Shuriken Shuriken

(56 votes)
FahreS @ -=WiCKeD=-HARKER, 2006-05-15

From The Mail:

Quote:
Here is my new version of the shuriken class. All textures are now created by me.
Only one texture have i not created but i got the permission to use it and give credits in the readme.




.==================.
-The Shuriken Class-
°==================°

Content:

-Introduction
-Information about this MOD
-How to Install
-Model-information
-Tips
-Contact
-Shuriken


Introduction:

You have NO permission to change the model/the weapon and/or to release it.
Ask me for authorisation: e-mail or ICQ-UIN (both under Contact).

The Copyright of the 3D-Model, the weapon, the textures and pictures and everything coming with this Mod is by me.




Information about this MOD:

This mod contains a little but havy spaceship with Thalaron Radiation.
The 3D-Cockpit is an other special.
More information you can find in the category: "Model-information".

Thanks to "the Starfleet Kid", who found a good name for my ship.
Special thanks to the MMedia Support: Peter Arnold,
who allowed me to use the leather texture for the walls of my ship.
-->http://www.mmsupport.de/


How to Install
______________

1. Copy the files:

shurikencls1.sod

in your Armada directory to "...\Activision\Star Trek Armada II\SOD"
-----


shurikencls1.odf

in your Armada directory to "...\Activision\Star Trek Armada II\odf\ships"
-----


thalaradia.odf
thalaradiaord.odf

in your Armada directory to "...\Activision\Star Trek Armada II\odf\special_weapons"
-----


gbshurikencls1.tga
gbthalaradia.tga

shurikencls1wf.tga
Wthalaradispr.tga

tx1spsfenster.tga
tx1spsfenster_b.tga
tx2spsflugel.tga
tx2spsflugel_b.tga
tx3spsinnen.tga
tx3spsinnen_b.tga
tx4spsaussen.tga
tx4spsaussen_b.tga

in your Armada directory to "...\Activision\Star Trek Armada II\Textures\RGB"
-----


shurikencls1.bmp

in your Armada directory to "...\Activision\Star Trek Armada II\bitmaps\AdmiralsLog\ShipImages"
==========

2. Choose a shipyard, building the shuriken class.
the advanced sipyard of the federation is "fyard2.odf". You can find it here:
"...\Activision\Star Trek Armada II\odf\stations"

-Open fyard2.odf with your Windows Texteditor (Notepad) or another Programm like this.
Look for the text:

buildItem3 = "fspecial"
buildItem4 = "fbattle"

-Write under the text: buildItem5 = "shurikencls1". Then it looks like this:

buildItem3 = "fspecial"
buildItem4 = "fbattle"
buildItem5 = "shurikencls1"

-Attention: If you have already an entry with buildItem5,
you have to change the number to buildItem6 and so on.

-Save the file and close it.
==========

3.-Choose the directory: "...\Activision\Star Trek Armada II\techtree".
Open the file "fulltech.tt" with the Windows Texteditor and search "fbattle.odf 0".
Write under this entry:

shurikencls1.odf 0
thalaradia.odf 0

Das sieht dann so aus:

fbattle.odf 0
shurikencls1.odf 0
thalaradia.odf 0


-Save the file and close it.

-Do not change the directory but open the file "tech1.tt" with the Texteditor.
Search following Entry:

fbanshee.odf 1 fyard2.odf // frigate (banshee class)
fspecial.odf 2 fyard2.odf fresear2.odf // special (nebula class)

-Write under this entry:

shurikencls.odf 0


Then it looks like this:

fbanshee.odf 1 fyard2.odf // frigate (banshee class)
fspecial.odf 2 fyard2.odf fresear2.odf // special (nebula class)
shurikencls.odf 0


-Search in the same file the entry:

gtempor.odf 0 // temporal stasis field
ghologen.odf 0 // USS Incursion Holographic Generator

-Write under this entry:

thalaradia.odf 0

Then it looks like this:

gtempor.odf 0 // temporal stasis field
ghologen.odf 0 // USS Incursion Holographic Generator
thalaradia.odf 0


-Save the file and close it.
==========

4.-Choose the directory: "...\Activision\Star Trek Armada II\Sprites".
open the file "gui_global.spr" with the Windows Texteditor.
Look for the entry:

