Thursday, April 11, 2013

Cargo Bay Series 4



Cualli yahualtin, all.

I don´t really know where to begin. This may be, to date, my biggest project. I present a set of 215 objects to fill your cargo bays.

The inspiration for this project is twofold. A few weeks ago, I was browsing SolCommand's site and happened across a low-poly cargo crate. It's a simple mesh with a clean map, and I thought that with a bit of tweaking it would look good in my game.

At the same time, I was making a cargo bay set for my story and I realized that no matter how I arrange them, I only use about six or seven different meshes and my cargo bays all tended to look the same after a while. At the time I made it, I thought my last Galaxy-class set was good, but there are some things that bothered me. The barrel mesh is too big; if objects are snapped to the grid, a part of it disappears into the wall. There are a limited number of recolors, and each subset includes two or three objects. To place something on top of the shelves, you have to break out the OMSPs. The Galaxy-class cargo modules have had a good run, but they've outlived their usefulness.

This new project has solved all of these problems. All the objects in the set are a bit smaller, so they don´t disappear into the walls. This is great for storytellers, too; your sims don´t look as weird when you pose them to carry the cargo modules. They modules are a better fit for the sims' bodies.

Each object family takes advantage of the repository technique. This means that the same set of recolors can be used on any object in the set (There are some caveats to this. Please see the details in each section). My main complaint about the repository technique is that if something happens to the master object, all the other object in the set become useless. I get frustrated by creators who don't explain this clearly in their posts. You have to re-download the entire set again. Not in this case. All the objects are clearly labeled MASTER or SLAVE, both in the .package's title and in the CTTS (in-game catalog description) so that you don't accidentally delete the wrong object.

Each object family is organized into freestanding units (stand-alone) and shelved. The base units have a solid footprint and on multi-tile objects, the footprint has been edited and checked in-game. The stackable units are all 1-tile, and use a place-anywhere init BHAV borrowed from SilentLucidity's OMSPs. So you can stack the objects at any height you like, and color each object differently. The shelved units are all the same heights and basically interchangeable, so you can stock your shelves however you wish.

A lot of time went into this project. The scope of it kind of got away from me; originally, I only wanted to do about six objects, but the ideas just kept rolling in. With any luck, I'll be doing some add-on sets in the future. Collection files and a download link for the entire set will be included in the last post.

Note: all files have been Compressorized.

I've made some major changes to this set. See the end of this post for details.

Cargo Module 1

This is the crate that started it all. I came across this object at SolCommand's blog and downloaded it to have a look at it. I redid the texture map slightly, added an animated indicator light, and made a whole set of objects that can be stacked right up to the ceiling.

The short crate is slightly taller than the original, and the shelved crates are, too. as with all the shelved objects, the crates can be mixed and matched. The crates can be stacked on top of other shelved objects, or other shelved objects can be stacked on the crates.

Details:

Price: Standard §250, Long §500
Polys: Open  338, Closed 286 (Low poly)
Recolorable subsets: crate (matte) and indicator lights (animated)
19 objects, 8 recolors. The lights are color-coordinated to the crate textures.



Cargo Module 2

The classic cargo canister, now in a more manageable size. I drew this mesh freehand on Blender, mapped the lid & base, upper & lower bands, label, and center band to make recoloring a snap. The tall canister is a a different height, so the freestanding meshes aren´t quite interchangeable, but overall I really like this object. The master object is the short, open canister

Important: The base texture for the short, open canister is the master for modules 2, 3, and 4. The content texture (inside the canister) is the base texture for modules 2, 3, 4, 7, 8, and 9.

Details:
Price: Standard §300, Tall §500
Polys: Open 1292, Closed 1260 (medium poly)
Recolorable subsets: canister/lid (matte) and liquid (matte, invisible). This idea came to me from looking at Sophie-David's Ye Olde Cooper´sBarrels.
14 objects, 48 recolors (base) 22 recolors (content). Note: the recolors designated RA-RK are Klingon, Coatl, and Icthian canisters. If you don't need them in your game, they can be easily removed.


