Prometheus Class Prometheus Class

(10 votes)
icewolf132, 2009-01-10

This update includes completely fixed ODFs and properly lighted SODs, as well as some small texture tweaks. It should now work perfectly using the extract and play methood. Also, high res textures are not included in this update since the low res ones are smaller and that there's not that much noticable diffrence between the two while in game. Details for obtaining high res textures can be found within the install directions.
I also greatly apologize for any inconvenience or frustrations this brought.

The Prometheus class is one of the most well known ships from Star Trek, mainly from a new take on Starship Seperation; the Multi Vector Assault Mode. Dispite it's fame, this ship is a rather elusive one in Armada II, especially with MVAM support. While there is a version of the Prommie originally created by Deemon/Gonwee, time had not faired well with it.

So here I present a new Prometheus class model with MVAM support, as well as several diffrent textures to choose from. I admit that while I tried to get it as close to the cannon design, it's not perfect. But it is of good quallity, and it brings a bit of Diversity for the class.


Prometheus Class, V1.1

**This update includes completely fixed ODFs and properly lighted SODs, as well as some small texture tweaks. It should now work perfectly using the extract and play methood. Also, high res textures are not included in this update since the low res ones are smaller and that there's not that much noticable diffrence between the two while in game. Details for obtaining high res textures can be found within the install directions.
I also greatly apologize for any inconvenience or frustrations this brought.**

The Prometheus class is one of the most well known ships from Star Trek, mainly from a new take on Starship Seperation; the Multi Vector Assault Mode. Dispite it's fame, this ship is a rather elusive one in Armada II, especially with MVAM support. While there is a version of the Prommie originally created by Deemon/Gonwee, time had not faired well with it.

So here I present a new Prometheus class model with MVAM support, as well as several diffrent textures to choose from. I admit that while I tried to get it as close to the cannon design, it's not perfect. But it is of good quallity, and it brings a bit of Diversity for the class.

Please note though, that the PP 1.2.5 patch is requred for MVAM support.


Contents

0. Credits
1. Installation
2. System Requirements
3. Random Information
4. Known Issues
5. Disclaimer
6. Contact
7. Distrubtion/Authorised download mirrors
8. Third party use


0 - Credits

Icewolf132 - Model, textures, and borgified textures.

Paramount - Original design (Voy: Message in a Bottle).

And I'd like to thank the Armada II Files staff for the readme template.


1 - Installation


Within the zip file you will find a directory for the core files, as well as a directory for alternate borg textures. By default, the Prometheus uses non-green borg textures, and all texture files are at a 512 by 512 resolution. If you wish to use higher resolution textures, you MUST install the files in the Prometheus_Files directory FIRST! Then download the first release of the Prometheus (V1.0, link below) and extract the Prometheus_Files/textures/rgb directory into your Armada II directory. The Version 1.0 Prometheus can be found at;
http://armada2.filefront.com/file/Prometheus_class;97029

To install, extract the contents of the Prometheus_Files into your Armada II directory.

Afterwards, you can extract the files of the GreenBorg_Textures to the same directory if you're green with envy for the Borg.


***MODDER'S INFO, so you don't have to dig for it ;).
*gui_global.spr

Find
b_fspecial gbfspecial 0 0 64 64

and paste this below that line;
b_fprometheus gbfprometheus 0 0 64 64

Then find
# Special weapon buttons
@reference=64

@tmaterial=interface

And paste this below those lines;
b_gMVAM_sep gbgMVAM_sep 0 0 64 64
b_gMVAM_int gbgMVAM_ing 0 0 64 64

And finally, find
# Federation wireframes

@reference=256

and paste this below those lines;
fprometheusw1 wirePrometheus 0 0 48 48
fprometheusw2 wirePrometheus 48 0 48 48
fprometheusw3 wirePrometheus 96 0 48 48
fprometheusw4 wirePrometheus 144 0 48 48
fprometheusw5 wirePrometheus 192 0 48 48

fpromalphaw1 wirePrometheus 0 48 48 48
fpromalphaw2 wirePrometheus 48 48 48 48
fpromalphaw3 wirePrometheus 96 48 48 48
fpromalphaw4 wirePrometheus 144 48 48 48
fpromalphaw5 wirePrometheus 192 48 48 48

fpromgammaw1 wirePrometheus 0 144 48 48
fpromgammaw2 wirePrometheus 48 144 48 48
fpromgammaw3 wirePrometheus 96 144 48 48
fpromgammaw4 wirePrometheus 144 144 48 48
fpromgammaw5 wirePrometheus 192 144 48 48

fprombetaw1 wirePrometheus 0 96 48 48
fprombetaw2 wirePrometheus 48 96 48 48
fprombetaw3 wirePrometheus 96 96 48 48
fprombetaw4 wirePrometheus 144 96 48 48
fprombetaw5 wirePrometheus 192 96 48 48

