rav8 rav8

Battlestar Galactica + Basestar + Vipers + Raiders + Raptor + Pegasus

Battlestar Galactica + Basestar + Vipers + Raiders + Raptor + Pegasus

Yay for Bill!

http://www.thegalacticcore.com/shipyard/thumbnails.php?album=12
The Colonial Battlestar Galactica

Download here, more to come!
167,894 views 61 replies
Reply #51 Top
really nice looking, only sci fi television show i enjoy too. might give these a try if i end up getting sucked in by galciv like i did when it was finally released
Reply #52 Top
Id really like to grab these models but for some reason im unable to download them. anytime i try i get this error:

Coppermine critical error:
Unable to connect to database !

MySQL said: Access denied for user 'superno_core'@'64.128.80.103' (using password: YES)

any help would be appreciated.
Reply #53 Top
Id really like to grab these models but for some reason im unable to download them. anytime i try i get this error:Coppermine critical error:Unable to connect to database !MySQL said: Access denied for user 'superno_core'@'64.128.80.103' (using password: YES)any help would be appreciated.


I had the same problem to, but I figure out how to solve it. Go on the second page of the thread and then click on the picture of the models.

I also suggest that you follow Moosetek13 advices.
Reply #55 Top

Quoting TheStonemansRevenge, reply 10
i cant seem to find those free graphics programs

 

it's been over a year since your post, but if you are still looking:

http://www.turbosquid.com/gmax

http://www.blender.org/download/get-blender/

never used gmax, but it's apparently similiar to 3ds, Blender i don't like and it has a steep learning curve, but don't let that stop you....

And to get you started;

http://simviation.com/gryphon/tutorials/gMax_00.htm

http://www.blender.org/education-help/tutorials/

and if you get as far as getting an actual mesh completed without smashing your computer into a million pieces or hanging yourself from the shower curtain rod in complete and utter frustration and defeat (came real close to both of those options while teaching myself Lightwave), you will need to skin those models so here are some links to help you with that if you don't already own and operate photoshop (legal or otherwise...):

http://www.gimp.org/

http://www.gimp.org/tutorials/

these are the top rated free programs out there, and as far as i have heard are every bit as capable as most high end software available, if you have the time and patience to learn them (trust me, it takes a lot of both but is quite rewarding if you stick with it).

good luck buddy, and remember to remember that it's supposed to be fun!

Reply #56 Top

Quoting Moosetek13, reply 23
Copying the files is only half.

*****Edit:
I only just noticed that the file names duplicate the original style.
I had changed the names to the actual ship name, so s99_Huge_1.x was renamed to s99_Basestar.x. Just made more sense to me at the time.
S99_ is the prefix to allow all races to use the hull.
But I see a conflict arising if there is an s0_Huge_1.x and an s99_Huge_1.x if the player is not using a custom race. If the player is Terran the game may always use s0_ over s_99, and so the new hulls would never show up unless they are renamed and also have unique Hull entries in GC2Types.xml.
(If you rename the .x files - do NOT rename the .png files)
*****

The other half is specifying the hulls in GC2Types.xml, or in a .xml file in the current Mods\(yourmod)\Data\ShipComponents folder.


It is always better to copy the files into the gfx\models (and gfx\thumbnails if thumbnails are provided) folder under the mods folder. It keeps your base install a lot cleaner, and it may be necessary if you are specifying the hulls in the above mods location.

I have a separate file for the Battlestar hulls - 'Battlestar Hulls.xml' - located in C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\KHSM\Data\ShipComponents.
I also have a 'Vulcan Hulls.xml', 'Federation Hulls.xml', 'Asgard Hulls.xml', ...

And example entry for the Basestar (in either the main GC2Types.xml or a separate file in mods...) would be: ( < and > were changed to [ and ] for posting)

[Hull Name="BaseStar"]
[DisplayName]BaseStar[/DisplayName]
[Description]Cylon BaseStar[/Description]
[Cost]160[/Cost]
[Size]80[/Size]
[SensorRange]4[/SensorRange]
[HP]50[/HP]
[Model]Basestar[/Model]
[Thumbnail]Basestar[/Thumbnail]
[Speed]1[/Speed]
[Category]Huge[/Category]
[Logistics]8[/Logistics]
[Tech_Requirement]Massive Scale Building[/Tech_Requirement]
[/Hull]


If you create a separate file for the hulls, make sure you get the file structure right:


[?xml version="1.0" encoding="UTF-8" standalone="yes" ?]
[GC2]

[DataChecksum NoParse="1"]
[Ignore]DisplayName,Description,Model,Thumbnail,Animation[/Ignore]
[/DataChecksum]

[Hull Name="BaseStar"]
[DisplayName]BaseStar[/DisplayName]
[Description]Cylon BaseStar[/Description]
[Cost]160[/Cost]
[Size]80[/Size]
[SensorRange]4[/SensorRange]
[HP]50[/HP]
[Model]Basestar[/Model]
[Thumbnail]Basestar[/Thumbnail]
[Speed]1[/Speed]
[Category]Huge[/Category]
[Logistics]8[/Logistics]
[Tech_Requirement]Massive Scale Building[/Tech_Requirement]
[/Hull]

[/GC2]


That would be the complete code for 'Battlestar Hulls', minus all the other hull entries.

 

Hello all,

I'm new to all this so was wondering if someone could help.

If I just put the models into the folders would that effectively replace the current Terran models or would I still have to write up an xml (or add it to the 'type' xml file)?

Also, if I wanted to use these models for the Terrans, without replacing existing models, would I be able to just use the method above and use s99 prefix?

Also, when adding information about speed, cost, size, etc etc etc etc... what would be good values to have for the Vipers and Cyclon Raiders etc?


Thanks,

Alf

 

 

 

 

Reply #57 Top

Can anyone help with the above? I tried doing it the other night and could not getting it working.

Reply #58 Top

This would be the BSG mod I mentioned in a previous post...

I would like to say "excellant job" so far rav! I havent seen you around for a long time now, but if you are do you have plans to finishe this mod. Or is there anyone out there that can/would want to?

Reply #60 Top

i manage to make it work for twighlight but there is no hardpoints on the hull. i cant attach anything to it. any help?

Reply #61 Top

The hardpoints are inside the ships (near the rear), and they are very small.

You can place components by simply double-clicking the component. It will automatically place itself on a hardpoint.

It was done this way to keep the models looking like they should. I mean, who wants to have a bunch of engines and junk on the outside of those ships?

If you zoom in all the way to where you are inside the model itself you should be able to see the hardpoints. But good luck trying to manually place anything, because they are so very small.