@reference=64
b_fmining gbfmining 0 0 64 64
b_fsensor gbfsensor 0 0 64 64

-Write under this entry:

b_shurikencls1 gbshurikencls1 0 0 64 64

Then it looks like this:

@reference=64
b_fmining gbfmining 0 0 64 64
b_fsensor gbfsensor 0 0 64 64
b_shurikencls1 gbshurikencls1 0 0 64 64

-Search in the same file the entry:

b_gregen gbregen00 0 0 64 64
b_gpsyblst gbpblast00 0 0 64 64

-Write under this entry:

b_thalaradia gbthalaradia 0 0 64 64

Then it looks like this:

b_gregen gbregen00 0 0 64 64
b_gpsyblst gbpblast00 0 0 64 64
b_thalaradia gbthalaradia 0 0 64 64

-Search in the same file the entry:

fupgradew1 fedwireframe07 0 192 48 48
fupgradew2 fedwireframe07 48 192 48 48
fupgradew3 fedwireframe07 96 192 48 48
fupgradew4 fedwireframe07 144 192 48 48
fupgradew5 fedwireframe07 192 192 48 48

-Write under this entry:


shurikencls1w1 shurikencls1wf 160 0 80 80
shurikencls1w2 shurikencls1wf 0 80 80 80
shurikencls1w3 shurikencls1wf 80 80 80 80
shurikencls1w4 shurikencls1wf 80 0 80 80
shurikencls1w5 shurikencls1wf 0 0 80 80

Then it looks like this:

fupgradew1 fedwireframe07 0 192 48 48
fupgradew2 fedwireframe07 48 192 48 48
fupgradew3 fedwireframe07 96 192 48 48
fupgradew4 fedwireframe07 144 192 48 48
fupgradew5 fedwireframe07 192 192 48 48

shurikencls1w1 shurikencls1wf 160 0 80 80
shurikencls1w2 shurikencls1wf 0 80 80 80
shurikencls1w3 shurikencls1wf 80 80 80 80
shurikencls1w4 shurikencls1wf 80 0 80 80
shurikencls1w5 shurikencls1wf 0 0 80 80

-Save the file and close it.


5.-Do not change the directory but open the file "weapon.spr" with the Texteditor.
Search following Entry:


# Psychonic Blast
wpsyblast wpsyblst 0 0 128 21 @anim=tex1x4


-Write under this entry:


# Thalaron Radiation
Wthalaradiaspr Wthalaradispr 0 0 128 32 @anim=tex1x4


Then it looks like this:

# Psychonic Blast
wpsyblast wpsyblst 0 0 128 21 @anim=tex1x4

# Thalaron Radiation
Wthalaradiaspr Wthalaradispr 0 0 128 32 @anim=tex1x4


-Save the file and close it.
==========

Done



Model-Information:

Shuriken Class:

Polys: 230
Quality: medium
Armada-Lights at the Model: 0
Hardpoints: 20 (hp01-hp20)
Types: 1
High resolution textures: yes
Borgtexture: yes
Wireframe: yes
Buildbutton: yes
ShipImage: yes
SOD by me: yes
adapted ODF: yes
Special-Weapons by me: Thalaron Radiation
Model has a real example: no
Lightmaps: yes


Tips__________________________________________
With the Freeware Programm AssimView
http://assimsoft.com/membersonly/index.php?page=downloads&type=entry&id=3&root=1
is it possible to open the SODs to look for the harpoints.


Contact__________________
Questions to: fahres@gmx.net
ICQ: 148686453


Shuriken______________________________________________________________________________________________________
From Wikipedia, the free encyclopedia

"Hira Shuriken
Shuriken (lit: "hand release blade") are throwing blades.
The martial art of wielding the shuriken is called shuriken-jutsu.
Tracing back through history to determine the origins of this unique throwing weapon is difficult, if not impossible.
In theory, it can be seen how the four-pointed Senban shuriken, characteristic of the Togakure Ryu of ninjutsu,
was perhaps developed from the four-cornered,
iron reinforcing plates (washers) that backed up the heads of the nails used in the joining of timbers in castle and fortress construction.
Such washers are also seen in the construction of the large taiko drums still played today.

