Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on August 07, 2005, 12:45:23 pm
-
It's out! Get it under More Stuff! :D
EDIT:
I tested it extensivly and I belive it should work perfectly. If anyone notices something wrong, please notify me immediately.
Allso, of someone has any problems with the Heavy Ion cannon, check if you have the madia VP with the better weapons as the weapons uses Kayser particles. If you don't you can allways remove the "particle spew" from the flags and the particle bit from the weapons table.
-
TY!!! Unfortuantely now that I have this beauty I have to wait a bit as I am on a converting roll (several more pirate ships for Trek)...
Keep the production line moving Trashman! :D
-
Oh it's moving.. SDF-1 in soldier mode, upgraded Demon, Typhon nad a few others will be out soon :D
-
As I was saying:
(http://img306.imageshack.us/img306/320/sdf1solder6ny.th.jpg) (http://img306.imageshack.us/my.php?image=sdf1solder6ny.jpg)
I still have to work on the proportions - the size of arms/legs/etc don't match in cruiser and soldier mode. Go figure.
-
my GOD man, tis beautiful! :yes2::eek::yes: although the hands need a bit of work. :)
[EDIT] Stupid me, just saw your text about the screw-ups. ah well, it still looks great though. :D
-
He he looking good! Don't forget a version with the carrier slightly back and to the side and the Deadelus forward as if a thrown punch. For giggles I want to FRED a few Deadelus attacks...
"Everybody was Kung Fu fighting!"
-
Would it be possible to do the Daedlus attack via submodel animation...?
-
Erm..the proportion differences are product of bad schematics drawing. i have the schematics of SDF-1 in cruiser mode and in soldier mode.
And I made the cruiser mode SDF-1 according to schematics.
but the size of different parts don't match up on those schematics! You can't make a noraml SDF-1 soldier mode out of the cruiser mode one without stretching and moving a few parts.
I suppose the Dedalus attack culd be made via submodel animation, but both hands would have to be separate subobjects.
I'll have to look inot it.
-
I almost forgot, I need a soldier mode WITH a shield... Will that push the polys to the limit?
A SMALL skybox of the interior of Dolza's fortress would be needed and only the control perch and entrance tunnel would be needed as a real model. Dozens of ships could be inside like in the episode and sdf- launches a MASSIVE volley of reflex missiles and activates the barrier.
Either with time or when ship destroyed sexp , can have SDF-1 barrier overload (Zero damage center of effect, but massive shockwave damage outer) which would destory any remaining ships and end the mission.). This would be the last part of the Force of Arms mission, though the player would not have much effect here (if any).
-
circular shield, right?
ERm..do you wnat the main reflex cannon in straight up, or forward facing (fire) position?
-
If I remember correctly it was up, BUT we can use the Forward facing one for some mission also, just for the coolness factor when it blows a few ships away at a time. I remember I had two scout ships close together and hit them at an angle so the beam struck them both for mission 1.
So if it;s not too much trouble both! But only the up position one has the barrier active. (so two versions of up, with and without shield.) I will have to rewatch the Ontario incident again but in FOA they had the up position one in Dolza's fortress.
I am thinking of playing with the numbers LATER to make the far end of the beam wider for mass attack (a cone) that is 1km wide when it terminates. That way wigns of pods can be eradicated at once also since that's cannon.
L8tr!
-
One verion of the Up SDF-1.
You just need to have a second entry in the tbl and set the shields to 0.. or you could set them to 0 in FREd?
-
Er, yeah forgot... Do you know how long it's been since I constructed an actual mission as opposed to just throwing a new converted model in game to view and blow it up for testing?? Two years at least.. He he...