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 Minor Race Special Structure Images 
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i think it's best to do as much as possible in .png or .bmp.

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08 Mar 2006, 09:33
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Well I can convert the files easily enough into either of those formats, so it doesn't really matter what format they are made in.

I'm just glad that progress is already being made on the pictures. :)

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08 Mar 2006, 11:35
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the engine can use, pcx, png, bmp, tga, and one other i can`t remember now. conversion is not a problem.

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08 Mar 2006, 17:39
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Cool. I was wondering why your latest version of the GUI had some .png files instead of them all being in .pcx format...

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09 Mar 2006, 00:54
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so BMP is good?


Image

my uploading service automatically changed it to png, so i can upload it again if you want.

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09 Mar 2006, 02:57
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ok everything i give you from now on jig, will be png, its a kickarse format

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09 Mar 2006, 03:05
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Hey, Cool vault, General!

Is that you final version, or do you plan to update it in any way? I'll post it in the thread under the Ventaxians, but if you intended it for another race, then let me know. You still haven't answered my question... :lol:

I hope you don't mind, General, but the vault was a bit on the small size when it is resized. To make it appear a bit bigger, I cropped the image then resized it. Here's the pic:

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09 Mar 2006, 11:43
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Change to latinum colour and it could be great as ferengi building maybe? If not then np its still nice pic mate. :)

Oh and yes bmp is ok to use, but never upload a bmp just to show here on forums as that will be hard for ppl with slow connections. If you do the final render as a bmp plz zip it and email to jig or whoever that way it wont clog the forums up. So only use png (no larger than 640x480) for preview on forums, or normal jpegs.

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Last edited by skeeter on 09 Mar 2006, 12:36, edited 1 time in total.



09 Mar 2006, 11:50
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:lol:

Well it could be...what do you think, General? It's your design.

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09 Mar 2006, 11:58
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If possible general, can you use some antiantilizing on the renders to smooth the edges out a bit. Cheers if you can. :)

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09 Mar 2006, 12:38
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Btw im doing a ferengi tower of commerce, my own version. So tick that one as wip moe. :)

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09 Mar 2006, 13:43
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Skeeter wrote:
If possible general, can you use some antiantilizing on the renders to smooth the edges out a bit. Cheers if you can. :)


no problem, i was fooling with post processing, so I might have unclicked it.




Skeeter wrote:
Change to latinum colour and it could be great as ferengi building maybe?


possibly - maybe, and then putting latinum bars in there instead of books. That would really make it look golden! Ill have to think about it.



@ Matress_of_evil, that cropping looks great.[/img]

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09 Mar 2006, 14:47
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WIP of my "Ferengi - Tower of commerce". I know its not fnished as im trying to get some grazz to cover the land but i dont want it obvious. What you see green bits is a experiment of grass. Will get better at it dont worry.

Anyhow what do you think so far? The lights are "supose" to be from 4 corner flashlights pointing from ground to top mid section on each corner to give it a mennacing look, the window strips is well all teh offices and such. The emblem is modeled not textured on wasnt sure what colour to go with either green (from what i saw on google) or try to blend it on the latinum coated building like an imprint?

I dont want to make other buildings and roads and such but if someone else wants to model some for me "lightwave format" then il be happy to add them into the render.

Modeled in about erm 1 hour or less. Setting up render took 2 hrs ish.

Was meant to be a quick job hehe.

Image

or...

Image


*Click on thumbnails above to get a bigger picture.*

2nd one has no grass but better procedural textures and bumpmap on ground.

If you think its done then i can send you any size you need.

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09 Mar 2006, 16:17
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The second picture looks best when resized because it's more zoomed in. I used that one for the Tower of Commerce.

Image

As a guide to anyone reading this, whilst a background on the pictures is a nice touch, they are of secondary concern, compared to the actual structure.

Remember, when it's resized to 120x100 pixels, any small details are almost impossible to notice, so there isn't any point in going overboard with detail.

You should really only use it to "pad out" the building pic, if there is a large, unused space around the building. The pictures from BOTF had no background at all, but they're still pretty good.

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09 Mar 2006, 16:36
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Some suggestions.

Logic Man's first building looks like a temple. So, maybe...
Kriosians: Temple of Akadar
Vhnori: Temple of Emanation
Skrreeans: Holy Sanctuary,
~~~~
His second building looks like a refinery. So...
Boslics: Dilithium Extraction Rig
Coridan: Dilithium Cracking Station
Halkans: Dilithium Cracking Station
Zahl: Dilithium Cracking Station
Horta: Ore Extraction Plant
Kreetassans: Ore Refinery
Bre’ellians: Mining Network
~~~~
His third building reminds me of staunch government buildings (read: anti-asthetic) that do research only maladjusted, geekly nerds would appreciate. So...
Yaderans: Quadritronics Lab
Rakosans: Rakosan Security Bureau
Lokirrim: Photonic Science Bunker
Klaestronians: Foreign Ministry
Dremans: Commodities Brokers
Boray: Transwarp Bureau
Bilanaians: Soliton Lab

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08 Apr 2006, 09:14
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Nice job on the Tower of Commerce. Any chance of a few token buildings in the background, and maybe a driving rain storm hehe? It's always raining on Ferenginar.


09 Apr 2006, 17:57
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Be greatful for what you get hehe :)

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09 Apr 2006, 20:00
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I'll proly makea few structure pics myself..

But firstly, a comment on a few things:

Cytherians
Special building = Cytherian Library
Bonus = +50% Research Empire-Wide


Isn't this too much of a bonus?


