OHM Enterprise A and Klingons

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Author: weirdguy

The classic Enterprise from from Star Trek movies sitting in a space dock, along with a Z'gal Klingon Battleship, and K'tinga Battle Cruiser above it.  There is a Galileo 7 shuttlecraft you can fly from Cape Canavaral to the Enterpise and dock inside it's shuttlebay (doors are not animated to open, so just fly through them).

This add-on does not require Vinka's Spacecraft DLL.  Also, there are no textures, as I modeled my ship's hull details in full 3D instead.


DOWNLOAD
 
I really like your modeling. Not only do your ships look great, but they seem to be exceptionally easy on the frame rate for my older machines.

I'm also a long-time fan of your MilleniumF3.msh. I used to get a good frame rate flying it around with 256MB RAM at 450MHz on Orbiter 50216. Some time ago, using Meshwizard and Anim8tor, I added landing gear and a ramp to it and then animated them as well as some other groups using Vinka's Spacecraft3.dll.

Perhaps this is the wrong forum, but I wasn't sure how to contact you either to arrange to send these files to you, ask for you permission to upload, or both.

Really, very nice work.
 
Well, I think I am getting better.

By the way, I had a plan to actually model the inside as well using some deckplans you can find online. However, that would take far too long and orbiter turned out to not handle meshes that close to the screen that well.

I do have a habit of flying up the shuttlecraft, docking, then jump to Enterprise, go external camera focused on the station, then flying the E out of the dock slowly.

As for my older work, yes, you can take it and run with it. I could even send you the original animator files if you like.
 
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Well, I think I am getting better.

By the way, I had a plan to actually model the inside as well using some deckplans you can find online. However, that would take far too long and orbiter turned out to not handle meshes that close to the screen that well.


You could implament the interior as a VC. Spacecraft3 has accomadation for this. You simple make a seperate mesh for the interior.

:cheers:
 
Does that allow you to "move" your viewpoint around, or just swivel your point of view only?

What I meant by modeling the interior was to do the WHOLE ship, from engine room to crew quarters, to torpedo bays, sick bay...all of it...every hallway...every room in the whole ship.

A virtual cockpit sounds like the only thing you need is the bridge.
 
Well, I think I am getting better.

By the way, I had a plan to actually model the inside as well using some deckplans you can find online. However, that would take far too long and orbiter turned out to not handle meshes that close to the screen that well.

I do have a habit of flying up the shuttlecraft, docking, then jump to Enterprise, go external camera focused on the station, then flying the E out of the dock slowly.

As for my older work, yes, you can take it and run with it. I could even send you the original animator files if you like.
Thank you for your generosity :tiphat:. I ought to be able to get something uploaded to Orbiter Hanger Mods this weekend.:probe:
 
Does that allow you to "move" your viewpoint around, or just swivel your point of view only?

What I meant by modeling the interior was to do the WHOLE ship, from engine room to crew quarters, to torpedo bays, sick bay...all of it...every hallway...every room in the whole ship.

A virtual cockpit sounds like the only thing you need is the bridge.
I believe you may find this useful: [ame="http://www.orbithangar.com/searchid.php?ID=4256"]First Person Experience[/ame]
 
Well I can code DLLs and I am really interested in making a complete add on for the Enterprise just to see how far things can be taken in Orbiter :thumbup:....now, don't worry about the moving viewpoint thing. The First Person Experience add on sets the camera offset dynamically and allows movement inside the cockpit to any point. If this logic was modified to restrict the offset position to within the cockpit it would in effect implement collision detection and consequently be more realistic(prevent viewpoint flying out to space!). I believe I can do that.

Secondly, here are my plans for the enterprise :
- not just the bridge can be modeled with VC meshes but the whole of the decks. Since we will be able to have camera control so moving around and basic collision detection should not be a big issue
- Realistic crew can be modeled by using UMMU - the mesh can be animated to walk using animations in code. I am working on this. They can be carried in a ship by using attachment points - inside the ship. When they want to move the parent vessel simply moves the attachment point(I will test this today)
- Bridge controls can be implemented by dynamic textures for the MFDs that already works so well in all vessels - movement of panels inside the bridge and lifts etc can be effected by modifying the mesh - I saw in the manual that the mesh parts of a VC can be transformed.
- Warp Speed code can be got from the Relativistic Warp MFD which simulates it closer to real physics by speeding up the ship to match Lorentz contraction. We will have to speak to the author regarding this.
- Navigation of shuttle should be easy - once the shuttle is close enough - attach it to the vessel at a point close to the shuttle but in Vessel co-ordinates of the enterprise - then guide the shuttle to the bay by moving the attachment point - will test this
- tractor beam is very easy - again based on attachment - the basic idea is that the enterprise's velocity changes should be conveyed to its components and attachments allow this
- Phasers require extending lines from the saucer section to the nearby ships - this can be done by determining their position in global co-ordinates, transforming to vessel co-ordinates and scaling a narrow cylinder to the required length and direction to simulate a beam- damage can possibly be conveyed if both ships are able to communicate
- The basic problem actually lies in calculating positions and orbits correctly - but this can be done by many MFDs and I just have to thrash out the code gradually.