Cargo Module 3

A mayonnaise jar-shaped module, completely slaved to Module 2. The neck is a lot narrower than the base, so I didn't make the freestanding module stackable.

Important: This object is slaved completely to Cargo Module 2.

4/6/2013- I fixed the textures on this entire set. Modules 3 and 4 no longer clip off the top of the texture. See the images below for details.

Details:
Price: Standard §300, Tall §500
Polys: Open 1822, Closed 1790 (medium poly)
10 objects



Cargo Module 4

A square jar-shaped module, completely slaved to Module 2. Also not stackable. The map is also a little smegged up.

Important: This object is slaved completely to Cargo Module 2.

4/6/2013- I fixed the textures on this entire set. Modules 3 and 4 no longer clip off the top of the texture. See the images below for details.

Details:
Price: Standard §300, Tall §500
Polys: Open 3475, Closed 3443 (high poly)
10 objects



Cargo Module 5

A cargo cube without a lot of external markings. Ideal for any cargo bay. I mapped it for small textures and easy recoloring, not detail. Even so, this is one of my favorite modules in the set.

Important: The indicator light texture is the master for Cargo Module 11.

Details:
Price: Standard §300, Tall §500
Polys: Open 868 , Closed 830 (low poly)
Recolorable subsets: Cube (semi-gloss) and indicator lights (animated)
10 objects, 7 recolors.


Cargo Module 6

TNG-style isolated cargo module. I've made several previous versions of this, but this one is my best to date. The standard-sized module is easily carryable by a single sim. I've redone the map to allow for more detail. The isolation cage is a complex subset with four six-sided toruses, so overall the object is high-poly. On one of the 3x3 objects, I replaced the hex panels with glass, so the interior is visible. With the use of an OMSP, you can place objects inside the module.

Important: The base texture is the master for Cargo Module 14. The LCARS panel texture is the master for Cargo Modules 10 and 14.

4/6/2013- I've updated one of the base recolors. Originally the color for the canister base was #000000 (black). I changed it to #3c3c3c (charcoal gray).

Details:
Price: Standard §650, Tall §850 3x3 §2500
Polys: Base 3670 , Tall 3676, Transparent 3722 (high poly)
Recolorable subsets: Body (matte) and LCARS panel (backlit)
15 objects, 9 recolors.



Cargo Module 7

The classic TNG cargo barrel. The base texture is mapped for small textures and easy recoloring as opposed to detail.

Important: The base texture is master for Cargo Module 8. The content texture (inside the barrel) is slaved to Cargo Module 2.

4/6/2013- The portion of the barrel texture originally colored #000000 (black) has been updated to #3c3c3c (charcoal gray).. See the below images for details.

Details:
Price: Standard §300, Tall §500
Polys: Open 1248 , Closed 1216 (medium poly)
Recolorable subsets: Barrel/lid (matte) and liquid (matte, invisible)
17 objects, 19 recolors (base) 22 recolors (content).


Cargo Module 8

A hermetically sealed barrel. It can be mixed and matched with Cargo Module 7.

Important: The base texture is slaved to Cargo Module 7. The content texture (inside the barrel) is slaved to Cargo Module 2.

4/6/2013- The portion of the barrel texture originally colored #000000 (black) has been updated to charcoal gray. See the below images for details.

Details:
Price: Standard §300, Tall §600
Polys: Open 1248 , Closed 1216 (medium poly)
Recolorable subsets: Barrel/lid (matte) and liquid (matte, invisible)
17 objects



Cargo Module 9

Classic octagonal TNG cargo drum. I only made Starfleet textures for this one

Important: The content texture (inside the barrel) is slaved to Cargo Module 2.

4/6/2013- The base textures that originally used the cargo type (smaller, squarish) label have been replaced with Starfleet Transport Command (longer, rectangular) labels. The smaller label was too hard to see. See below images for details.