Hirogen
Special building = Hirogen Hunter Camp, Comms Network
Bonus = +25% Ship Experience, 75% Income on Trade Routes


Bonus to trade income? For Hirogens?
Shouldn't a Comm Network increase intel gathering, system monitoring, sensor range?


Malcorians
Special building = Geo-Studies Centre
Bonus = 10% Raw Materials

*I'm pretty sure these stats are WRONG - the Malcorians were a xenophobic race who achieved Warp capability before their culture was ready to acept that they were not alone in the Universe...


And you're right....



Vorgons
Special building = Vorgon Black Market
Bonus = +100% Income on Trade Routes


Again, isn't this too much? 100% bonues??

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16 Oct 2006, 11:20
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Quote:
But firstly, a comment on a few things:

Cytherians
Special building = Cytherian Library
Bonus = +50% Research Empire-Wide


Isn't this too much of a bonus?


Not really. The Cytherians are a race from the other side of the Galaxy, are vastly different to us, and are far in advance of anything in the Alpha Quadrant.

Not only that, the individual tech levels will take longer to reach, AND there are going to be 12 tech levels instead of 10. This means that any bonuses to research willa ctually have a smaller effect than people think. :wink:


Quote:
Hirogen
Special building = Hirogen Hunter Camp, Comms Network
Bonus = +25% Ship Experience, 75% Income on Trade Routes


Bonus to trade income? For Hirogens?
Shouldn't a Comm Network increase intel gathering, system monitoring, sensor range?


If you think about it, such a network would actually increase ALL of these - and more! I've never actually seen the episode where the Hirogen were introduced, so I can't really comment on this. :(


Quote:
Malcorians
Special building = Geo-Studies Centre
Bonus = 10% Raw Materials


*I'm pretty sure these stats are WRONG - the Malcorians were a xenophobic race who achieved Warp capability before their culture was ready to acept that they were not alone in the Universe...


I have to agree with you here - but i'm sure that Dafedz had a reason for doing this. I honestly can't remember what it is though. :oops:


Quote:
Vorgons
Special building = Vorgon Black Market
Bonus = +100% Income on Trade Routes


Again, isn't this too much? 100% bonues??


I can give the same argument as the Cytherians here - the costs of things is going to be much higher in BOTF2. Not only that, the costs won't simply be in credits - they will be in resources too. (Deuterium)

This means that it again won't have as big an effect as you think - you will need a bonus in both Credits and Deuterium production to drive down the cost of maintaining your fleets. :wink:

...

I'm glad people are still looking at stuff like this, even if they have been "decided on". People make mistakes, and the more people that check stuff out, the less likely that such mistakes will creep in. I'll pass your comments on to Dafedz to make sure he sees them, Trashman. :wink:

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16 Oct 2006, 20:19
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I recall seing a Planetary Shield and Mining Prision Station on the list of structures...so I made these:

Image

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16 Oct 2006, 22:07
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And these three:
Image
They are supposed to be some sort of Deuterium extraction facility, military base or barracks and a tower of somekind...

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17 Oct 2006, 20:11
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Ooh cool! 8)

I've forwarded the links and uses on to Dafedz. He'll find somewhere to use them. :wink:

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17 Oct 2006, 22:48
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The links are 320x240 Jpeg's

I have 800x600 bmp's on my HDD.

What size and format you need them in?

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17 Oct 2006, 23:41
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Nice pictures, thanks very much for them, and I'm sure they'll fit in somewhere. Regarding your comments Trashman:

The Cytherians were a quasi-transcendent race, and far in advance than any other known race. But you must take into account that the Cytherians are not a normal minor race - they will loan you their knowledge and expertise as a member for a limited time (50 turns) before breaking away. You will not have that 50% Empire wide research bonus indefinitely.

Also, they are very difficult to obtain as members. To do so will (hopefully) incorporate a number of strategic easter eggs that the player must discover. It won't be a simple matter of flying to the centre of the galaxy and making contact...

The Hirogen Comms Network was a relay station, which was used for communication and trade links, thus its inclusion. Plus the Delta Quadrant needed a trade resource amongst one of the Key Races. (also it's 50% Income on trade routes, not 75%).

The Malcorians are a pre-warp civilization, and in Trek terms are technologically primitive, so they can offer almost nothing of any worth to an Empire that controls them. All that's left is a Natural resource, so Raw Materials makes sense.

The Vorgons can manipulate time, so I think that power will enable them to corner virtually any trade market, hence the high value.


Remember to reference the Database library for a full run down of game elements in further detail...

http://www.trekmania.net/temp_files/botf2_home.htm


20 Oct 2006, 17:49
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Now this thread is unlocked by order of Matress... :D

This is my contribution to Botf 2 project... BREEN WEPON CENTER:

Image


Next task Orion Special Builiding ...

Please leave some feedback... :wink:

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02 Mar 2007, 20:53
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Looking good, people. TrashMan, it would be better if you rendered the buildings against a transparent background instead of having ground or sky... otherwise, very nice.

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02 Mar 2007, 21:02
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Orion Structure - Orion Syndicate -COMPLETED:


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Please leave some feedback :wink:

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02 Mar 2007, 23:18
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feedback: stay here with zeleni, will ya!? :lol:

anyway nice ones zeleni!


03 Mar 2007, 07:15
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Dremans- Commodities Brokers- COMPLETED:


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03 Mar 2007, 18:43
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Woo! Well done Zeleni!

Post most definitely updated! :mrgreen:

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03 Mar 2007, 19:54
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