Finally, animating the doors of the shuttle bay is very easy with code and that is the first thing I will try today :). The only thing I need to fix is the axes around which the door rotates or slides and for that Mesh wizard should do the trick. But it would would be so much easier if I could view this model in 3DS Max as its just easier to move around there - and faster.

My modeling abilities are a lot more suspect - so that's a place where I will need help. So what do you say weird guy ?? !!
 
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- Realistic crew can be modeled by using UMMU - the mesh can be animated to walk using animations in code. I am working on this. They can be carried in a ship by using attachment points - inside the ship. When they want to move the parent vessel simply moves the attachment point(I will test this today)
Ah, two things here:
1. Will Dansteph be okay with this? I suggest looking over the licensing section of the SDK docs.
LICENSE - IMPORTANT ! ! ! Please do not redistribute UMmu Files !
- The End User must also have the UMmu add-on installed. The add-on contains sound, .dll, and various other files necessary for your add-on to function properly. BUT:
1-You are not allowed to redistribute the files of UMmu with your add-on. Instead you must inform the user by any way that your add-on requires UMmu and that it must downloaded from my site. This avoids a bad mix of versions. The installer checks the version before installation. This would not be the case with your add-on. I will continue to improve Ummu, and it would not be possible to do this if you redistributed outdated files.
2-You are not allowed to use UMmu for purposes other than a fully compatible UMmu add-on. This means you cannot ask users to install UMmu just to have some Mmus around in your scenario. Your add-on must have all the features of UMmu working : EVA, transfer to<->from other « UMmu » add-ons, saving/loading of crew in a scenario etc... Users requested to install UMmu will expect that your add-on is fully compatible. It would be unfair to lie to the user about your add-on’s real features. Furthermore, it would reflect negatively on YOUR Add-ons and on Ummu.
UMmu URL : : http://orbiter.dansteph.com
Thanks!
2. I'm assuming that having attachment points inside the ship will mean having the interior modelled as part of the exterior instead of as a virtual cockpit. That's going to be just a tad heavy on the framerate. (I'm guessing my machine could squeeze out 6-8fps with that beast in the FOV. Less if there's a planet/ship nearby.)
 
1.Well, I am just trying to use simple meshes(that I made in Anim8tor) for the walking part as Dan's meshes do not have separate groups for the leg parts. Once I do get the walk timing correct then I will ask him for help.

2. I have not yet begun with the attachment part, but why would having the attachment part inside the ship require having the same mesh for the interior and exterior(as in not having separate meshes for VC and ship). I think the attachment point is just a point in vessel co-ordinates and a direction vector. I can have it anywhere around the vessel even if it appears the child is hanging in space !.

So if I have a separate mesh for ship and VC and show only VC in VC view, i should still be able to change the attachment point. Let me test now with my simple cube ship :) ....and I ll let you know !

---------- Post added at 08:45 PM ---------- Previous post was at 03:36 PM ----------

I was able to move connected vessels around by moving attachment points.
 
Well, I am all for making a 3D model of a ship that is complete inside and out.

However, maybe start off by making a smaller ship to speed things up, and perhaps avoid Star Trek. The size would increase the complexity of the model, and that probably will slow down your computer.

I think a small ship taken from another game like the Dreadnought from Independence War, though that has a lifting body ship that forms the nose cone (and it undocks).

The ship I was planing to fully model is my own battleship, the USS Minnesota, which is based on the idea that a space war ship is going to be a flying weapon first, with fuel tanks and nuclear engines (NTR), and then crew quarters stuck on booms so the ship can rotate to generate gravity.

This plan also has the advantage that I can make 3D models of generic "pods" for crew quarters, reactors, ect, and then just assemble any kind of ship from those parts. It would be a modular design then. Also, by avoiding a known design I can make the interior work easier. If something doesn't fit right, I can change the hull to make it fit, and that won't offend anybody because it isn't breaking any known rules.

bat.jpg
 
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Sure....best to start off with easier meshes. Let me know if you need any animations or controls for parts of the ship. Or custom MFDs.

I am working on getting UMMU like meshes attached to ships and moving them about and I have had some success. Just got to implement collision detection inside a VC using some basic algorithms. Then perhaps decks of ships and details of rooms etc can be modeled and will have someone to occupy them too !
 
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Well, if we're serious about this, I think a new thread in the proper forum is needed. No more posting here guys. Look for a new thread in the projects forum about a personal space cruiser.
 
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