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TOS Canon Mod Pack (TCMP) -- Updated 4/26/08
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What should the registry number be for the USS Daedalus?
NCC-01
3%
 3%  [ 2 ]
NCC-001
5%
 5%  [ 3 ]
NCC-100
45%
 45%  [ 25 ]
NCC-150
41%
 41%  [ 23 ]
Other (Please Specify)
3%
 3%  [ 2 ]
Total Votes : 55

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Post Posted: 06-13-2006 11:56 PM Post subject:

In Emterprise, when the Defiant powered up, the buzzards moved in different directions


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Post Posted: 06-22-2006 11:46 PM Post subject:

Um....Can we get an update please?


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Post Posted: 06-22-2006 11:48 PM Post subject:

As I understand it, this is on the back burner while Phaser attends to other more pressing projects


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Post Posted: 06-23-2006 12:25 AM Post subject:

Alright thanks


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Post Posted: 07-03-2006 02:30 AM Post subject:

Okay, folks. Major update: For the last week or so, I've been building a brand-spanking new K7 Station. I've decided I'll be including it in TCMP, so TCMP is going to be delayed a bit while I map and texture the new station. This is my first mesh made completely from scratch (Dance), and with online guides and a lot of help from Adonis (thanks again!!), I'm very confident in it.

I need the mesh converted to .nif so I can see how it damages in-game. If anyone can convert it to .nif immediately, please PM me. Thanks.

Now, for the pictures!




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Post Posted: 07-03-2006 02:33 AM Post subject:

nice work

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Post Posted: 07-03-2006 04:15 AM Post subject:

VERY NICE!


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Post Posted: 07-03-2006 05:36 AM Post subject:

I like it, very much so! All it needs is a cloaked Defiant in the background and it'll be a great POTD Wink


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Post Posted: 07-03-2006 07:24 AM Post subject:

Looks great Phaser. Excellent work.

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Post Posted: 07-04-2006 06:35 PM Post subject:

How do you... see... a cloaked ship in the background.

*realises it was a joke.*

ahem...

*walks away quietly*

Very nice job, Phaser!


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Post Posted: 07-04-2006 08:05 PM Post subject:

Really good work Phaser, will you ever make kitbashes of K7 for something like 23rd century outposts?...

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Post Posted: 07-05-2006 01:46 AM Post subject:

Thanks, everyone!

MickJo: It could be done, but I'm not going to be up for doing something like that any time soon. K7 is keeping me quite busy atm.


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Post Posted: 07-19-2006 03:02 PM Post subject:

The whole mod looks amazing - nice to see a good looking K7 coming up. Looking forward to this one


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Post Posted: 08-04-2006 02:37 PM Post subject:

any progress? this one looks juicy!

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Post Posted: 08-04-2006 05:13 PM Post subject:

Nice work Phaser, the K-7 mesh looks awesome!!. Smile


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Post Posted: 08-04-2006 07:37 PM Post subject:

Thanks. You should see what it looks like now! I've almost finished the textures. I'll give a progress report once I've finished that.


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Post Posted: 08-12-2006 03:22 AM Post subject:

General Update:

Brand-spanking new K7 Station:







Mesh complete. Damages perfectly in-game. 9047 polygons. Grin

I've added NanoFX Blinkers that are canon to Trials and Tribble-ations." The hardpoint is complete, but I haven't been able to test it yet. More on that in a bit.


Now, for a surprise:

Revamped Constitution Mesh:

Old:


New:


Mesh is almost complete. 17000 polygons, but that'll go down somewhat once she's complete. Grin

I've completely rebuilt the saucer, impulse engines, and neck. I've also reproportioned the nacelles, pylons, and secondary hull. Finally, I've rebuilt the part of the secondary hull that intersects the neck.

I haven't yet revised the textures to reflect some new mapping, but that won't take more than an hour to do. Other than that and some hardpoint tweaks, she's just about finished. Best of all, she's been completely joined using the boolean function, meaning she will damage perfectly in-game (no more severing a nacelle and watching the saucer dissappear!). Also, the new saucer eliminates that annoying mesh error just in front of the 'spine' (that grey strip on the back of the saucer).

(BTW, unlike most out there, the schematics in those images are extremely accurate. Wink)

I'd build a completely new model, but the nacelles and secondary hull in Anduril's model are really very good, so it's not necessary. Plus I'd like to get this mod released some time. lol


Of course, this wouldn't be a general update if there was only good news Rolling Eyes (I said I haven't been able to test K7's hardpoint in-game, remember?). I've acquired a copy of Max 3.1 (thanks again, Cube), but I'm having a problem getting the mesh to convert properly. The mapping coordinates are lost when I import it into my copy of Max 3.1, while it imports just fine for starforce2. Obviously, when I tried my imported version in-game, the textures were screwed up. The odd thing, however, is that when I try starforce2's copy, two of the three textures appear properly on the mesh, but the last one doesn't appear at all, and it's a slide-show in-game. Any help would be appreciated.


One last teaser:
Since I built a new Constitution-style saucer and neck in less than two days...


