OK guys, I've got this figured out. First, I want to apologize for listing an ssc file with some confusing information.
When I checked tonight, the Borg Cube model meshes were still available at the websites listed in the first post of this thread. Clicking on them allowed me to download them. I don't know if the "Collective" needs to assimilate you first, but I had no trouble getting them. If you try and can't get through, e-mail me at
fs.gregs@gte.net, and I'll send you the zip file.
There are two Borg Cube models, titled T1 and T2. T1 is a non-transparent model. It comes with a 3ds mesh file titled, "heavycruiser.3ds", and one texture titled "borg_diff.bmp". When used, it will produce a solid looking cube with lots of lights and a more solid looking outer hull. To use it, place the 3ds mesh into the "Models" folder in celestia, and the borg_diff.bmp texture in the Medres texture folder in Celestia. Then create an ssc file as listed below and place that in the extras folder. The 3ds mesh uses the bmp files. You do not have to create jpg files. When you run Celestia, you'll find the borg cube around the star Vega. Note that the mesh itself calls the texture. There is no need for a texture statement in the ssc file. Also, there is no night texture.
The 2nd borg cube model is T2. This is the same mesh as used in T1 but there is a different texture. The zip file comes with 2 textures. BOth are identical but have different names. The 1st texture is named "borg_diff.bmp" and the 2rd is "borg_diff_t.bmp". They are the same. However, they differ in appearance from the borg_diff.bmp texture that came with the T1 download. I guess the designers decided to change the look of the cube slightly. This texture has fewer lights and tries to convey the image of some openings in the cube to look through. Frankly, its a matter of personal choice.
If you install the T2 model, simply place the same "heavycruiser.3ds" mesh in the Models folder, and either the borg_diff.bmp, or the borg_diff_t.bmp texture in the Medres folder. Since they are the same, it doesn't matter. The mesh calls either one of them equally well.
Now to the REALLY weird part. This took me over 2 damned hours to figure out. Pay attention or it can trap you too (maybe this is a test to be assimilated into the Borg Collective). Although the 3ds mesh is the same in both model downloads (heavycruisr.3ds), a crazy thing happens when you paste the bmp files into the Medres folder.
If you paste the first bmp texture in (the one that came with T1), the mesh will use it and your model will look a bit solid.
If you paste the 2nd bmp texture instead (the one that came with T2), the mesh will use it and your model will look more open.
If you paste both of them into the Medres folder together, the mesh will use the first one pasted in, and ignore the 2nd one. It is as if the mesh is keeping track of the order in which a texture was pasted into the Medres folder, even through Celestia is not actually running at the time. I've never heard of such a thing.
Now, to the really nutty part. If you cut the first mesh from the Medres folder (the solid one), the mesh will ignore the 2nd texture, even though it is there. In other words, you'll get only a black cube in space with no texture called on it.
In order to get the mesh to recognize the 2nd mesh, you actually have to cut it out of the Medres folder so that no borg meshes are present, then immediately paste it back into the folder a second later, EVEN THOUGH CELESTIA IS NOT RUNNING. Once it is repasted, the mesh will recognize it again and you'll get a normal cube (with more open hull).
It is as if some sub-routine in the Borg download is keeping track of what you paste into the Medres folder, before Celestia calls anything, and only accepts the first texture you paste.
Maybe someone can explain this to me, but it's beyond me.
In any case, please accept my apologies for some errors in the ssc file I listed above. I had changed some texture names and forgot I had. the correct ssc file is:
"Borg Cube" "Vega"
{
Mesh "heavycruiser.3ds"
Radius 21
EllipticalOrbit {
Period 1.2408
SemiMajorAxis 4.3871
Eccentricity 0.2056
Inclination 7.0049
AscendingNode 48.33167
LongOfPericenter 77.456
MeanLongitude 252.251
}
RotationPeriod 1.0e12 #no rotation
Obliquity 0.01
}
Remember that to work, the 3ds must be in the models folder and one of the bmp textures must be in the Medres folder.
Enjoy
Frank G