OHM Star Trek XI - first installment

Hi Izack. The large download is partily due to some of the textures are not in DX1 compresison - they are ARGB format. Hope this Helps :)
 
installation

I'm a fairly experienced orbiter, but cant get this great add on installed. Un-zipped everything where it would usualy go, I use a d3d9.....getting error message every load up......any tips ?? thanks
 
I'm a fairly experienced orbiter, but cant get this great add on installed. Un-zipped everything where it would usualy go, I use a d3d9.....getting error message every load up......any tips ?? thanks

download this update: [ame="http://www.orbithangar.com/searchid.php?ID=6173"]Star Trek XI - first installment[/ame]

or this fix: [ame="http://www.orbithangar.com/searchid.php?ID=6174"]Star Trek XI - first installment - .DLL fix[/ame]

good luck!
 
Mr Martian. I have just looked at your textures. For example the 3 main textures are 64mg each. Some of the rest are also quite big.
Just pointing this out to you.
 
Mr Martian. I have just looked at your textures. For example the 3 main textures are 64mg each. Some of the rest are also quite big.
Just pointing this out to you.

Yeah i know, when i was making the addon, i found that the sizes included gave the best effects, any smaller and the hull writing becomes pixelly and details fade. That being said, if you think it would be appropriate, i can upload smaller textures for people to use if they choose. Let me know what you think of this idea.

-MrMartian
 
Hi, what I meant was, 4096x4096 is perfectly O.K, its the compression that is far too high. Even DTX5 would be nowhere that size. Though you don,t really need DTX5 anyway. If you are not using the Alpha channel use DTX1.
On saying that, DTX1 can lose a little. I personally would prefer DTX3 as a good general thing. (DTX3 has an Alpha channel, but it will be ignored if there,s nothing on it.)
 
Last edited:
On saying that, DTX1 can lose a little. I personally would prefer DTX3 as a good general thing. (DTX3 has an Alpha channel, but it will be ignored if there,s nothing on it.)
DXT1 uses 64 bits for 4x4 pixels area (premultiplied with 1-bit alpha if there's alpha), DXT3 uses 64 bits for color and 64 bits for alpha (4 bits per pixel), DXT5 uses 64 bits for color and 64 bits for alpha (two 8 bit alpha values and a 4x4 3 bit lookup table).

If you have no alpha in your texture, DXT1 gives the same quality as DXT3 or DXT5, because color is encoded the same way for all in that case, i.e. 2 16-bit color values (minimum and maximum), and 4x4 2-bit lookup table. The color reduction is 8-8-8 > 5-6-5 bits from RGB to DXT. The quality of compression can be improved a little by using different color sampling methods, depending on contents of the image.

The compression ratio would be 8:1 for DXT1 without alpha and 6:1 with alpha, and 4:1 for DXT3 and DXT5.
 
Yes, I agree with you Orb. But I have at sometime re-saved DTX1 dds textures, after an alteration, and found there can be quite a loss in quality, wheras DTX5 for example for some reason isn,t so lossy. I,m talking about re-save several times. I realise the thing to do is alter and re-save the master jpg or whatever you use, then just copy once to dds.
 
Great Add-on! Thanks!

In the Shuttle, "LOW CLEARANCE" is misspelled...

Is it possible to put numbers over each docking port in the shuttlebay so that we know which one were going for?

picture.php
 
Great Add-on! Thanks!

In the Shuttle, "LOW CLEARANCE" is misspelled...

Is it possible to put numbers over each docking port in the shuttlebay so that we know which one were going for?

picture.php

Hahaha oh dear, iv'e never been good at spelling :rofl:

---------- Post added at 02:24 AM ---------- Previous post was at 02:08 AM ----------

ok everyone, i updated the ad-on again, now the textures are compressed to smaller sizes

download here: [ame="http://www.orbithangar.com/searchid.php?ID=6173"]Star Trek XI - first installment[/ame]

enjoy

-MrMartian
 
Thanks

Very awesome model, i really enjoy watching this beautiful ship in orbiter...it's an outstanding piece of work :hailprobe:
 
Absolutely amazing. Literally jaw-dropping Mr Martian!!!

:10sign::11sign:

I tried it out in D3D9 last night, and the results were incredible. I do have a couple of things to bring up though.

-Throttles can overlap one another. Not really a bug, but it is a bit odd, and it might be possible for the user to get stuck with both handles under the same part of the screen.

-In the Shuttlecraft, the camera switch works for going between left and right hand seats, but control up puts the camera somewhere outside the vessel. I suspect maybe you forgot to close off one of the VC points while reusing the Enterprise source code?

-RCS mode sound is really cool, but it needs a distinct sound for RCS translation, RCS rotation, off, etc. When not in the glass cockpit, theres no way to tell what mode is on without firing the thrusters. I also agree with Izack about the RCS as well, it is too overpowered, would be better at about half strength of what it is now.

-Not sure, but shouldnt the normal map reflectivity be about even across the whole hull surface? I love the way it looks now, but it seems odd that the top & bottom look so completely different with reflections.

One last request: Would you consider including UMMU? I would really love to be able to EVA from the shuttlecraft after landing.

:hailprobe:
 
Absolutely amazing. Literally jaw-dropping Mr Martian!!!

:10sign::11sign:

I tried it out in D3D9 last night, and the results were incredible. I do have a couple of things to bring up though.

-Throttles can overlap one another. Not really a bug, but it is a bit odd, and it might be possible for the user to get stuck with both handles under the same part of the screen.

-In the Shuttlecraft, the camera switch works for going between left and right hand seats, but control up puts the camera somewhere outside the vessel. I suspect maybe you forgot to close off one of the VC points while reusing the Enterprise source code?

-RCS mode sound is really cool, but it needs a distinct sound for RCS translation, RCS rotation, off, etc. When not in the glass cockpit, theres no way to tell what mode is on without firing the thrusters. I also agree with Izack about the RCS as well, it is too overpowered, would be better at about half strength of what it is now.

-Not sure, but shouldnt the normal map reflectivity be about even across the whole hull surface? I love the way it looks now, but it seems odd that the top & bottom look so completely different with reflections.

One last request: Would you consider including UMMU? I would really love to be able to EVA from the shuttlecraft after landing.

:hailprobe:


*your right about the RCS, i will update the addon.

*the overlapping throttle levers was a mistake that i thought i resolved, my appologies.

* i was not aware of the "third seat" in the shuttle. i will remove that.

*if you like i can change the RCS sound too.

*not sure what you mean about the reflectivity maps. there are no reflectivity maps, just bump and emissive maps. the reflectivity is stored on a .cfg file

*i might upload a UMMU patch for these addons in the future. it may sound a bit weird, but i chose not to add UMMU to the first release of these addons, because i just felt like making a different "feeling" addon.

thanks for bringing these things to my attention, MrMartian
 
GREAT MOD!

This is a great mod! The Enterprise is beautiful. It is a joy to fly the shuttle around it just to admire the details. Well done!
 
Back
Top