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Enterprise D in Source Engine...

lewisniven

Lieutenant Commander
Red Shirt
Thought you guys might be interested to see what I've been working on, Ive been using this site and a few others for a lot of reference material and its been really useful, so a general thanks to everyone here, here's where we are so far...

engineering40001.jpg


engineering40007.jpg


engineering40009.jpg


engineering40016.jpg


shuttlebay10010.jpg


shuttlebay10006.jpg


I've set up a blog that chronicles my progress just so there's a kind of 'production' diary that's centralised.

http://1701dproject.blogspot.com/

Comments/Suggestions/Tips/Help are needed and encouraged!

Lewis.
 
I'm a big fan of the Source engine. Portal'ing my way around the Ent-D would be fun. :p

Great work!
 
That's incredible!

I think you should be commissioned to create an enterprise walkthrough program for the new TNG-R blurays.

Would there be problems with using Source for it? I have no clue about copyright and permissions etc.

Would be freaking awesome though! ;)
 
That's incredible!

I think you should be commissioned to create an enterprise walkthrough program for the new TNG-R blurays.

Would there be problems with using Source for it? I have no clue about copyright and permissions etc.

Would be freaking awesome though! ;)

thank you so much, i really appreciate that!

Unfortunately the source engine doesn't allow for the kind of detail required to pull something like that off, if there's someone they need to hire for that, its this guy;

http://www.youtube.com/watch?v=Psiz-LYNO70&feature=BFa&list=FLRvlr54_O_POyULw726W_VA&lf=mh_lolz

:drool:
 
Wow! That is beautiful detail in that vid.

I don't think the detail would need to be that high though. What you've done is more than enough detail for what I had in mind.

Don't know how you'd control an FPS style walkthrough on a TV setup though.
 
Looks as if she was at Utopia Planitia still under construction. :techman: It's nice to see Trek in the Source engine again. I'm accustomed to seeing Trek projects dry up faster than you can say tribble.
 
This is positively stunning! You've effectively proven that you don't need to make super-busy texture maps in order to build an aesthetically pleasing environment. Well done! :techman:

Do you plan on making a self-contained interactive walk-about that doesn't require some 3rd party game engine to operate? Will you eventually be doing the whole ship or just limit the model to some key sections?
 
This is positively stunning! You've effectively proven that you don't need to make super-busy texture maps in order to build an aesthetically pleasing environment. Well done! :techman:

Do you plan on making a self-contained interactive walk-about that doesn't require some 3rd party game engine to operate? Will you eventually be doing the whole ship or just limit the model to some key sections?

Hey, thanks for the kind words! I don't think it would be possible to package it up for use without the actual game being installed, but I will at some point upload the maps when I'm happy with them.

I won't do the whole ship, it would take far too long, and would be boring as sin to walk around, as it would all look pretty much the same.

The plan is to flesh out key areas, plus invent a few of my own that were never seen on screen (deflector control, various system control rooms, potentially shuttle bay 1 etc), and then link them via corridors, jefferies tubes and ladders, which will give the illusion of exploring the ship and being able to change decks etc.

I'd like to do the bridge but I can see that being VERY difficult to get looking right, so we'll see.

Anyway, here's a further update on a few more bits I've done, and the progression...

transporter_room0000.jpg


transporter_room0003.jpg


transporter_room0007.jpg


transporter_room0006.jpg


transporter_room0005.jpg


transporter_room0010.jpg


The transporter room texturing is very very rough as it stands, lots more to do on that.

Lewis.
 
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