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Everything posted by WhiteBoySamurai
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	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!
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	Thanks JimBeamer for the flight deck settings! That would be pretty cool, and it would certainly make landing easier, but I don't think it's possible within the game engine. ...UNLESS perhaps the Seahawk can somehow be modified to deploy a long cable that acts as a tailhook, and then have a small invisible arresting wire in the middle of the deck? Hmm...
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	I decided to upload the initial version (SM-2s, no helo ops). You can download it here. I hope I didn't forget anything; let me know if there are any problems with it! Just a couple more questions before I start work on the next version: --Could someone point me to a walkthrough of how to make a flight deck? I thought I knew what I was doing at first, but apparently the deck mesh has to be a completely separate .lod file or something?? --What's expected of a damaged/destroyed model, especially in terms of ships? I guess I could make a big hole (or more like a big dent) in the hull near the center where missiles are most likely to hit, but beyond that I'm not sure what to do. Thanks again for all your help and support! I hope you enjoy the ship.
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	View File 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! Submitter WhiteBoySamurai Submitted 05/18/2011 Category Cruisers
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Version 3.5
595 downloads
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!- 1 review
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	Okay, the decals are working! I just needed to get the DecalFacing entered right like Wrench said. I've decided not to redo the skins right now. UVW mapping has been extremely frustrating for me so far, and I'd like to get this model out at least in time for the heat death of the universe. On the other hand, I made a second LOD with only 12000 polys. And the Harpoon launchers are now installed. And here are some "proof of concept" action shots! She's almost ready for launch. I could just whip up a .rar with all the folder trees and the ship would be ready to upload. The helo-carrier version will require some more testing though, and I could always add more hull numbers. Do you want to wait until I can release everything as a single package, or is there a pressing need for some AEGIS up in here?
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From the album: WBS's stuff
<div style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(255, 255, 255); margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 4px; padding-right: 4px; padding-bottom: 4px; padding-left: 4px; font-family: arial, verdana, tahoma, sans-serif; font-size: 9pt; ">Ticonderoga class, almost ready for release</div> - 
	
From the album: WBS's stuff
<div style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(255, 255, 255); margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 4px; padding-right: 4px; padding-bottom: 4px; padding-left: 4px; font-family: arial, verdana, tahoma, sans-serif; font-size: 9pt; ">Ticonderoga class, almost ready for release</div> - 
	
From the album: WBS's stuff
<div style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(255, 255, 255); margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 4px; padding-right: 4px; padding-bottom: 4px; padding-left: 4px; font-family: arial, verdana, tahoma, sans-serif; font-size: 9pt; ">Ticonderoga class, almost ready for release</div> - 
	
From the album: WBS's stuff
Ticonderoga class, almost ready for release - 
	Thanks for the help and encouragement, everyone! That's exactly what I was looking for. Thanks! Ah, okay. I just tried it out and got decals to show up, but how do I figure out the right coordinates? The ship's hull is a single mesh, and "Position=0.0,0.0" seems to be the center at one side, so it's tricky. Will it just take trial and error, or is there something I'm missing? At some point in the future, I might try to do a Supply class fast replenishment ship (if I can find enough reference materials). She's got CIWS and Sea Sparrows! How's that for "auxilliary?" I still haven't gotten the hang of doing UV maps, so I'm sure they could be a lot better than this: Superstructure Hull Salvagable, or should I just do them over? The Harpoon launchers shouldn't be more than a couple hundred polys total, so I guess it wouldn't be too bad. I might as well add them in just in case the game engine gets an upgrade like Icarus999 said. By the way, I intend to make two data.ini versions for the ship, one with a working flight deck (and thus invincible), and one without (and slightly less invincible). Maybe the flight deck version will have RGM-84s instead of Standard Missiles, and that way there'll be something for everyone.
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	I'm a very infrequent poster here, but I've always wanted contribute more to this community rather than just mooch off everyone else's work (especially since I finally got SF2 and have been in a downloading frenzy recently). Over the past two years I've been slowly learning how to do this fancy CAD stuff and trying to put together this ship. It's much harder than I thought, and in hindsight I really bit off more than I can chew. Aside from a couple of simple missiles for practice and personal use, this is my first model for the Thirdwire series. I hope it doesn't suck too badly. So here it is, the Ticonderoga class Aegis cruiser. More specifically, the early version (CG-47~CG-51) with the Mk26 launchers. Naturally once I'm done with this, I'll do the modern versions with the VLS system. (And then hopefully something less geometrically complicated...) Currently, the ship is working in-game. The radars spin, the guns shoot, the missiles launch, and it's so totally sweet that it made all the hard work worth it. So far so good, but there are still things I need to tweak, and some things I'd really like some assistance with. 1. How do I best determine MinExtentPositon/MaxExtentPosition of all the parts? So far I've just been eyeballing it for the major components, but I see in the data.ini supplied by other modders' objects it's calculated to like five significant digits. 2. I can't seem to get the rear missile launcher to work. Is the SF2 series still limited to one launcher and one missile type? 3. I am absolutely hopeless with making skins. The one I threw together is completely bare-bones. "Yep, this part is grey, I think." Can anyone lend a hand with making the textures look decent? 4. Speaking of skins, how do I add decals for a ground object? It would make the hull numbers and aft name plate much easier to read at the very least. 5. It's just shy of 15000 polygons right now. Is that too high? Should I try to make another .lod with some simplified features? 6. Also with regards to detail, I left out the Harpoon launchers since I figured they'll never actually do anything; should I add those in anyway and take the polygon hit? 7. Despite having radars all over the place, the ship only seems to track and engage a single target at a time. When I'm flying OpFor, the cruiser methodically picks apart my flight whereas the real deal would engage many targets at once. Is this a game limitation or is it something I can fix? Any comments or criticisms would be greatly appreciated!
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From the album: WBS's stuff
Ticonderoga class (WIP) for Strike Fighters - 
	