*Tech1.tt
Paste the following lines;

fprometheus.odf 2 fyard2.odf fupgrade.odf // prometheus class
gMVAM_sep.odf 0
gMVAM_int.odf 0

*Fulltech.tt
Paste the following lines;

fprometheus.odf 0 // prometheus class
gMVAM_sep.odf 0
gMVAM_int.odf 0


2 - System Requirements

The Fleet Ops Patch Project 1.2.X patch is requred for MVAM support.


3 - Random Information

Build button: Yes
ODFs: Yes
Tech support: Yes
Wireframes: Yes
SOD: Yes


Poly count:
Alpha section (saucer), 662 Polys
Beta section (middle engineering), 660 Polys
Gama section (lower engineering), 639 Polys
Prometheus class (integrated), 1532 Polys

Lights: None

Time to complete: About 6 days

Version History:
V1.0 - Unit is first released.
V1.1 - Packaged the correct ODF and Tech files for the ship, fixed a lighting problem with the SODs, and done some minor tweaks to the readme file.


4 - Known Issues

None known, if any are found please contact me.

5 - Disclaimer

THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.


6 - Contact

I can be contacted by email at stevewolf87_at_gmail_dot_com. You can also contact me by PMing Icewolf132 on armada2files.com or Icewolf on altairtechandgaming.com.


7 - Distribution/hosting & Commercial use

If you are interested in hosting this file or distributing it in any manner then please contact me.

Hosting, or any other form of distribution is hereby forbidden without prior written permission. The use in Armada II Modifications is allowed as per section 8 below.


8 - Third party use
Lastly, you may use this in your mod if you wish it, under the condition that you give credit for the original work where it's due.

If you wish to modify the textures or the model in any way, please contact me before hand.

All other rights are reserved. This CAN be used outside of the Armada II community without prior permission, but as said above credit must be given for the original work where it is due.


And you know I had to say this at some point;

"You hit the wrong ship...you hit the wrong ship!"
"It's not my fault!"
"Then who's fault was it, the torpedo's?!"

Version  MVAM 1.1  Author  icewolf132  Website   
Downloads  1,296  Size  2.33 MB  Created  2009-01-10 

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Comments  

#1 exodus_499 2009-01-11 16:44
Awesome - it's not often you see a modding community actually attain their "holy grail", and this must be the best yet!
#2 CanadianBorg 2009-01-11 17:27
I concur. Downloading immediately.


-CanadianBorg


P.S. Resistance is futile, eh?
#3 adm_tyler 2009-01-11 23:51
Good mod. One question though; how do you reintergrate? For some reason, it won't let me.
#4 Icewolf132 2009-01-12 08:18
Thanks all :-)


@#3 , you've got to select all three sections, much like you have to select the two sections of the Galaxy class in the stock game. Though keep in mind that it's broken in the first release of this (V1.0) due to Wolfie being an idiot and packing the wrong ODF files >.<
#5 scooter69a 2009-01-12 20:59
So how can I get it to work with the MVAM properly. What must I download exactly for it to work in my game?
#6 scooter69a 2009-01-12 21:09
Nevermind I figured it out by looking around and found that 1.2.5 patch. Its awesome.
#7 Husnock 2009-01-16 20:29
Okay, I have the patch installed, but the MVAM still doesn't work. And now my Galaxy won't separate either!


Any help/advice would be appreciated...
#8 Loskene 2009-01-17 09:49
The shuttlebay on the Beta section looks a bit tall, but it's still a fantastic approximation.
#9 Husnock 2009-01-18 15:23
Nevermind, I just screwed up something with the gui_global sprite.


FRICKING AWESOME!!! I built a small fleet of these suckers sent 'em into a Romulan base, seperated them, and true to MVAM purpose, they tore into it like a pack of wolves on a wounded raccoon!!! BWAHAHAHAHAHAH!!! :devil:
#10 Firewarrior1705 2009-01-30 13:34
For some reason, the reintegration causes a crash to desktop. All the other files work fine. Am I missing something here?

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