Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LeGuille on March 07, 2005, 12:39:07 am
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Well, For my new campaign I need to start gathering up new/upgraded models for the story to work properly. I need them to be compatible with standard retail version of FS2.
Red[/b] - Gathered -- not taking models, White - nothing yet, Gray - Gathered -- taking models }
{Terran}
- [1] Terran (Super)Destroyer
- [2] Terran Fighters
- [1] Terran Bomber
- [1] Terran Installation
{Vasudan}
- [1] Vasudan Destroyer
- [1] Vasudan Cruiser
- [2] Vasudan Fighters
- [1] Vasudan Bomber
- [1] Vasudan Installation
{Objects}
- GIANT Asteroid
- Destroyable Node
- Incomplete Installation
- Wormhole (As in, Never closes.)
Thanks in advance to everyone who helps me out, I really appreciate the effort. I have searched for some models and found some, but I'd like to know what else is out there. Credits will be given to the appropriate source.
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Snatch some ships from Inferno maybe. The Odin might work for your super destroyer. As for the Vasudan installation, look for the Cairo. It's around somewhere. Just make sure you ask permission and/or give credit for whatever you use.
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Originally posted by Rejindo
I need them to be compatible with standard retail version of FS2
The GTVA Quadrilateral. Commissioned in 2337, this SOC craft is capable of infiltrating nearly any GTVA-held outpost in the galaxy. It uses advanced stealth technology that actually sends 99% of the ship to dimension X, leaving only a large square in 3-dimensional space. Not only does this mean that the destroyer is effectively invisble when approaching another ship, it makes it possible to destroy a ship merely by colliding with it, as the thickness of the segment in realspace is infinitely thin. Some have argued that it may be more cost-effective to invest in large chunks of debris to launch at high speed towards Shivan capital ships. However, in simulations, the GTVA quadrilateral has consistently defeated average-sized pieces of debris with an 83% success rate.
:p
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Links to the models would be nice, hehe...
I checked out the Cario and did not like it.. it seems too much like a Ch'Cht hive from Deadlock... and those things were frikkin' annoying. I liked the Karnak station... but I never could seem to find the .tbl datz for it.
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Originally posted by Rejindo
Links to the models would be nice, hehe...
I checked out the Cario and did not like it.. it seems too much like a Ch'Cht hive from Deadlock... and those things were frikkin' annoying. I liked the Karnak station... but I never could seem to find the .tbl datz for it.
So make your own table entry. Just copy over the Arcadia, add the turrets, manipulate the subsystem and hitpoints data... and if you don't know how to do that you have no business starting up a mod. :p
There's also the GVI Cheops, a Vasudan installation built into an asteroid, that's one of my personal favorites.
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I just thought that there was a pre-made table data for it... if that's not a good excuse, then the other reason would be because I'm too lazy to do that?
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Inferno has table data for it, doesn't it?
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Did you, Rejindo, check Hades Combine? :)
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No, actually, I didn't... off to do that now.
Eww...Time warp
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Checked out Hades Combine, and liked what I saw.. but I'm not sure any of it will fit into the story I am thinking of. Right now, I'm trying to figure out why my tables aren't showing up anymore. I am trying to make the augmented nodes able to explode.. leaving a nice little black hole...which would be a differently colored jump hole, oversized.. but modelview is not allowing me to edit the skin for that, and it's giving me model rendering issues. Oh well.
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Originally posted by Galemp
So make your own table entry. Just copy over the Arcadia, add the turrets, manipulate the subsystem and hitpoints data... and if you don't know how to do that you have no business starting up a mod. :p
There's also the GVI Cheops, a Vasudan installation built into an asteroid, that's one of my personal favorites.
Ahh. That's the one that I reskinned! T'was one of my first official MODs. ^^
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Really, that was you? Awesome! Too bad it didn't come with any LODs; I had to make some for SA.
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It began life as a terran installation, I reskinned it Vasudan... And did the path work, all by hand, back before PCS. :nod: Way back when I was known as Snipes. :nervous:
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My stuff;
http://www.3dactionplanet.com/hlp/hosted/casofwar/reci_website/downloads.html
http://www.hard-light.net/forums/index.php/topic,24150.0.html
All made for FS2 retail. There's also the casualties of war ships (http://www.3dactionplanet.com/hlp/hosted/casofwar/ships.htm), although you'd need to extract them from the campaign vp file ( http://www.3dactionplanet.com/hlp/hosted/casofwar/downloads.htm )
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- [1] Terran (Super)Destroyer
- [1] Terran Bomber
- [1] Terran Installation
Well, you can use my OrionMK2 for a superdestroyer...
The Lightbringer is a bomber you could use..
as for the installation...I have several of thoise in half-finished state on my HDD but never sem to get around to actually finish htem...
Actually, you can use anything you like...Just look in my signature for the link...
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Thanks, everyone.. right now I'm trying to do some vp moding, and I found a few things I may use.. but i'm not sure how to make the the nodes 'physical' and not just augmented... also, the 'jump' hole that is made, i need to make a physical, explodable model, as well...im just not sure how i would do that. If anyone has tips, I'd appreciate it...
The scenario is:
Node ruptures, causing a massive emp disruption... working on the physics here a bit, too... but what will be left is this 'red' jump hole...just trying to figure out what I can do.
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BTW Trash, your link isn't working.. I have tried loading it in both of my browsers. (IE and Mozilla)
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Sounds like a job for... the SCP TEAM!!!
do do do dooo...
:D
:nervous:
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Originally posted by Rejindo
Thanks, everyone.. right now I'm trying to do some vp moding, and I found a few things I may use.. but i'm not sure how to make the the nodes 'physical' and not just augmented... also, the 'jump' hole that is made, i need to make a physical, explodable model, as well...im just not sure how i would do that. If anyone has tips, I'd appreciate it...
The scenario is:
Node ruptures, causing a massive emp disruption... working on the physics here a bit, too... but what will be left is this 'red' jump hole...just trying to figure out what I can do.
you could use a physical model (ie a sepecial ship) along with the show-, hide-, and set-color jump node SEXPs.
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It's really not necessary, as hide-node combined with the explosion SEXP can be used to simulate it quite nicely. I don't know how you'd make the jump hole break up.
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Use the jump node model as a ship with the 'no collide' flag and then destroy it.
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where's the hide-node option in the retail version of FS2?... i'm not using FS2_open...
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Erg...it's actually a recent SCP addition. It doesn't require any extra art, though.
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Originally posted by Rejindo
BTW Trash, your link isn't working.. I have tried loading it in both of my browsers. (IE and Mozilla)
hmmm...works for me...
Must be a freespaceserver hiccup. It has been having some problems lately...try it again...