Sunday, December 23, 2012

Intrepid Class Series 5- Main Bridge


This is my holiday gift for 2012. Happy holidays, all.

This set is long overdue. I was never really happy with my first two or three attempts at building an Intrepid-class bridge.  Over the last couple of years I’ve made a few attempts to mesh the set myself, but I was never very pleased with the results. Actually, my frustration at not being able to complete a decent Intrepid-class bridge set was one of the things that drove my creative energy in other directions.

My meshing muse was recently reawakened when I needed a solid Defiant-class bridge set and some Breen outfits for my story. The other two projects really came together, and I liked the end result. Then I was browsing some 3D meshing sites at random and came across an incredibly detailed set in 3DS by Chainsaw_NL at Trek Meshes. I was really impressed with the meshes and texturing. I spent about 50 hours converting most of the meshes to Sims 2 (Actually, the chairs are BC ports; Chainsaw’s original chairs are awesome, but the poly count is way too high). The set contains 16 new pieces and a collection file.

Note: these are very high-poly meshes. I don’t recommend them for slower systems.

Here’s an isometric-ish view of the bridge.



Specs:


Main Viewer
Works like: wall art
Price:  §350
Recolorable subsets: view screen and animated upper and lower panels
Design notes: Fits perfectly into a 5x1 alcove.
Egghead stuff: 4035 polys. Upper and lower panel TXMT is animated.

Forward Wall Light
Works like: a wall light
Price: §110
Recolorable subsets: light-up panel and base
Design notes: It’s designed to be placed on the empty part of the wall between the viewer’s frame and the column. It also makes a great running light for corridors.
Egghead stuff: 480 polys.


Helm Console
Works like: a 3x1 table with extended footprint
Price: §1655
Recolorable subsets: LCARS panels
Design notes: none
Egghead stuff: 13864 polys. 5x1 footprint- the footprint has been extended so that sims can’t walk through it, but slots haven’t been added to those tiles. An invisible computer (included) can be placed on the center tile to enable functionality for this console. The LCARS is a ginormous 2048 x 512 for ultra-detail.

Duty Chair
Works like: a dining chair
Price: §150
Recolorable subsets: cushion
Design notes: The base object has 5 color options. It coordinates with the captain’s chair and XO’s chair.
Egghead stuff: 1258 polys

Floor Light
Works like: a 3x3 rug
Price: §500
Recolorable subsets: light panels
Design notes: The mesh is designed to fit around the base of the helm console.
Egghead stuff: 8880 polys

Bridge Rail
Works like: a fence with posts
Price: §100/section
Recolorable subsets: Fences can’t be recolored
Design notes: It’s a fence.
Egghead stuff: Rail is 44 polys. Each post is 262 polys.


Engineering Console
Works like: a 3x1 table
Price: §1551
Recolorable subsets: LCARS and alert bars
Design notes: The alcove is four tiles long. Functionality can be enabled by placing an invisible computer (included) on the center slot.
Egghead stuff: 5709 polys. The LCARS texture is a massive 2048 x 1024 for ultra-detail. The object has an L-shaped 3 x 4 footprint.


Tactical Console
Works like: a 3x3 sculpture
Price: §2502
Recolorable subsets: LCARS and alert bars
Design notes: The footprint is c-shaped. The console is oriented horizontally instead of diagonally- this is so that functionality can be enabled with place-anywhere consoles.
Egghead stuff: 5845 polys. Footprint has been refoobulated to allow for placement of invisible consoles. The LACRS texture is a colossal 2048 x 2048 for ultra-detail.


Aft Console (MSD and Mission Ops)
Works like: a skill-enabled 7x1 custom console
Price: §3000
Recolorable subsets: LCARS and alert bars
Design notes: The alert bars are animated.
Egghead stuff: 7679 polys. Alert texture is animated. The LCARS texture is a ginormous 2048 x 512 for ultra-detail.



Double Door
Works like: a two-tile sliding door
Price: §350
Recolorable subsets: door and LCARS panel. The base object has 4 color options.
Design notes: None.
Egghead stuff: Each frame has 204 polys. Each section of the door has 209. This comes to a total of 1252 polys for each object instance. The door is placeable on diagonal walls. It looks a bit funky because the Maxis sliding door anims are for bypass doors; instead of both door sections sliding outward from the middle, one section will slide into the other.


Operations Console
Works like: a 3x3 sculpture
Price: §2501
Recolorable subsets: LCARS and alert bars
Design notes: The footprint is shaped like a backwards C. The console is oriented horizontally instead of diagonally- this is so that functionality can be enabled with place-anywhere consoles.
Egghead stuff: 5841 polys. Footprint has been refoobulated to allow for placement of invisible consoles. The LCARS texture is a colossal 2048 x 2048 for ultra-detail.


Science Console
Works like: a 3x1 table
Price: §1552
Recolorable subsets: LCARS and alert bars
Design notes: The alcove is four tiles long. Functionality can be enabled by placing an invisible computer (included) on the center slot.
Egghead stuff:  5709 polys. The LCARS texture is a massive 2048 x 1024 for ultra-detail. The object has a backwards L-shaped 3 x 4 footprint.


Command Console
Works like: A 7x1 deco object
Price: §1555
Recolorable subsets: LCARS
Design notes: The command chairs are separate objects. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 5736 polys. LCARS texture is 1024 x 1024 for maximum detail.

Command Chair- Captain
Works like: a living chair
Price: §950
Recolorable subsets:  cushion
Design notes: The base object has 5 color options. It coordinates with the duty chair and XO’s chair. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 1013 polys. In the CRES, the translation for the practical node was moved to -0.230000 so that it appears in the correct position on the command console. The slot node was rotated to 15 degrees so that the sim sits in the correct position.

Command Chair- XO
Works like: a living chair
Price: §950
Recolorable subsets:  cushion
Design notes: The base object has 5 color options. It coordinates with the duty chair and captain’s chair. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 1013 polys. In the CRES, the translation for the practical node was moved to 0.230000 so that it appears in the correct position on the command console. The slot node was rotated to 345 degrees so that the sim sits in the correct position.


Ceiling Lamp
Works like: an overhead light
Recolorable subsets: Base and bulb
Design notes: None
Egghead stuff: 8181 polys.

I’ve included some basic recolors of the lightbars in the file. The engineering, operations, tactical, and science stations come with the basic lit color as well as red, yellow, and blue alerts. The aft console has a basic black color, plus animated red, yellow, and blue alerts.


Intrepid Class Series 5- Main Bridge
Intrepid Class Series 5- Main Bridge Collection