Intrepid Class Series 5- Main Bridge

This is my holiday gift for 2012. Happy holidays, all.

This set is long overdue. I was never really happy with my first two or three attempts at building an Intrepid-class bridge.  Over the last couple of years I’ve made a few attempts to mesh the set myself, but I was never very pleased with the results. Actually, my frustration at not being able to complete a decent Intrepid-class bridge set was one of the things that drove my creative energy in other directions.

My meshing muse was recently reawakened when I needed a solid Defiant-class bridge set and some Breen outfits for my story. The other two projects really came together, and I liked the end result. Then I was browsing some 3D meshing sites at random and came across an incredibly detailed set in 3DS by Chainsaw_NL at Trek Meshes. I was really impressed with the meshes and texturing. I spent about 50 hours converting most of the meshes to Sims 2 (Actually, the chairs are BC ports; Chainsaw’s original chairs are awesome, but the poly count is way too high). The set contains 16 new pieces and a collection file.

Note: these are very high-poly meshes. I don’t recommend them for slower systems.

Here’s an isometric-ish view of the bridge.

Specs:

Main Viewer
Works like: wall art
Price:  §350
Recolorable subsets: view screen and animated upper and lower panels
Design notes: Fits perfectly into a 5×1 alcove.
Egghead stuff: 4035 polys. Upper and lower panel TXMT is animated.

Forward Wall Light
Works like: a wall light
Price: §110
Recolorable subsets: light-up panel and base
Design notes: It’s designed to be placed on the empty part of the wall between the viewer’s frame and the column. It also makes a great running light for corridors.
Egghead stuff: 480 polys.

Helm Console
Works like: a 3×1 table with extended footprint
Price: §1655
Recolorable subsets: LCARS panels
Design notes: none
Egghead stuff: 13864 polys. 5×1 footprint- the footprint has been extended so that sims can’t walk through it, but slots haven’t been added to those tiles. An invisible computer (included) can be placed on the center tile to enable functionality for this console. The LCARS is a ginormous 2048 x 512 for ultra-detail.

Duty Chair
Works like: a dining chair
Price: §150
Recolorable subsets: cushion
Design notes: The base object has 5 color options. It coordinates with the captain’s chair and XO’s chair.
Egghead stuff: 1258 polys

Floor Light
Works like: a 3×3 rug
Price: §500
Recolorable subsets: light panels
Design notes: The mesh is designed to fit around the base of the helm console.
Egghead stuff: 8880 polys

Bridge Rail
Works like: a fence with posts
Price: §100/section
Recolorable subsets: Fences can’t be recolored
Design notes: It’s a fence.
Egghead stuff: Rail is 44 polys. Each post is 262 polys.

Engineering Console
Works like: a 3×1 table
Price: §1551
Recolorable subsets: LCARS and alert bars
Design notes: The alcove is four tiles long. Functionality can be enabled by placing an invisible computer (included) on the center slot.
Egghead stuff: 5709 polys. The LCARS texture is a massive 2048 x 1024 for ultra-detail. The object has an L-shaped 3 x 4 footprint.

Tactical Console
Works like: a 3×3 sculpture
Price: §2502
Recolorable subsets: LCARS and alert bars
Design notes: The footprint is c-shaped. The console is oriented horizontally instead of diagonally- this is so that functionality can be enabled with place-anywhere consoles.
Egghead stuff: 5845 polys. Footprint has been refoobulated to allow for placement of invisible consoles. The LACRS texture is a colossal 2048 x 2048 for ultra-detail.

Aft Console (MSD and Mission Ops)
Works like: a skill-enabled 7×1 custom console
Price: §3000
Recolorable subsets: LCARS and alert bars
Design notes: The alert bars are animated.
Egghead stuff: 7679 polys. Alert texture is animated. The LCARS texture is a ginormous 2048 x 512 for ultra-detail.

 

Double Door
Works like: a two-tile sliding door
Price: §350
Recolorable subsets: door and LCARS panel. The base object has 4 color options.
Design notes: None.
Egghead stuff: Each frame has 204 polys. Each section of the door has 209. This comes to a total of 1252 polys for each object instance. The door is placeable on diagonal walls. It looks a bit funky because the Maxis sliding door anims are for bypass doors; instead of both door sections sliding outward from the middle, one section will slide into the other.

Operations Console
Works like: a 3×3 sculpture
Price: §2501
Recolorable subsets: LCARS and alert bars
Design notes: The footprint is shaped like a backwards C. The console is oriented horizontally instead of diagonally- this is so that functionality can be enabled with place-anywhere consoles.
Egghead stuff: 5841 polys. Footprint has been refoobulated to allow for placement of invisible consoles. The LCARS texture is a colossal 2048 x 2048 for ultra-detail.

