Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: beatspete on March 02, 2003, 10:21:48 am
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I've been working on a re-skin of the iceni over the weekend:
http://www.angelfire.com/stars4/beatspete/eris/eras1.jpg
Its a post Second Great War assult frigate, The GTAf Eris. Designed for attacking other cap ships, it has 2 main forward facing beams (Mgreens), and 9 Terslash beams covering all angles. However it has fairly weak anti fighter weapons.
What i'm wondering is, the iceni model has some turrets with 2 and 3 barrels - can these be used to fire more than one weapon? The collosus and orions do:
$Subsystem: Turret02a, 1.875, 3.0
$Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )
...Other than that question, everything else is done, weapons and ships tables are complete, textures done, and LODs too.
I'll post it up when this is resolved.
For now you'll just have to look at the pictures :p
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Can't see the pics...
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hmm didn't know an iceni was a small little red x
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it isnt.
heh...
Hail Eris!
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woah, hey, that looks cool! add it to the minimod database (in my siggy), after I do a little *fixing* here and there...
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*stabs angel fire*
Ok, i'm sorting it. Hold on.
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http://www.angelfire.com/stars4/beatspete/eris/Eris_beam_1.jpg
An action shot, those are the two Mgreen beams i mentioned, they are between B greens and S greens, (the M standing for medium). The weapons table entry will be included too.
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You're saying this little frigate is going to be mounting eleven anti-capship beams? Get real, man. A Deimos only has four TerSlash, and this sucker is even more heavily armed than an Orion.
It's a cool reskin, don't ruin it with lousy tables. Please.
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Originally posted by beatspete
An action shot, those are the two Mgreen beams i mentioned, they are between B greens and S greens, (the M standing for medium). The weapons table entry will be included too.
I made an MGreen months ago, it was just a non-slashy TerSlash. What's yours?
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Originally posted by GalacticEmperor
You're saying this little frigate is going to be mounting eleven anti-capship beams? Get real, man. A Deimos only has four TerSlash, and this sucker is even more heavily armed than an Orion.
Yes, 11 beams. It is a post second great war ship, it doesn't have much anti-figher weapons, and Terslash beams dont do much damage anyway. It sounds a lot, but they are spread widely, you can only get 3 max in line of sight at any time.
"assult frigate"
Originally posted by Petrarch of the VBB
I made an MGreen months ago, it was just a non-slashy TerSlash. What's yours?
I took the B green, changed the damage, gave it different warmup/down times and sounds, and i think i changed the colour a bit. Here:
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
; beam weapons are a very special case weapon
$Name: MGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
; Pale green R 192 G 255 B 200
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 20.0 ;; in seconds
$Damage: 750 ;; NOTE: for beam weapons this is kind of a "continuous"
damage applied every few fractions of a second that the beam is on.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 25.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will
actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 60.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 3.5 ;; how long it lasts once the beam is
actually firing
+Warmup: 3000 ;; warmup time in ms
+Warmdown: 1500 ;; warmdown time in ms
+Radius: 90.0 ;; muzzle glow radius in meters
+PCount: 20 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the
particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.1 1.7 1.4 ;; magic # - higher == miss
more (only really applicable to type 0 and type 3 beams)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 122 ;; associated warmup sound
+WarmdownSound: 123 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts
shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract
per second
$Section: ;; one section of the beam (you can
have up to 5)
+Width: 30 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 255 200 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 35 ;; width of the section
+Texture: beam-green2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
$Section: ;; one section of the beam (you can
have up to 5)
+Width: 40 ;; width of the section
+Texture: beam-green ;; texture for this section
+RGBA Inner: 255 255 200 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 100 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 45 ;; width of the section
+Texture: beam-green3 ;; texture for this section
+RGBA Inner: 255 0 0 200 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
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zip it & shove it into the minimod database :D
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Er... I don't like the reskin :nervous:
*runs from Pete's wrath*
Sorry, it's just far to light for me. Doesn't look buisness like somehow...
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Can't see it.
11 still sounds like waaay too much.
Try 6 tops. Just because its post capella doesn't mean its a supership. It still has to divert energy and have all the hardware inside just like the rest of them. No amount of "better tactical thinking" can change that.
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Originally posted by Analazon
zip it & shove it into the minimod database
Zip-z0red, add-z0red.
