Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on July 29, 2006, 12:36:36 am
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Suggestions/comments wanted... It's uvmaped but not painted
Classifed as a torpedo destroyer. ~500-~600 meters. Has a fighter bay in the lower rear section
(http://img.photobucket.com/albums/v356/Shodan_AI/form5.jpg)
Her and her sister ship (a standard destroyer)
(http://img.photobucket.com/albums/v356/Shodan_AI/form4.jpg)
Neither ship is turreted yet.
She started out as the CIS Salvia and mutated from there http://www.wcnews.com/ships2/p2destroyer.shtml (http://www.wcnews.com/ships2/p2destroyer.shtml)
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Interesting design. I would strech the back or just the engine part with the wings a little. Maybe even strech the middle part, the connection between the engine/bridge section and the torpedo/front section a little.
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Reminds me of the Fed Destroyer from EVN.......
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Reminds me of the Hecate...
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Yeah Hecate, especially top down view. From the front/side it reminds me of a type of Orion(FS)/Hades(WC) mix..
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from the fron/back it reminds me of an Asgard ship from Stargate.
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Indeed, if it wasn't for those large hull sections towards the aft, it'd be a dead ringer for a Beliskner-class from the front.
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Hahahahaha wonders what else this looks like :lol:
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Uhm......................................
Dildo?
*runs*
:lol:
j/k
*prepares for spanking*
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a very painful one at that LOL :eek2: :nervous: :shaking: :eek:
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Is this a bit better?
(http://img.photobucket.com/albums/v356/Shodan_AI/form6.jpg)
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Whats different?
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Its been put in a G-Clamp, and Tonk'ed up a bit.
If you remove the stubby part of the pylons mounting the Torp racks and rotate the torp racks on the Z-Axis (FS2 relative orientation) bring em in a bit and sleekify it, (bit less stodgy,) Only a suggestion not a critisicm bear in mind Scoob, I love the work as always.
Mae me a Venture class corvette or an exeter destroyer and i'll be the happiest potential supervillain on the planet.
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Like this?:
(http://img.photobucket.com/albums/v356/Shodan_AI/form7.jpg)
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whoa - nice :yes:
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Neat. For some strange reason I'm reminded of the Aquataine though (not like that's bad :)) :D.
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LOL, now I'm starting to see the aquataine too..
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Is this a bit better?
(http://img.photobucket.com/albums/v356/Shodan_AI/form6.jpg)
45% Hecate
55% pure kickass
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The Aquitaine is a Hecate-class ship... :doubt:
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I like the new positioning of the torp tubes.
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Mr Doo, i applaud the work. :yes:
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What the hell are those pointy things?
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Stabby doo-daas for impaling support ships i'd wager.
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Thanks :)
heheh i'd hate to be working on a support ship...
(http://img.photobucket.com/albums/v356/Shodan_AI/form8.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form9.jpg)
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*makes 700 custom weapons for Scooby's badasss cruiser*
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(http://img.photobucket.com/albums/v356/Shodan_AI/form10.jpg)
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Needs a bit more mass aft of the primary hull to balance it out, otherwise it looks a little bow-heavy.
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Maybe strech teh back a bit.
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Like this?
(http://img.photobucket.com/albums/v356/Shodan_AI/form11.jpg)
Unfortunately as I expand one section the entire thing needs to be reduced to keep it ~600 meters.
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I don't see any improvement...why do you want to keep the 600m? I think reduce the width, make the engine part, not the entire section, longer (to the front and back) and maybe even make the backpart longer.
So you would be about 650m in the end.
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Well I would like it to remain smaller than the Athena which sits at 700m. I'm guessing I'll have to downgrade the athena to destroyer rather than heavy destroyer.
(http://img.photobucket.com/albums/v356/Shodan_AI/form13.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form14.jpg)
I need to cut down the number of windows in the rear section, i think.
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Awesome... 11/10 so far!
It looks sweet...
Some quick tips...
The bridge-connection between the engine-section and the weapons area... make the front part of the ship be movable... if you can, allow the ship to be set between "battle-mode" and "convoy-mode". This should keep you under your length limits and have a heavy destroyer.
This thing looks like the engine section is too wide and fat.
It reminds me of a Star Wars B-Wing Bomber in reverse...
Nice design but I'd recommend slimming it down a tiny bit.
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I've fixed the engines, made them a bit longer and taller and wider. Also the main body is a bit shorter (from front to back). And the underbelly is a bit higher up.
(http://img.photobucket.com/albums/v356/Shodan_AI/form15.jpg)
Just load this pic up in paint and draw arrows where you think it needs working. It's easier than trying to explain it
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More turrets. LOL
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Turrets won't be added until it's in cob format. I've already got my turrets setup in cob files, all I need to do is load them in this model, place them and renumber them and vola...
