GalTrek™: The Defiant

Star Trek ships for GalCiv2

Ok here it is folks, the second installment to the GalTrek series: The Defiant. The first can be found here: [link], though I think that I should redo it. Please post here if you feel that you would like to make use of these ships in the future. If i know people are interested, then I will hasten my efforts.

As you may or may not know, the goal of this project is to bring high detail (yet still playable) Star Trek ship hulls into GalCiv2. These hulls will act like any normal in-game hull, with mount points for weapons, extras, you name it.

What makes these hulls special is that I am working with models of very high mesh density and high resolution composite textures.These ships look amazing when rendering in max, but they are obviously too large to fit into a game (though, GalCiv2 engine does a fantastic job with high poly counts).

To that end, I have spent a great deal of time in optimization of geometry, while still keeping the high-detail look of each model. Each mesh I will bring into Galciv will have its materials (which currently are highly composited and blended in max) collapsed into workable layerless textures, which can be easily digested by the GalCiv2 engine. Also, to top things off, I am introducing a lighting pass in max which will add nice shadow detail, and which I can also be collapsed into the base textures.

So lets get started shall we?

The Defiant

(Click thumbnail images for larger version)

After about a full day of optimizing the mesh, I’ve gotten what was once 260,000 triangles down to about 15,000.

I have then lit the model using a couple of area-shadow casting direct lights, and a skylight for fill lighting. Then to make this lighting and all the textures accessible by the GalCiv2 engine, I have employed max’s “Render to Texture” tool to collapse all the lighting and material (lots of layers) into game-friendly PNGs.

Unfortunately, some of the automated features of max’s “Render to Texture” tool could not be used, and I had to automatically assign these newly flattened textures back into the mesh.

This is a composite material before the collapse (not game friendly):
This was the result after collapse and merging back into the mesh (game friendly, whoo hoo!):

And the final result. Please note that this is fully real-time rendered in a max viewport (no actual “rendering” necessary):

Ok looks good so far, but will it all work in GalCiv2? Lo and behold, GalCiv 2 was unimpressed, and my model went to disco-Ville (don’t ask). Hm. For some reason, even though the model works well in DirectX Viewer, GalCiv2 is much more picky about map channels, and as the “Render to Texture” tool produced it’s texture coordinates on map channel 3, I ended up copying this channel to channel 1, 2 and 4 (I had to create chanel 4 on all objects except one). I admit that I am not 100% sure about why it is necessary, but it works.

Lets give GalCiv2 another run.

Ah, much more palatable. Notice the self-illuminated lights around the bottom of the ship. GalCiv2 does a special lighting pass if you have your textures set up properly. I’ve imported this model as a “large” ship hull, so for the Defiant, it looks a little larger then expected in the game.

This is only temporary of course, since I have not actually gotten to figuring out what hulls will go with what sizes. I will work out the final details later, including adding mount points for in-game hardware (the mount points really do work!).

In-game performance is good, though there is obviously a slight frame rate drop. I really do think that these models (even over 20K tris) are very playable by all players except those who have itty bitty video cards.

My intention is to create ships for each hull size: tiny, small, medium, large, huge. I am taking suggestions as to which federation ships to use for each size.

So this was my second attempt at going from Max -> GalCiv2. I think this ship is a big improvement over my last, in terms of in-game performance and appeal. I welcome and questions of comments, as well as ship suggestions for each size class. Also if you have any questions about getting your max ships into GalCiv2 let me know. FWI: The max optimization modifier is garbage, plus it scrambles your mapping coordinates. There are much better optimization plugins available.

Thanks for reading. My next task is to create something small! I’ve spent about 2 days straight on the Defiant. Maybe I will try one of the tiny hulls (Shuttle? Runabout? Lifeboat?)

Cheers.

-Brian

43,080 views 33 replies
Reply #1 Top
Arg. Stupid forums.

-Brian
Reply #2 Top
Impressive!

One question: Is the 'USS Defiant' part of the model, or is it part of the new features of 1.1?
Reply #3 Top
Currently it is built into the model (texture actually). If there is a way to dynaimcally create text texture, then I would be open to using that.