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Originally posted by beatspete
What i'm wondering is, the iceni model has some turrets with 2 and 3 barrels - can these be used to fire more than one weapon? The collosus and orions do
Misdirection to confuse the enemy. Trust me. They don`t regardless of what the tables say.
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Originally posted by Knight Templar
11 still sounds like waaay too much.
The ai for cap ships tells them to circle each other. If you have 2 cap ships, they sit and go round in circles, and unless they have much broadside beam power, nothing happens. Now, a diemos solves this problem by having a slash beam on its side, so as it goes round and round it slowly chews away at the other ship. The Eris has 2 slash beams to each side - that makes it effectively only twice as powerful as a diemos. It still gets 0wned if it lands the wrong side of a Ravana.
Slash beams have a fire wait of 10 seconds, plus warm up, down, and time spent firing, their total cycle is about 15 seconds. Two slash beams from one ship every 15 seconds isnt exesive.
Where the beam count may get a bit out of hand is when there are multiple targets, ie when the ship is running a blockade. Yes, then you have a lot of beams.
Ultimatley i was thinking about how useful the ship would be to mission designers. When this thing warps in and opens fire, i want it to be impressive.
Ofcourse, 11 beams on a normal ship would be very unbalanced. But this ship has nearly no anti fighter weapons - 3 piranhas and 11 terran turrets. No AAA or flack. This again gives FREDers something to work with - assigning alpha to defend it, or seting up an esscort of an Aelous to hold of bombers.
Plus if your that bothered, change it in FRED.
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Or if you`re a good mission designer you don`t use Ai-chase and script your missions properly avoiding the problem of your ships circling each other.
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Cooool!
Blue & Grey = :yes: :yes: :yes:
'bout time somebody used some cool colours on a capship! Take off some beams, though - have the two MGreens on the front, have a TerSlash on each side, and an SGreen or TerSlash on each quarter. That'll be plenty of firepower for effect, but not such ridiculous damage inflicted.:)
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Hmm, i'll have a re-think about the beams, post an updated version later.
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Originally posted by beatspete
Hmm, i'll have a re-think about the beams, post an updated version later.
Do.
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If you do an update, please redo this reskin to the repathed Iceni found in my sig. The standard Iceni's docking SUCKS, so please use one that works if you are going to make a release reskin out of it.
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How about i just move the docking path myself?
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oh, it looks like an hospital ship :)
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:nervous: ...ok i give up, i'll just re-skin strat comm's.
Originally posted by venom2506
it looks like an hospital ship :)
:wtf:
http://www.angelfire.com/stars4/beatspete/eris/Eris_beam_1.jpg
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yeah, but still. I do think it looks like an hospital ship, and it's not a bad thing, I think that looks cool.
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Originally posted by venom2506
oh, it looks like an hospital ship :)
Yeah! It does!
(http://dynamic4.gamespy.com/~freespace/art/big/gallery4/dark01.jpg)
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Ok, its a frigate in disguise. :wink:
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Can you still get Dark's Medships anywhere?
BTW, I once made a medical Centaur, used for extracting injured pilots from their craft. Lost it, though.
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Dark's website is down. :( :( :(
http://www.wild666.freeserve.co.uk/
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I'm getting some weirdo/cool picture :doubt:
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Looks good. :):yes:
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This ever get put up anywhere?
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You mean for download?
Its in Analazon's database.
Look out for the GTFg Agyros, its a second version of this.
Edit: http://www.hard-light.net/forums/index.php/topic,13652.0.html
:thepimp:
Edit 2:
Oooooooooo - post 666
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Oh right. Different name. :o Thanks.
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:D
*feels happy that the DB is getting used*
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:yes:
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Originally posted by GalacticEmperor
Dark's website is down. :( :( :(
http://www.wild666.freeserve.co.uk/
Not quite. There's just no link on the title page.
http://www.wild666.freeserve.co.uk/Mainpage.htm
Nothing's posted for download, though. :(
EDIT: Is Dark ever coming back? I want to play Arsenal of Darkness. :p
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n00b bumps again... :rolleyes:
Well, since I'm here. Someone needs to make this.
(http://www.wild666.freeserve.co.uk/Icarus1.gif)
An NTF or GTI Terran-Shivan hybrid, obviously. And quite an excellent skin! :nod:
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looks like **** if you ask me. really not Dark's best job.
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:lol: Looks very great.