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That looks better. Maybe you want to reduce the number of windows as I think you allready said above.
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(http://img.photobucket.com/albums/v356/Shodan_AI/form16.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form17.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form18.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form19.jpg)
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:drool: :)
I can't wait to plop that into the campaign I'm working on :cool:
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Can we get a render of one of the big-ass torpodoes the ship will launch?
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Is there a missile or bomb in FS2 that'll look like a torp scaled up or someone have a torp-like missile? Otherwise it'll be cylops/helos.
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You might try looking in Nuke's Nukemod release. He has several....... interesting, shall we say, designs. ;7
BTW, what's that in its docking bay? Looks like a smaller, un-textured version... :confused:
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Looks like a GTDr Amazon to me.
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:wtf: No it doesn't......................It looks Formidable. And very, very nice.......................Especially the hangar.
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You might try looking in Nuke's Nukemod release. He has several....... interesting, shall we say, designs. ;7
BTW, what's that in its docking bay? Looks like a smaller, un-textured version... :confused:
It's my excalibur variant.
Btw did you see the human in the last pic?
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Ah yes their he is...hi Mr.Biped ^_^
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I'm at a loss, I see no humes. The last pic is the turret one correct?
I give up ::)
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lol - I see him :)
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I'm at a loss, I see no humes. The last pic is the turret one correct?
I give up ::)
I stand by the above, Someone MSpaint/highlight the Hume. Or i will kick my manager in the shin...........
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There's a dude standing on the edge of the turret base.
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LOL, monday morning work-brain causing omittitence of blatantly obvious stuff. I gotta say, i like it even better now i can tell the sense of scale......... :yes:
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Hmmm found an odd problem....
If I try to convert just the front section and rear section as is, the newer version of pcs throws up a stack overflow (older version locks up)
however if i move the two far apart then theres not a problem.
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Might be worth asking Kazan if he can run it through v2 that he's working on (and looks to be almost finished)
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Well I got it to basically convert, but it's rather corrupted, missing large amount of polys . I'm pretty sure it's not flipped polygons, since everythings good in Max.
Btw is anyone good with the max converter plugin?
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StratComm is the person to ask here.
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Nope, that one doesn't work, Application error occured.
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Tada, nothing works yet, (no glow, turrets etc... no shinemaps, although glow is there)
(http://img.photobucket.com/albums/v356/Shodan_AI/form-1.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form-2.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form-3.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form-4.jpg)
(http://img.photobucket.com/albums/v356/Shodan_AI/form-6.jpg)
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I do love a glowy Bussard Intake. Nice so far, I expect nothing less in future. :D
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Oh yes - very nice :cool:
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Could someone please tell me what this means?
Using fs2_open_d_goober_june1.exe it spits out quite a few "Turret object not found for turret firing point in model"
then asserts with
Assert: sip->subsystems[j].model_num == sip->modelnum
File: E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\ship\Ship.cpp
Line: 14175
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
level_page_in() freespace_mission_load_stuff() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
The models turrets show up in pcs and modelview but not in fred nor fs2.
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Basically it appears to be complaining that you have firing points that aren't associated with an actual turret.
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Ok i've reconverted the model, manually setup the turrets, still getting no turrets in FRED.
BTW is it ok to have 3 fire points?
edit: Is this a table problem or a pof problem or both?
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3 firing points is fine
Could be a table problem if the turrets are named wrong of if the weapon placed a default doesn't exist
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Well there was one I had named wrong. Now it spits out
Warning: Invalid subobj_num or model_num in subsystem 'turret01' on ship type 'Formidable'.
Not linking into ship!
(This warning means that a subsystem was present in mv_tech-shp.tbm and not present in the model
it should probably be removed from the table or added to the model.)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\ship\Ship.cpp
Line: 5385
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
ship_set() ship_create() parse_create_object_sub() parse_create_object() mission_parse_maybe_create_parse_object() post_process_ships_wings() post_process_mission() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events()------------------------------------------------------------------
This appears to repeat for all the turrets
PCS shows in turrets: (turret01) (turret01-arm).... all the way to (turret16) (turret16-arm), all the firepoints appear to be the correct number.
the table entry for turret01 is:
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Large Turret Particle Cannon" "Large Turret Particle Cannon" "Large Turret Particle Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
Cob layout is:
- turret01
- base
- turret01-arm
- arm_1
- arm_2
- arm_3
- turret01-fp-01
- turret01-fp-02
- turret01-fp-03
- turret01-destroyed
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hmm this is a little above me hopefully someone a little more knowledgable then me sees this
edit: i only have limited knowledge of table errors.