Science Console
Works like: a 3×1 table
Price: §1552
Recolorable subsets: LCARS and alert bars
Design notes: The alcove is four tiles long. Functionality can be enabled by placing an invisible computer (included) on the center slot.
Egghead stuff:  5709 polys. The LCARS texture is a massive 2048 x 1024 for ultra-detail. The object has a backwards L-shaped 3 x 4 footprint.

Command Console
Works like: A 7×1 deco object
Price: §1555
Recolorable subsets: LCARS
Design notes: The command chairs are separate objects. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 5736 polys. LCARS texture is 1024 x 1024 for maximum detail.

Command Chair- Captain
Works like: a living chair
Price: §950
Recolorable subsets:  cushion
Design notes: The base object has 5 color options. It coordinates with the duty chair and XO’s chair. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 1013 polys. In the CRES, the translation for the practical node was moved to -0.230000 so that it appears in the correct position on the command console. The slot node was rotated to 15 degrees so that the sim sits in the correct position.

Command Chair- XO
Works like: a living chair
Price: §950
Recolorable subsets:  cushion
Design notes: The base object has 5 color options. It coordinates with the duty chair and captain’s chair. To place the chairs correctly on the command console, it’s necessary to use the move_objects on cheat.
Egghead stuff: 1013 polys. In the CRES, the translation for the practical node was moved to 0.230000 so that it appears in the correct position on the command console. The slot node was rotated to 345 degrees so that the sim sits in the correct position.

Ceiling Lamp
Works like: an overhead light
Recolorable subsets: Base and bulb
Design notes: None
Egghead stuff: 8181 polys.

I’ve included some basic recolors of the lightbars in the file. The engineering, operations, tactical, and science stations come with the basic lit color as well as red, yellow, and blue alerts. The aft console has a basic black color, plus animated red, yellow, and blue alerts.

Intrepid Class Series 5- Main Bridge
Intrepid Class Series 5- Main Bridge Collection

Defiant Class Series 3- Bridge Set

Desperately needing a decent bridge Defiant-class bridge set, I spent some time building and assembling this one. Here are seven new pieces of furniture to complete your Defiant-class bridge. Five are ported from Bridge Commander and re-meshed, two were built freehand. Hope you like it.

Main Viewer
Works like: Wall art
Recolorable subsets: Frame and display
Egghead stuff: 466 polys. The display TXMT is backlit.

Helm
Works like: a living chair
Recolorable subsets: Seat and LCARS display
Egghead stuff: 1430 polys. The Z translation of the slot is slightly higher than normal (0.200000), so that the sim sits in the correct position.

Captain´s Chair
Works like: a living chair
Recolorable subsets: Seat and LCARS display
Egghead stuff: 1259 polys. The Z translation of the slot is slightly higher than normal (0.200000), so that the sim sits in the correct position.

Aft Wall Panel
Works like: Wall art
Recolorable subsets: Lightbar and LCARS display. The base color for the lightbar is Red Alert, and a recolor for the standard bridge light is included.
Egghead stuff: 524 polys.The LCARS display is backlit and ultra-detailed. It´s 2048 x 1024 pixels, so the file is big. It’s cloned from a 1-tile painting, but it fits perfectly on a 5-tile wall.

Standing Console
Works like: A modified standing console (requires OFB)
Recolorable subsets: LCARS display and base
Egghead stuff: 888 polys.The BHAVS are written so that the sim can gain mechanical skill points and tinkering enthusiasm by running a diagnostic.

 Side Console
Works like: a 3×1 table (requires UNI)
Recolorable subsets: Lightbar and LCARS display. The base color for the lightbar is Red Alert, and a recolor for the standard bridge light is included.
Egghead stuff: 372 polys.The LCARS display is backlit and ultra-detailed. It´s 2048 x 1024 pixels, so the file is big.It’s made from a 3×1 table, but fits nicely into a 7×2 space. I’ve included an invisible table and invisible computer ín the .rar to fill up the empty spaces. Because of the slight taper, the best places to put the computers are the innermost tiles on each side. If the chair and table are placed on the middle tile, the sim disappears into the mesh.

Crew Chair
Works like: a dining chair
Recolorable subsets: Seat and base
Egghead stuff: 543 polys. It’s a chair. Your sims park their pixelated behinds on it.

Download:
Defiant Class Series 3- Bridge Set