The major varieties are the bo shuriken and the hira shuriken, throwing blades with multiple points,
sometimes called senban (also read as shaken) but more commonly known in the West as throwing stars or ninja stars,
due to their distinctive shape. These "throwing stars" usually had only four points, but they were known to have up to eight.

Uses
Contrary to popular belief, (video games, Hollywood, etc.) shuriken are not designed as a primary weapon,
but rather as a distraction or tactical weapon.
The first bo shuriken were large nails used in the wooden construction of temples and houses.
However, the more commonly seen four sided shuriken was a tool used by carpenters to dig out those nails.
Usually ninja could not afford to buy an expensive weapon from a weaponsmith.
As a result, they improvised by using everyday objects for weapons.

Contrary to popular culture, It was not necessary to "stick" it into the target.
When throwing it they would spin the weapon very fast, so that it would then hit opponents' arms or legs,
creating a "saw" effect. Shuriken could be used on the battlefield as a distraction;
a hidden ambush group might throw a volley as a diversion or delaying tactic.
Shuriken were at times contained with tipped poison. Corrosion is also a relentless factor in humid Japan,
and the rust may be an effective poison if introduced into the bloodstream."

____________________________________________
greetz and Have fun with this Shuriken Class

FahreS @ -=WiCKeD=-HARKER

Version  V 2.0  Author  FahreS @ -=WiCKeD=-HARKER  Website   
Downloads  319  Size  2.06 MB  Created  2006-05-15 

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Comments  

#1 willsk8forfood15 2006-05-15 14:28
Very nice Fahres. The most creative ship I have seen in a while.
#2 SED 2006-05-15 14:32
WTF how come i can see the bridge?????????? It looks like it just put together by Triangles, and more Triangles. Im sorry but i have to rank it at 4/10
#3 FahreS 2006-05-15 14:43
#1 thx al lot :-)


#2 I modelled the bridge because i wanted to create something new.

Especially the bridge isnt very detailled modded but detailed textured.

I have done this to create a low poly ship.

but i think that it isnt too low poly for its ingame size.


Im sorry for the circumstances that the admins/moderators had with my ship

1. Because of the old textures

2. Because my own behavior in the forum
#4 willsk8forfood15 2006-05-15 20:33
4/10 !? Nah more like a 9/10 just for creativity. Maybe even make a model with a more detailed bridge for release?
#5 FahreS 2006-05-16 06:04
No this is the second version of the shuriken class and I get now a creativity like "eat my shorts" from the Uploader.


I dont want to create a new version of this file if i will get such a low creativity rate.

Its better if I create a new mod.

Next time I wouldt be so enthusiastic about my file...
#6 MajorPayne 2006-05-16 11:53
Creative, yes. A good representation of a low poly fighter. However, whilst this is good, the textures are another matter. Why include 4 high res textures which are very low in detail?? With the textures that you have included they could have been 128*128 and still had the same effect. Infact you could have also had at least one less texture file without any texture quality loss, and if you really want to get technical about it, the four textures could have been resized and combined to 1 single 512*512. Oh and you also only need lightmaps for textures that actually use lit sections.


Yes, I am being critical, but when doing any kind of low poly model you need as much detail as possible in the textures.
#7 FahreS 2006-05-16 12:41
yes i see you are right with the textures but this are the first textures that I made without having a real example.

Although I used the first time lightmaps, I dont think that I have used too many because all these parts that glows in model must glow. And I dont like the lights from the game.
#8 kel333 2006-05-18 05:20
Don't let the negative critics get you down.


I've never heard MAP give anything but constructive, helpful, criticism and this is a fine example. As for any others, try to get something positive out of it.


You could make the detail better, but I think it's good enough for a fighter. And while organization is one of my catch phrases (in regard to the textures) you made a fine looking wireframe and the work you did on the bridge is original and well done.


Qapla
#9 FahreS 2006-05-19 09:10
thanks for this positive post.


I have nothing against negative critics, but I would be happier if could understand the creativity grade. I only could do it better if I know why the grade is such bad.

If you know the reason please tell it to me, but not here.


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