Details:
Price: Standard §400, Tall §800
Polys: Open 2334 , Closed 2296 (medium poly)
Recolorable subsets: Barrel/lid (matte) and liquid (matte, invisible)
13 objects



Cargo Module 10

I started this as a small, upright TNG-style canister with removable lid. I tried to get it to look like the reference pic, but it really didn't. So I added a few details of my own. I'm pleased with the result; I think it looks really good. I had height issues on the large, shelved canister. With the handle bits, it doesn´t quite clear the shelf, so on those objects, I removed that part of the mesh.

Important: The base texture for the short, open canister is the master for modules 11, 12, and 13. The LCARS panel texture is slaved to Module 6.

4/6/2013- The portion of the base texture originally colored #000000 (black) has been updated to #3c3c3c (charcoal gray). See the below images for details.

Details:
Price: Standard §150, Large §350
Polys: Standard 1692, Large shelved 1336 (medium poly)
Recolorable subsets: Body (semi-gloss) and LCARS panel (backlit)
14 objects, 12 recolors (base) 9 recolors (LCARS panel).



Cargo Module 11

Classic TNG-style antimatter containment module. I made an open mesh for this one.

Important: The base texture is slaved to Module 10. The pulsing light texture is slaved to Module 5.

4/6/2013- The portion of the base texture originally colored #000000 (black) has been updated to #3c3c3c (charcoal gray). See the below images for details. The mesh on Shelved4 has been moved down slightly; it no longer looks like it´s floating.

Details:
Price: Small §350, Large §650
Polys: 2168 (medium poly)
Recolorable subsets: Body (semi-gloss) and indicator lights (animated)
11 objects


Cargo Module 12

Classic VOY-style 2x1 cask. The band and the label are recolorable.

Important: The base texture is slaved to Cargo Module 10. The label texture is master for Cargo Module 13.

4/6/2013- The portion of the base texture originally colored #000000 (black) has been updated to #3c3c3c (charcoal gray). The label textures that originally used the cargo type (smaller, squarish) label have been replaced with Starfleet Transport Command (longer, rectangular) labels. The smaller label was too hard to see. See below images for details. See the below images for details.

Details:
Price: §750
Polys: 1392 (medium poly)
Recolorable subsets: body/bands (semi-gloss) and cargo label (matte)
6 objects, 12 recolors (base) 8 recolors (label).




Cargo Module 13

A clamshell-type crate with ribs.

Important: The base texture is slaved to Cargo Module 10. The label texture is slaved to Cargo Module 12.

4/6/2013- The portion of the base texture originally colored #000000 (black) has been updated to #3c3c3c (charcoal gray). The label textures that originally used the cargo type (smaller, squarish) label have been replaced with Starfleet Transport Command (longer, rectangular) labels. The smaller label was too hard to see. See below images for details. See the below images for details.

Details:
Price: Standard §350, Long §750
Polys: Open 1236, Closed 944 (medium poly)
Recolorable subsets: Body (semi-gloss) and cargo label (matte)
18 objects



Cargo Module 14

Funny story. I was trying to make a completely different type of module. I smegged up the mesh, went back and remeshed it a bit, still wasn't happy with it, went back in and made some changes, got all the little vertices and normals to behave, still didn't like it and almost scrapped the project. I made a few more changes and decided I liked it. It looks nothing like the module in the original reference pic, but still looks good. I made one little smeg-up with the map: one of the faces on the inside lip matches the outside, but it's so minor it's hardly noticeable and I don't feel like redoing the GMDC on 17 objects.

Important: This object is fully slaved to Cargo Module 6. The master and all recolors are included in the file.

4/6/2013- I've updated one of the base recolors. Originally the color for the canister base was #000000 (black). I changed it to #3c3c3c (charcoal gray).

