NX-01 remodel + retexture

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Benman2785
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NX-01 remodel + retexture

Post by Benman2785 »

NX-01 now with (new) NV-01 Intrepid like deflector :)

https://youtu.be/1hrP2DrIrfI watch here and check size compared to other ships of era
NX-01_remodel.jpg
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Benman2785
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Re: NX-01 remodel + retexture

Post by Benman2785 »

ps texture is not 100% correct - but works so far (and i dont have much time right now)
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Re: NX-01 remodel + retexture

Post by thunderchero »

did you use new phaser vectors on phasers?
viewtopic.php?p=59874#p59874
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Re: NX-01 remodel + retexture

Post by Spocks-cuddly-tribble »

:up:
thunderchero wrote: Mon Sep 04, 2023 6:40 pmphaser vectors on phasers?
viewtopic.php?p=59874#p59874
But note that custom phaser slot values for ships don't allow for shared trek.exe ships slots: viewtopic.php?p=32044#p32044

The list of ship slots can be extended by relocation, but Flocke will hate this for UE compatibility reasons...
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: NX-01 remodel + retexture

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Sep 04, 2023 7:28 pm :up:
thunderchero wrote: Mon Sep 04, 2023 6:40 pmphaser vectors on phasers?
viewtopic.php?p=59874#p59874
But note that custom phaser slot values for ships don't allow for shared trek.exe ships slots: viewtopic.php?p=32044#p32044

The list of ship slots can be extended by relocation, but Flocke will hate this for UE compatibility reasons...
for shared slots I was going to suggest 4 forward "41" left "48" right "44" 2 rearward "42"
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Re: NX-01 remodel + retexture

Post by Flocke »

Spocks-cuddly-tribble wrote: Mon Sep 04, 2023 7:28 pm The list of ship slots can be extended by relocation, but Flocke will hate this for UE compatibility reasons...
Problematic with UE right now is when segment changes overlap. UE has no proper case dependent load implemented, but instead such segments are merged inro one implementation class. When you relocate to a new area never to be used by any other mod, and I can read some fixed pointer location, I can easily implement to optionally load the list from the other location.

But I hate to invest time into this, because we can do better than relocating it in trek.exe. The list can be changed to be loaded into dynamic memory and be pre-filled by some new load routine, that e.g. reads contents from some new stbof.res file. And while that can be achieved in asm too, it will be soo much easier when I proceed on the framework project.
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Re: NX-01 remodel + retexture

Post by Benman2785 »

i did used a shared phaser slot A__ for this ship when i extracted it

i dont know how to edit phaser vectors - but 1-6 are foreward and 7 & 8 are aft

did the ship worked for you?
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Re: NX-01 remodel + retexture

Post by thunderchero »

Benman2785 wrote: Tue Sep 05, 2023 1:37 am i did used a shared phaser slot A__ for this ship when i extracted it

i dont know how to edit phaser vectors - but 1-6 are foreward and 7 & 8 are aft

did the ship worked for you?
I have not loaded model into game just looked at files

did you follow the new video I created on phaser placement?
viewtopic.php?p=59824#p59824

As Spocks-cuddly-tribble pointed out if you use vectors you would not be able to share a slot unless shared ship has same vectors values
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Re: NX-01 remodel + retexture

Post by Benman2785 »

nope - i simply used the easy phaser file for 8 phasers
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Re: NX-01 remodel + retexture

Post by thunderchero »

Benman2785 wrote: Tue Sep 05, 2023 12:24 pm nope - i simply used the easy phaser file for 8 phasers
if you did not move them how do you have aft?
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Re: NX-01 remodel + retexture

Post by Benman2785 »

i usally use full faces for phaser slots - i copy them and assign one each to phaser slots
usually 6 from front and 2 from aft
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Re: NX-01 remodel + retexture

Post by Benman2785 »

made the deflector dish a little shorter - now it looks better
texture is better now - yet not perfect

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