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Posted

CG-47 Ticonderoga class Aegis cruiser


This model represents the early Baseline 1 Ticonderoga class cruisers (CG-47~CG-51), serving the US Navy from 1983 until 2005. They were the first vessels to be equipped with the Aegis combat system and the advanced SPY-1 radar.

 

This is my first major 3DMax project and my first model release for the Thirdwire games, now completely overhauled using everything I've learned about modding over the past year. This update gives the ship full compatibility with the SF2:NA/March 2012 patch game engine. It includes features such as working fore and aft Standard Missile launchers, new effects, optimized collision mesh, and helo deck that doesn't turn the ship unsinkable. Note that these updates may not be compatible with earlier versions of the game.

 

If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!


 

Posted

OK, added the Flight Deck and the Catapult you need to launch. See the attached Data.ini file. Unlike a carrier launch, the cat here is set for a realistic helo launch. That is, you'll have to fly the helo off the deck yourself, the cat will only release you from the deck. There is also no fake arrestor wire to land, you'll need to use your skill as a helo pilot to land successfully. It's not that hard, will take some effort though. Remember to use your thrust vector keys UP arrow to rotate nozzle down (for slowing down and hover), and DOWN arrow to rotate nozzle back (to pick up speed). I've also modded the engine exhaust to the cleanexhaustemitter for a more realistic gas turbine smoke effect.

 

And I'll stop work on my MH-53J and do some new bmp's for the Tico, a beautiful model and a pleasure to do some skin work for it. Give me a day or three though.

 

JB5

post-36309-0-11101500-1305727966.jpg

post-36309-0-41794900-1305727969.jpg

post-36309-0-63288100-1305727971.jpg

CG-47_DATA.rar

Posted (edited)

By giving it a catapult and flight deck does that make it indestructible or is there a way around that?

 

Cheers,

 

Dan.

 

OK, added the Flight Deck and the Catapult you need to launch. See the attached Data.ini file. Unlike a carrier launch, the cat here is set for a realistic helo launch. That is, you'll have to fly the helo off the deck yourself, the cat will only release you from the deck. There is also no fake arrestor wire to land, you'll need to use your skill as a helo pilot to land successfully. It's not that hard, will take some effort though. Remember to use your thrust vector keys UP arrow to rotate nozzle down (for slowing down and hover), and DOWN arrow to rotate nozzle back (to pick up speed). I've also modded the engine exhaust to the cleanexhaustemitter for a more realistic gas turbine smoke effect.

 

And I'll stop work on my MH-53J and do some new bmp's for the Tico, a beautiful model and a pleasure to do some skin work for it. Give me a day or three though.

 

JB5

Edited by dtmdragon
Posted

That looks AWESOME!!! :clapping:

 

...I don't mean to be a rivet counter but...

 

...did you plan to put in a RAST??? wouldn't be a smallboy without one :dntknw:

 

...just a question from another helo maintainer :grin:

 

 

 

 

SidDogg

Posted

OK, added the Flight Deck and the Catapult you need to launch. See the attached Data.ini file. Unlike a carrier launch, the cat here is set for a realistic helo launch. That is, you'll have to fly the helo off the deck yourself, the cat will only release you from the deck. There is also no fake arrestor wire to land, you'll need to use your skill as a helo pilot to land successfully. It's not that hard, will take some effort though. Remember to use your thrust vector keys UP arrow to rotate nozzle down (for slowing down and hover), and DOWN arrow to rotate nozzle back (to pick up speed). I've also modded the engine exhaust to the cleanexhaustemitter for a more realistic gas turbine smoke effect.

 

And I'll stop work on my MH-53J and do some new bmp's for the Tico, a beautiful model and a pleasure to do some skin work for it. Give me a day or three though.

 

JB5

 

Thanks very much for your modifications and for your offer to do new textures. I hope you won't mind if I include them in the next release/update of this model.

 

If there's anything I can do to make skinning easier for you, such as rearranging/rescaling some uvw's for more detail in certain areas, let me know and I'll get right on it!

Posted

in the data in, in the GroundObjectData, add this line anywhere:

 

SinkTime=135.00

 

(time is seconds)

 

great job man!! Jim, BZ on the skins!! looking good!

 

wrench

kevin stein

Posted

That is an absolutely gorgeous skin! I am in your debt, JB5. NotWorthy.gif

 

And thanks for the tip, Wrench. I'll add the SinkTime for the next release, which should be reasonably soon.

 

To dtmdragon: In my experience, ships equipped with a flight deck still cannot be properly sunk. You can damage systems on board the ship (blow off guns, radars, missile launchers, etc.), and you can even get the game to consider the ship "destroyed." But, it won't ever sink, and you don't get points or mission success for any of it.

So if you want to fly some red anti-ship missions against the Tico, you might want to comment out the flight deck entry under [Hull] in the data file. Just remember to put it back if you want to do helo ops.

Posted

I just made one last update to the file. Just recently I realized that if you have the textures in the parent folder of a ground object, you don't need to put them in the individual texture folders, even if you're using decals! So the new version of this file will save everyone like a hundred megs of disk space.

 

If you've already downloaded v1.5, just update the CG-47_data.ini and CG-48_data.ini files from the latest version, and remove the hull.bmp and super.bmp from the individual texture folders if you like. In any case, enjoy!

  • 9 months later...

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