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hmm this is a little above me hopefully someone a little more knowledgable then me sees this
edit: i only have limited knowledge of table errors.
Me too, I do the modeling I should let someone else do the importing
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I also have no knowledge of modeling or errors that can result when converting it
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I've been comparing your table to the ones in the default ships.tbl...
What happens if you try:
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Large Turret Particle Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,0,0
I'm not sure what the animation/type and angle ones do though...
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Already tried that :)
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The Animation, Type, and Angle ones make the turret face a direction, instead of facing straight up.
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Correct, fixes the viagra problem caps ship have LOL.
Btw heres the formidable http://www.badongo.com/file/1266465 (http://www.badongo.com/file/1266465) I hope it goes through better than rapidshare :mad2: /rant
The pof, cob, scn, bmp,dds, tables etc are there. See if anyone can find whats causing this problem... probably a really stupid mistaken on my behalf LOL.
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:yes: :yes:
Do you have the weapons table for it as well?
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Yes, don't get too excited yet though... The turrets won't fire, in fact they won't do anything. I'm hoping someone can figure out my mistake. :blah:
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Thats no problem, at the moment :)
I've been toying around with making shine/glow maps whilst I wait :lol:
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sweet :yes: I see what I can do, no promises though
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Well I threw out all but the first turret and it still complains so it's not a error with misnamed/mismatched turret parts.
Another thing, this model won't convert unless your using the newest pcs version. Could this be part of the problem?
Edit: Ok theres something wrong with either all my cap ships or the program builds, because even the most current version from goober is spitting out missing turrets, subsystems, landing bays...etc
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Ok problems been solved, thanks to Nuke.
Shine maps are working
(http://img.photobucket.com/albums/v356/Shodan_AI/form-7.jpg)
Here ya go: http://www.badongo.com/file/1280482 (http://www.badongo.com/file/1280482)
Edit: Oh you will still need the additional.vp file for extra textures and stuff. http://rapidshare.de/files/23932853/additional.rar.html (http://rapidshare.de/files/23932853/additional.rar.html)
Double Edit: I just realized the weapons table for this version is out of date, simpliest solution is extra the destroyers ship table file and replace the cruise missiles with something else, or make your own cruise missile weapon.
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Uhhhh... Scooby, that second download "has been deleted". What's going on?
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Hmm looks like no ones downloaded it in the last 30 days....
You can get it here now: http://www.badongo.com/file/1280726 (http://www.badongo.com/file/1280726)
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I may be wrong, as I couldn't open the model in modelview32 but is there meant to be a 0-LASER1HDR2x texture? I got that from opening the .pof in notepad. All the others appear to be there :) Also, do you have the weapons table? I've kitted her out with turrets and beams from the terran table and she packs a mean punch :cool:
Good work! :yes:
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Make sure your using the hi-poly version of modelview. It's 0-LASER1 actually, and thats in the additional.vp file.
Weapon table should be in the additional.vp under confed-wep.tbm also with sounds.tbm (adds some good old wc3/4 gunfire sounds)
I can tell you what turrets are and firing points for replacing with your own weapons:
1 - big guns (3)
2 - big guns (3)
3 - beam gun (1)
4 - medium antifighter (2)
5 - medium antifighter (2)
6 - medium antifighter (2)
7 - medium antifighter (2)
8 - missile launcher (2)
9 - flak (1) [could be used as big gun]
rest are small AA
HAHA you should see any of my cap ships in a firefight using my weaponset... energy bolts flying all over the place :p
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Cheers Scooby :)
I'm using the hi-poly model view, but it gives
Error #6009:
Too many normals defined.
Should be <=30000
But not to worry!
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Strange, works here... dunno
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Arg :) Cannae get it to debug right;
I'm getting:
Warning: Invalid subobj_num or model_num in subsystem 'engine01' on ship type 'ACS Formidable'.
Not linking into ship!
(This warning means that a subsystem was present in shivan-shp.tbm and not present in the model...
Now, WHY is it looking in a completely different ships table?! I get the same for the other engines too. The shivan-shp file is a simple file adding a dead shivan model:
#Ship Classes
$Name: DeadShivan1
$Short name: JBuoy
$Species: Terran
$POF file: shivandead.pof
$Detail distance: (0, 100)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 20.0, 20.0, 20.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 0.0
$Expl outer rad: 0.0
$Expl damage: 0.0
$Expl blast: 0.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 0.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 0.0
$Hitpoints: 100
$Flags: ("no_collide" "navbuoy")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 135 ;; Engine sound of ship
$Closeup_pos: 0.0, 1.0, -28
$Closeup_zoom: 0.5
#End
In non-debug it seems to work fine...
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Don't worry about it looking in the wrong table. It seems to always do that.