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Post Posted: 08-12-2006 03:29 AM Post subject:

Looking very sweet there Phaser cant wait to have some old school ships duking it out


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Post Posted: 08-12-2006 03:48 AM Post subject:

I'm not sure if it's actually canon but I think the K ment Kelper...

Love that shuttlebay joke Phaser... Cool


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Post Posted: 08-12-2006 05:34 AM Post subject:

Phaser, you are setting a new standard for TOS models.

Outstanding job.

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Post Posted: 08-12-2006 08:59 AM Post subject:

i must say the K-Class station is looking very good
and the Constitution class is coming along nicely


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Post Posted: 08-12-2006 10:48 AM Post subject:

K7 looks awesome, as for the Enterprise brilliant work Phaser, jaw-dropping stuff. And it really pee's me off when I can't find a single thing wrong a mod!!.Your making me nuts!


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Post Posted: 08-12-2006 06:26 PM Post subject:

Great job Grin


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Post Posted: 08-13-2006 01:28 AM Post subject:

Although im a little tos-hater im surprised by the look of it Grin


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Post Posted: 08-15-2006 10:45 PM Post subject:

Awesome work Phaser! Flip off


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Post Posted: 08-16-2006 01:28 AM Post subject:

Quote:
Welcome to K7
Now go home!



Laughing


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Post Posted: 08-16-2006 02:25 AM Post subject: any idea??

Considering all the new overhauls...about how long can we expect to wait...not asking for a exact date or anything...just a very round a bout idea.

I really don't want to see the "when it's done"...from everybody...because I am not asking for a exact release date.

any ideas?

Mike


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Post Posted: 08-16-2006 06:37 AM Post subject:

Honestly, I wish I knew. I stopped giving expected release dates a while ago because I just kept overhauling and adding more and more to the mod as I learned more and more (such as modeling and mapping in 3DS Max).

However, now that I've gotten modeling and mapping under my belt (well, to an adequate extent with modeling), I can say with some confidence that there won't be anymore huge overhauls (I've known how to hardpoint and texture for a long time, so those aspects have been covered for a while). Bottom line: I'm aiming to release the mod by the end of the year. No promises, of course. It's just that I don't see many other areas that need to be improved.

And, on the note of improvement:

Constitution Class:




6353 Polygons (BTW, my previous high poly count was due to all the hidden objects in the file. Whoops! Razz)


Saladin Class:




3828 Polygons


Finally, a surprise:

Ptolemy Class:



5236 polygons

The mesh is virtually complete; I just want to touch up a couple spots. Mapping is also complete. Textures are a WIP (hence the unfinished tow pad and incorrect registries). This ship will be MVAM-capable. I'll include five models: No pod (shown), One pod, two pods, one pod alone, and two pods alone.

One last thing:
I'm considering making the Surya Class. Stay tuned.


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Post Posted: 08-16-2006 05:50 PM Post subject:

Excellent new ships, they all look really tidy!!. Thought the Bussard Collectors were a little too red, but other than that gr8 job!! Cool


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Post Posted: 08-26-2006 06:51 PM Post subject:

I said I'd maintain the TCMP thread here in addition to the one at BCC, so:

The ships:

Constitution Class:



6353 Polygons



Saladin Class:



3828 Polygons



K7 Station:

7356 polygons



Ptolemy Class:


5236 polygons



Ptolemy Class + Mk I/II/III/V Transport Container:


5922 polygons



Ptolemy Class + Two Mk I/II/III/V Transport Containers:


6626 polygons



Ptolemy Class + Mk IV Transport Container (Personnel):



7587 polygons



Mk I/II/III/V Transport Container (Alone):

704 polygons



Two Mk I/II/III/V Transport Containers (Alone):

1344 polygons



Mk IV Transport Container (Alone):

2305 polygons



Type 1 Shuttlecraft:

2124 polygons (Mesh cleanup in progress)




Daedalus Class:


3802 polygons (This mesh is pretty messy. I'm going to try to clean it up more, but I might end up just making a new mesh; we'll see)


The Ptolemy Class ships will be MVAM-capable.

The Mk IV Transport Container (or as I like to call it, the Life Pod) is equipped with impulse engines and minimum shielding, but no warp capabilities or weapons. Think of it as a giant escape pod.

Also, since the Mk IV carries personnel I thought it would be fitting to make the Ptolemy + Mk IV Transport Container able to repair systems slightly faster than the other versions (since there are more people around to fix things in a crunch).

Ranking by speed and maneuverability (1 = fastest/most maneuverable, 4=slowest):

1. Ptolemy without any pods attached (no cargo=>less mass=>faster)
2. Ptolemy + One Transport Container
3. Ptolemy + Life Pod (like with Galaxy Class ships, the Impulse engines on the Life Pod aren't active when it's docked with the rest of the ship, so it's still sluggish even with the extra impulse engines)
4. Ptolemy + Two Transport Containers

I haven't decided yet where the Life Pod itself will go in that list.

By the way, the Mk I/II/III/IV/V Transport Containers are based on the following images from the Star Fleet Technical Manual:




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