Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on June 28, 2006, 02:27:54 am
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Fixing up a few last minute bugs.
SWACS Seagull, based on the Venture corvette model.
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-4.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-5.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/seagull-6.jpg)
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Looks nice :) You're like a printing press for models!
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Looks nice, but... SWACS?
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Considering that the A in AWACS stands for Airborne it does make sense.
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Could you have pointed out my ignorance in a less subtle manner?!
Anyhoo, are those pilot models stock or custom?
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Could you have pointed out my ignorance in a less subtle manner?!
Yes. But I didn't want to make you cry :p
To be fair the only reason I knew was cause Scooby had said words to that effect on the other thread :)
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nice one.
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Could you have pointed out my ignorance in a less subtle manner?!
Anyhoo, are those pilot models stock or custom?
The model was Nico's? pilot model [looks good, works good, no reason to change :)]
as for SWACS:
http://www.wcnews.com/ships2/wcpseahawk.shtml (http://www.wcnews.com/ships2/wcpseahawk.shtml)
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I got that one, but that one's triangle matches the ship.
Hey scoob, looking good. BTW I might expiriment with some cockpit varients on models I have already (they came with or without cockpits or I edited them out to save polys) BUT I need a real easy way to do cockpit glass. Can you (or a reader) post a texture so I can try it out?
I know I could just have the texture be invisible, but some lightly tinted barrier that is visible would be cooler.
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Heres what I was told to do.
1. Create a photoshop image (mines only 32*32)
2. Paint any details you need [I use a black fill (for black tinted glass)]
3. Goto channels tab and create a new channel, it should create "Alpha 1"
4. Make that channel visible (the eye should be visible in front of "Alpha 1") and hide RGB (it should also hide R, G and B)
5. Select "Alpha 1"
6. Use greyscale (i think) to any detail work, this work indicates what on #2 is displayed (black = completely invisible, white = i assume completely visible) [mine is pure black]
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Well the Seagull has been fixed (there was a slight misalign on the nose leaving a gap as you can see from the screenshots) and now
available at:
http://rapidshare.de/files/24525090/seagull.rar.html (http://rapidshare.de/files/24525090/seagull.rar.html)
There is a readme file and I'll basically reitterate it.
Basically if you just want the model and don't care about the really cheap run mission (I'm not a fredder! :nervous: ) then all you will need is the additional.rar file from Scooby1.rar or from here: http://rapidshare.de/files/23932853/additional.rar.html (http://rapidshare.de/files/23932853/additional.rar.html)
If you do want to play the run mission (it's a simple escort to jump point) then you'll need both scooby.rar and scooby1.rar files (or you can just open it up in FRED and remove the missing fighters). I did run into a problem with both mod packs, you'll hit the ship limit. There is a quick
ad-hock fix for this. Theres a ship.tbl file in the rar file, extract that to the mod folder\data\tables folder. It removes most of the terran/vas fighters to make more room.
Btw, the laser bolts are way too big for the small turrets, this will be fixed when i release another additional.vp file (there will be two versions of the laser turret (large and small))
If you can't download from rapidshare i'll post it on another site.