-Brian
Reply #5 Top
very nice, how did you learn 3d max? were you taugh it? learn yourself? is it possible for someone to teach themselves how it works? id love to try some of this stuff, and ive been changing other htings in the game already. but great job they look good, and id say that the defiant should likely be a medium hull, i know in botf it looked a lot smaller then the sovereign and galaxy class. but great work its awesome
Reply #6 Top
You can certainly tech yourself max. That is what I did. I run an architectural visualization business on the side, using max as my platform.

www.splicedigital.com

There are countless tutorials to get you started, and the max reference manual is pretty good at telling you what does what. Max actually comes with a series of tutorials as well, and if you have a purchased copy, you get a cd with extra tutorial content.

Optimizing a mesh and its materials for game use can be a little complicated, so it wouldn’t be the best task to start with, but you could make some basic geometry and get it into GalCiv2 fairly easily if you really wanted to make GalCiv2 models. You’ll need something like Pandasoft’s X exporter for max though. The X exporter that comes with max is less then ideal.

Max is a great 3d tool. Let me know if you need a hand

-Brian
[email protected]
Reply #7 Top
Very nice looking! good job! Is it out yet? can't find it in the Library...
Reply #8 Top
Runabout, runabout!!

Awesome work .... *drool*

Thanks for laying out all the steps you did, that was really interesting
Reply #9 Top
I was going to release them all as a set once I've completed them.

-Brian
Reply #10 Top
Awesome. We're not worthy!!

Thanks for doing this.
Reply #11 Top
Gee, thanks. I will never be able to enjoy my (ahem) skills in the 1.0x ship builder again.

I really am impressed. Keep up the fantastic work. Speechless.....
Reply #12 Top
hey spleeze, thanks for the info, its good to know, ill look into it, i havent had any real training in anything of the sort but i have been teaching myself programs over the years and am always trying to add to what i know, so ill check max out then and thanks, hopefully ill get a good start from what ive seen here and what you have said and maybe ill be adding things of my own in the future. once you finish your trek ships, im looking forward to seeing a sovereign if you get to it, are you thinking about jumping shows ever? id love to see some battlestar galactica ships, if i get a hang of it i think ill end up working on some of those.
Reply #13 Top
I am willing to do whatever, if there is serious interest in a particular ship, as long as I have enough existing material to go off of.

-Brian
Reply #15 Top
Your ship looks very nice, but theres no reason the ship needs to be more than 2-3k polys, particularly with efficient use of normal maps. Keep up the great work!
Reply #16 Top
Bingjack. Ya your right. My next ship will make use of normal maps. Maybe I will implement the same optimizations to this baby later on.

Thanks for the suggestion.

-Brian
Reply #17 Top
yeah hi uh I was wondering if you could make the romulan battleship from star trek: insurrection. the one that was captained by the effeminate clone of captain picard. I want to use it as my flag ship. furthermore if you could find time to model seven-of-nine, I think having a fleet of her would be fun. I have plenty of source material

- drooling rabid trek fan
Reply #18 Top
I want to see the picard clone ship too, so thats two votes for that one:D

nice work man

Reply #20 Top
Excellent work!!!!
Reply #21 Top
i would love some instructions. i would like to build the enterprise and maybe some romulan ships and would love some advice. thanx
Reply #22 Top
Hey chippi.

Well the first thing is to know how to use a 3d package. If you’ve used max, then you can start from there. The prereq is that you install some form of X file exporter. Pandasoft’s export tool is the best I’ve seen for max.

Depending on how much of max you know, I can explain the details of how to get lighting and texturing into GalCiv.

Let me know where you stand.

-Brian
[email protected]
Reply #23 Top
I know I'm being picky here so feel free to ignore it but I guess from the rfc that you want some comments

I would suggest you remove the ship name from the hull. At least until SD give us a way to add the in-game ship names to the models. It's weird having a ship called Aurora with Defiant plastered all over her
Reply #24 Top
Not a bad suggestion. I'm not sure what to do about names yet.

-Brian
Reply #25 Top
Very cool!