Qeh'ral Qeh'ral

(7 votes)
Aad Moerman, 2009-07-05

This is a replacement Qeh'Ral Class battleship from Aad Moerman. As you'd expect, it follows the general design that's in the stock game, however its done to the higher level of detail you'd expect from one of Aad Moerman's models. If your using the stock ship in your game this is defiantly worth replacing it with, i'm certainly going to.

- Freyr


Extra info from Aad;-

The Qeh'Ral Class has always been on of my favourites. In the past I created a model of the ship. I thought it could do better, so here is what I came up with. This file contains a complete new model with new textures.

Important Note:
Make a backup of your existing files, because most files in this folder will overwrite the stock files!

I edited the ODF files and changed the armament somewhat.

I have also added 2 extra hardpoints:

hardpoint "hp32" is placed at the front, just below the lower bridge structure.
hardpoint "hp33" is placed at the rear, on top of the main hull at the small hangardoor.

Credits:

As allways, thanks to Wrath of Achilles for his Texture Tutorial and Major A Payne for his SodTutorial.

All meshes, textures, etc are by me.

The ODF files are edited stock files.

Please note:
I cannot be hold responsible for any damage or problems otherwise regarding this model.


You may use this ship in your mod, just give credit where its do.


Thank you for downloading.


Installation instructions

Open the Qeh'Ral folder

Put the sod files into the sod folder of Armada II.

Put the odf files into the odf ship folder of Armada II.

Put the tga into the texture RGB folder of Armada II.
( I include the MS3D files for those who are interested.)

Open the Bitmaps folder of Armada II --> open Admiralslog --> open ShipImages and put the images there.

**************************************

*****************************************************

Open Sprites --> open gui_global
find:

# Klingon build buttons
@reference=64

add below that list:

b_kbattle2 gbkbattle2 0 0 64 64

next:

find the lines:

# Klingon wireframes
@reference=256

delete the following lines:

kbattle2w1 klingwireframe01 0 48 48 48
kbattle2w2 klingwireframe01 48 48 48 48
kbattle2w3 klingwireframe01 96 48 48 48
kbattle2w4 klingwireframe01 144 48 48 48
kbattle2w5 klingwireframe01 192 48 48 48

and:

kbektaw1 klingwireframe04 0 96 48 48
kbektaw2 klingwireframe04 48 96 48 48
kbektaw3 klingwireframe04 96 96 48 48
kbektaw4 klingwireframe04 144 96 48 48
kbektaw5 klingwireframe04 192 96 48 48

Then

find:

# Klingon wireframes
@reference=128 (if not present, just add the reference)

add below that list:

kbattle2w1 fkbattle2 0 0 128 128
kbektaw1 wfkbekta 0 0 128 128

Version  2.0  Author  Aad Moerman  Website   
Downloads  570  Size  2.08 MB  Created  2009-07-05 

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Comments  

#11 moerman 2009-08-02 16:31
At the moment I'm rathe busy, but I'll keep it in mind.


Live long and prosper.
#12 RikerCZ 2011-06-19 23:38
Is there a possibility of reducing the poly count of this ship?

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