From the album: WBS's stuff
Ticonderoga class (WIP) for Strike Fighters - 
	
From the album: WBS's stuff
Ticonderoga class (WIP) for Strike Fighters - 
	
From the album: WBS's stuff
Ticonderoga class (WIP) for Strike Fighters - 
	I just upgraded to the SF2 series and have been having the exact same problem with the Raptor. Neither button-mashing or button-holding was getting AHMs to launch on my end. I looked through the data.ini's of other aircraft with automatic doors, particularly the F-35 which is working perfectly for me, and on a hunch I added a line to the F-22's [MissileBayInner] and [MissileBayOuter] blocks: MovingPylon=TRUE ...And inexplicably it's working perfectly now! I hope the same thing works for you too.
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	I had the same issue, but found a simple workaround, which is to move the cockpit seat within the model slightly. First, make a backup of your F-35_cockpit.ini file, then open that file in notepad and find this line: [CockpitSeat001] ModelName=F-35ACockpit Position=0.0,4.32,1.1 Change the position to "Position=0.0,4.42,1.1" and it should look fine.
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	My new job is leaving me with a little more free time, so I wanted to try contributing something to the community (as well as fully equip one of my favorite aircraft). My goal is to make the AAM-4, ASM-1, ASM-1C/SSM-1B, and ASM-2 missiles. I don't have a 3D modeling program yet and thus have no way to make something from scratch, so I decided to try altering existing weapons with a hex editor and my ancient Paint Shop Pro 4. After much trial and error, this is what I ended up with: What I used for reference: http://rightwing.sakura.ne.jp/equipment/ja...m-4/aam4_01.jpg http://sistemadearmas.sites.uol.com.br/aam/aam4close.jpg http://www.mhi.co.jp/ngpsw/introduction/co...mages/asm_1.jpg http://www.page.sannet.ne.jp/inoino/mis05_0119.jpg http://moriair2.hp.infoseek.co.jp/images11/IMG_9128.JPG I based the AAM-4 off the (stock?) Sparrow, and the ASMs off of the Sea Eagle from Bunyap's weapon pack. They're the exact same diameter and wingspan which gave me a good starting point. Does anyone know who made the original model? I hope it's someone who signed the "Freeware Licensing" post. I'd appreciate any advice or criticism. With enough positive feedback I'll finish these and upload them, and maybe invest in some software to cook up some original models. Otherwise I can just go back to lurking.
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	I'm wondering if perhaps the armor values for MBTs should be based on their effectiveness against high explosive anti-tank rounds rather than kinetic penetrators. According to figures I've seen, the M1A1's frontal turret is 600-700 RHA equivalent strength against penetrators, for example, but a whopping 1000-1300 against HEAT. Those are the figures I use in my install. It may be overly optimistic, but I'd rather err on the side of Awesome than let an Abrams get taken out by a puny 57mm rocket (even if I'm the one flying the MiG that shot it! )
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	I've got some wierd glitches with shadows on certain aircraft. I updated the ini's for the patch as recommended in another thread... [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 ...And recently I just happened to go to external view when taking off in a Viper and noticed this. Did my plane grow stretchy invisible legs or something? It only happens when viewed from certain angles, and only on certain planes including the F-16's, F-111's, and MiG-25. Terrain type doesn't seem to matter. It's not a huge deal or anything, but I was wondering what might be causing it.
 
