available mods for next release of mpr++

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available mods for next release of mpr++

Post by thunderchero » Sun Feb 01, 2015 1:06 am

Hi Everyone,

First, I know of no release date of next version. so don't ask....

right now I need plenty of time (3-6 months) to get things laid out for all these ships to be converted and ready.

I just wanted to make sure my plans will cover what most of you are wanting.

I will also be trying harder to keep the model scale used by the mod and closer like replacement model.

current mods will still be covered
vanilla
balance of power
error correction mod
fluids mod
Ultimate dominion mod

I plan on adding
All ages mod
Galaxy mod
uncivil war 2.0
Ultimate mod 5

other possible mods if requests are high enough
AFC Mod
Borg Incursion Mod
Building-mod 1.9.4
Colonies Mod 3.0.0
Delta Quadrant Mod
Ferengi-Dominion Alliance Mod
Flagship Mod 2.0
Imperial Mod
Mirror Mirror Mod
Planet Mod English/German
Prime Directive 1.5b2
Resistance Is Futile
Thunderchero's Multi-player mod

if some one else is interest in creating models and textures
Stargate Universe
Babylon 5

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Re: available mods for next release of mpr++

Post by foz » Sun Feb 01, 2015 6:59 am

...so when's the release date. Only kidding sent a message on the old post, just wanted to see if there were any tasks for someone who doesn't know how to model (as in graphics.. im sure id make a mean mankini model with my beer belly) or use c+ could help with?

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Re: available mods for next release of mpr++

Post by thunderchero » Sun Feb 01, 2015 8:53 am

Hi foz,

I will repost this, light textures take time to create and is mainly just a lot of copy/paste and highlighting.

I prefer psd format from adobe photoshop to keep layers separate (I use cs4) but many image editing program should work.

(repost)
if you guys want more models, it would speed things up greatly if I had light textures.

these are what takes the longest to do. here is an example of a light texture.
Ambassi.bmp
Ambassi.bmp (3 MiB) Viewed 3523 times
here is an example of the normal texture.
Ambass.bmp
Ambass.bmp (3 MiB) Viewed 3523 times
you will notice if these 2 files were placed on top of each other the normal and the light textures would line up perfectly.

you would need to first extract the gif files from the ship pack for alterations.

do not edit postion of images (mapping is important not to change)

create a copy of the images name copy ******i.bmp and save as bmp

It is easiest if you use a program such as adobe cs4 so you can create layers.

if you have any questions just ask.

lets see how good you can create these light textures.

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Re: available mods for next release of mpr++

Post by foz » Sun Feb 01, 2015 10:01 am

don't suppose you have a walkthrough, I have two weeks of solid work coming up but after that I have some time off, wouldn't mind sinking some time into grunt work if I can help out.

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Re: available mods for next release of mpr++

Post by thunderchero » Sun Feb 01, 2015 10:50 am

foz wrote:don't suppose you have a walkthrough
no walkthough on this, first thing I would ask would be what image editing software you would use?

if software does layers I would send you a finished psd or format for your software (with layers) and a texture that needs lighting texture. from there it should be self explanatory

basically you select area that would be lighted (windows/lights for example) copy then paste above the black background and highlight as needed. The spot light are a little more difficult since they use gradient overlay with shadowing and inner and outer glow. the nacelle glow effects is done using digital brush with low flow and very transparent color built up to get the effect you want.

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Re: available mods for next release of mpr++

Post by 29BQ » Thu Feb 05, 2015 7:34 pm

I can't wait for uncivil war 2.0 of mpr++ :)

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Re: available mods for next release of mpr++

Post by thunderchero » Sun Mar 22, 2015 3:28 pm

29BQ wrote:I can't wait for uncivil war 2.0 of mpr++ :)
really this mod is not ready/completed, but playable. :wink:

just an update on progress,

this demo version will focus on scale and replacement

Scale
the data from the original model/mod will be used to keep model proper scale for the mod. (same ship model may have 4+ scaled versions)

replacement
if model does not have proper replacement the original model will be converted to ogre format (example all mods will use same keldon, galaxy, brel ect, but with different scale)

So far I have most of the 3ds files and texture ready for all the models (285 models 2.5 gigs)

don't get your hopes up just yet. :grin: I still have a lot to get ready

Still to do
light texture 70% complete (thanks to foz helping out)
all models converted to ogre mesh/material
create placeholder flt for each model
create/edit all xml documents
add files to mods and test
collect files for installer
create new installers

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Re: available mods for next release of mpr++

Post by thunderchero » Tue Mar 24, 2015 7:28 pm

Hi Everyone,

I was doing some testing of conversion procedures and software and here is test model.

It uses single vertex phasers slots and new selection box.

this is the Borg tactical Diamond, funny thing is, test model is not even used...
screenshot 03242015_181522931.png
screenshot 03242015_181522931.png (270.4 KiB) Viewed 3389 times
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Re: available mods for next release of mpr++

Post by Flocke » Tue Mar 24, 2015 7:43 pm

thunderchero wrote:this is the Borg tactical Diamond, funny thing is, test model is not even used...
looks awesome, guess we need to find a use :D

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Re: available mods for next release of mpr++

Post by foz » Fri Mar 27, 2015 1:09 am

almost done with the rom's give em back to you next week.

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Re: available mods for next release of mpr++

Post by thunderchero » Sat Mar 28, 2015 1:41 pm

foz wrote:almost done with the rom's give em back to you next week.
sounds great, that will be the last of the light textures.

I have started creating the placeholders now. current working model total is 295 models. :shock:

last release was 116 models...
Flocke wrote:guess we need to find a use
Galaxy mod is only mod currently using Borg models and last I talked to Tethys, he was doing some editing on Bridge Commander

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Re: available mods for next release of mpr++

Post by Flocke » Sat Mar 28, 2015 7:15 pm

it could be an independent patch ;)

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Re: available mods for next release of mpr++

Post by JeanLucPicard1 » Fri May 15, 2015 2:24 pm

Flocke @ Thunder,

The Constitution from UDM III looks like the one Rick Knox designed for Star Trek Legacy, while the one for MPR ++ looks more like the P81 Constitution (also by Rick Knox) for Bridge Commander.

I think the one from UDM III looks better and was wondering if we could possibly see that one back in the next release of MPR ++ along with the original Constitution class.

I know the models between the two work differently with the hob mappings and such, but just thought I'd ask :)

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Re: available mods for next release of mpr++

Post by thunderchero » Sat May 16, 2015 8:05 am

Hi JeanLucPicard1,

with all the work on site, I have not had much time to work on new models for MPR++
JeanLucPicard1 wrote:The Constitution from UDM III
I guess you are talking about Constitution refit from UDM
not sure why you like that version so much, it has a very plain texture. but I only plan on 1 version of that ship.
JeanLucPicard1 wrote:if we could possibly see that one back in the next release of MPR ++ along with the original Constitution class.
AAM used the original Constitution so it will be part of next release, but iirc it was also from legacy. :wink:

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Re: available mods for next release of mpr++

Post by JeanLucPicard1 » Sat May 16, 2015 9:04 pm

I guess you are talking about Constitution refit from UDM
not sure why you like that version so much, it has a very plain texture. but I only plan on 1 version of that ship.
Yep, that's the one. The texture may be plain but it gets things right. Little things like the impulse engines are the right color (red).
The lines around the primary hull (saucer) look right, and so does the deflector dish.

It's hard to explain from memory. I haven't been able to run UDM III (non MPR) for a while now, so I can't reference the original model.
The game crashes whenever I go to look at the models in research.

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