Details:
Price: Standard §350, Tall §650, 2x2 §1800, 3x3 2500
Polys: 1910 (medium poly)
Recolorable subsets: Body (matte) and LCARS panel (backlit)
17 objects



Shelving Units

This really brings the set together: shelves to put your stuff on. The master for this set is the basic 1x1 shelving unit with LCARS panels. (I figure it's like an inventory control point). There are several sizes: 1x1, 1x2, 1x3, 1x4, 2x2, 2x3, and 2x4. There are also 1x1, 1x2, 1x3, and 1x4 sections; these are simpler shelves, without the LCARS panel, that fit into the other sections. There is a 1x1 corner, a 2x2 corner, a 1x2 half-round section, and a 2x2 round unit for a bit of variety. There are 1x1, 1x2, 1x3 and 1x4 barrel racks for horizontally-oriented objects. The last piece in the set is a ladder. It's strictly deco and has a place-anywhere BHAV.

Also included is a stand-alone classic TNG cargo transporter with its own recolors. The transporter pad is set at the same height as the lowest shelf so you can place any objects at height Shelved1 on the pad (And stack Shelved2 objects on top of them, of course). You can see the pad in detail in the episode "Datalore".

Note: The corner units don't line up precisely with the shelves. I don't know why this is. I tried remeshing them and still got the same result. Judicious use of boolprop snapObjectsToGrid false, then moving the corner units slightly, seems to solve the problem.

Details: (shelving units)
Price: §500/tile, §250 ladder
Polys: 1x1 and 1x2 904
1x1 and 2x2 corner 456
1x1 and 1x2 section 536
1x2 half-round 772
1x3 and 1x4 section 792
1x3 and 1x4 1160
2x2 1160
2x2 Round- 768
2x3 and 2x4 1516
1x1 Barrel Rack 1852
1x2 barrel rack 3032
1x3 barrel rack 4212
1x4 barrel rack 5392
Ladder 1936
Recolorable subsets: Base (matte) and LCARS panels (backlit)
21 objects

Details: (cargo transporter)
Price: §8000
Polys: 2268
Recolorable subsets: Base (semi-gloss) and panels (backlit)


So that´s it, for now. I've shelved my accessory projects for now; I don't really need a lot of new accessories in my game and don't see the need to make race-specific accessories. One constant remains universal, whether dealing with the Federation, Klingons, Romulans, Ferengi, Icthians, or Coatl: they all have s*** and they all need a place to store/ transport their s***.

Major update 4/6/2013:

Changelog:

I fixed the base textures for Module 2. This eliminates the texture clipping on Modules 3 and 4.

NixNivis made an excellent suggestion about replacing the #000000 (black) in the base textures with #3c3c3c (charcoal gray). This vastly improves their appearance. I've replaced the base textures on Modules 6, 7 and 10. Because these are master objects, the textures on Modules 8, 11, 12, 13 and 14 will also be updated.

I've replaced the label textures on Modules 9, 12 and 13 that originally used the cargo type (smaller, squarish) label  with Starfleet Transport Command (longer, rectangular) labels. The smaller label was too hard to see.

The mesh on Cargo Module 11, Shelved 4 was moved slightly. It no longer looks as if it's floating.

I´ve disabled the downloads in the individual sections. Only the entire set can be downloaded.

Please redownload.



I'm still exploring the versatility of this set. These are just a few cargo bays I put together using it:


As promised, here's the entire set and the collection files:





Please note: I strongly recommend the collection files. They organize the objects into freestanding, shelved, and shelving units, and make it easier to find the correct objects.

As I mentioned in the first post, I have plans to create 2-3 mini-expansions of 3 or 4 object families each to supplement this set. I already have a Romluan cargo pod, Olemantiker's crate, and the all-white VOY-style cargo pod on my list. I wanted to do the Red Dwarf garbage pod as a joke for April 1, but time restraints got in the way.

These objects have been thoroughly play-tested. However, we all make mistakes. I've noted a few minor things when using my objects. Any feedback to help me improve future sets is greatly appreciated.

That's all for now. Happy simming!

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