.

The models I mentioned were actually sent to me in SOD format and I was able to open them through MS3D. I'll send you an e-mail with them as an attached file and also with the original creators name and e-mail address.
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Postby MajorPayne » Wed Feb 08, 2012 9:42 pm

No problem.

Besides. You never know. I might need help with this project once the models are nearing completion.....
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Postby jetnova16 » Wed Feb 08, 2012 9:50 pm

MajorPayne wrote:No problem.

Besides. You never know. I might need help with this project once the models are nearing completion.....


e-mail sent, and I also send the creator/my contact an e-mail as well to let him know I sent them to you.

****
I could if you want give alittle help with your project, like the voiceovers that I have or something else. Even if it is just testing out something for you.
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Postby MajorPayne » Thu Feb 09, 2012 6:49 am

Whilst that would be a nice thought Maj I actually was quite surprised with the results. When I first started working on texturing this I did nearly give up as it just looked utter rubbish, but I'm quite happy with the results. Considering I chopped up sections from the original Orthos I have of RJB's work and although some of the sections were a bit fiddly to place, it went much better than expected.

So after just under 26 hours total construction/texturing time I present my interpretation of the BC304 in all its glory (yes I know the engines are blue but I really like the colour :D)

Image
Image
Image
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Postby jetnova16 » Thu Feb 09, 2012 1:15 pm

Looks very great!
Nice job MajorPayne!
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Postby fuller » Mon Feb 20, 2012 4:18 am

that is a really good job, well done. the detail is incredible!
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Postby jetnova16 » Wed Feb 22, 2012 8:21 pm

MajorPayne, I was wondering if you got the SOD files that I recently sent you by e-mail?


reply edited. See my response below - Major A Payne
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Postby MajorPayne » Mon Feb 27, 2012 11:10 am

yes I did get them thankyou.

However, as you may have quickly noticed I have edited your reply above. Now why have I done this you may ask?? Well simply others might put up with it but I'm somewhat unimpressed at your using my threads to repost a problem your currently having.

Kindly refrain from repeating this as you have already created your own thread for the purpose of posting your mods problems and highjacking someone elses thread is downright rude.
-------------------------------------------------------------
Now that I've said that I can back to the topic at hand. Some may remember a way back I released a duel pack of the BC304 and X303. Both of these very low poly rebuilds of Sandmans rather nice looking models. The BC304 whilst taking some time to complete turned out somewhat better than I had expected so I moved onto the remake of the x303. Unfortunately, I've been unable to obtain suitable textures to match the Daedalus so this ship looks a bit out of place to say the least.

However, I'm still happy with the results and with a bit of minor editing to the textures this can now be used as a regularly buildable ship. Anyway, heres the pics:

Image
Image

As with all these there is some innacuracies but I'm not concerned about those at this current time. Next up, and last to go for the Tauri known ships, is the F302.
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