Whats your ACS Formidable table entry look like?
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It is identical to the one in the rar, with a few tweaks on the weapons side:
#Ship Classes
$Name: ACS Formidable
$Short name: TForm
$Species: Terran
+Tech Description: XSTR("" , -1)
$end_multi_text
$POF file: form1.pof
$Detail distance: (0, 500, 1200, 5500)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 50.0
$Rotation time: 100.0, 100.0, 80.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 4.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 11000.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ("Cyclops")
$SBank Capacity: (10000)
$Shields: 10000
$Shield Color: 100 100 255
$Power Output: 80.0
$Max Oclk Speed: 65.0
$Max Weapon Eng: 100.0
$Hitpoints: 60000
$Flags: ( "big damage" "cruiser" "in tech database" "surface shields")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -500
$Closeup_zoom: 0.3
$Shield_icon: shield-form
$Score: 800
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Heavy Main Ancient Beam" "Heavy Main Ancient Beam" "Heavy Main Ancient Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Heavy Main Ancient Beam" "Heavy Main Ancient Beam" "Heavy Main Ancient Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Medium Pulse Beam")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "MX-52" "MX-52")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "Energy Flak")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret11,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret12,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret13,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret14,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,0,0
$Subsystem: turret15,0.833,1.0
$Default PBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 90,180,0
$Subsystem: turret16,0.833,1.0
$Default SBanks: ( "Turret Laser Cannon" "Turret Laser Cannon")
$animation: triggered
$type: initial
+relative_angle: 0,0,0
$Subsystem: engine01, 5,0.0
$Engine Wash: Default300
$Subsystem: engine02, 5,0.0
$Engine Wash: Default300
$Subsystem: engine03, 5,0.0
$Engine Wash: Default300
$Subsystem: engine04, 5,0.0
$Engine Wash: Default300
;$Subsystem: Bridge, 5,0.0
;$subsystem: Radar, 5, 0.0
#End
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Outside of replacing your heavy ancient beam with tachyons this is what was logged:
Loading model 'form1.pof'
IBX: Found a good IBX to read for 'form1.pof'.
IBX-DEBUG => POF checksum: 2193001721, IBX checksum: 2371292150 -- "form1.pof"
Loading form0.dds for the first time.
Loading form0-glow.dds for the first time.
Loading form0-shine.dds for the first time.
Loading turret.dds for the first time.
Loading form2.dds for the first time.
Loading form2-glow.dds for the first time.
Loading form2-shine.dds for the first time.
Loading bay1.dds for the first time.
Loading extras.dds for the first time.
Loading form3.dds for the first time.
Loading form3-glow.dds for the first time.
Loading form3-shine.dds for the first time.
Loading form1.dds for the first time.
Loading form1-glow.dds for the first time.
Loading form1-shine.dds for the first time.
Loading 0-hpart.dds for the first time.
Loading 0-beam2.dds for the first time.
Loading 0-beam1.dds for the first time.
Loading 0-beam1-glow.dds for the first time.
Loading 0-tach1.dds for the first time.
Loading 0-laser2.dds for the first time.
Loading 0-mis1.dds for the first time.
Loading 0-laser1.dds for the first time.
Frame 0 too long!!: frametime = 8.312 (8.312)
Which means everything went ok. Which build are you using?
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I get the error in both the 31/07 CVS build (my preferred build at the moment) and in the Taylor's patched RC5 build. I've not tried RC6 because it does not have speed synthesis.
Here's the weapons table entry for the ancient beam:
; Form's main beams
$Name: Heavy Main Ancient Beam
$Model File: None
@Laser Bitmap: laserglow02
@Laser Color: 220, 220, 255
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100
$Velocity: 1600
$Fire Wait: 20
$Damage: 500
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 30.0
$Energy Consumed: 0.30
$Cargo size: 0.0
$Homing: NO
$LaunchSnd: 125
$ImpactSnd: 88
+Weapon Range: 5000
$Flags: ("Big Ship" "huge" "beam" "supercap")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 50.0 ;; muzzle glow radius in meters
+PCount: 25 ;; 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: 0.2 0.3 0.4 0.6 0.8 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow2 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; 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-blue ;; texture for this section
+RGBA Inner: 205 205 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 220 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50 ;; width of the section
+Texture: beam-white2 ;; texture for this section
+RGBA Inner: 150 150 180 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 30 30 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 60.0 ;; width of the section
+Texture: beam-white ;; texture for this section
+RGBA Inner: 225 225 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 70.0 ;; width of the section
+Texture: beam-white3 ;; texture for this section
+RGBA Inner: 0 0 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 0 0 255 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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Hmmm I'm using build Goobers build 8/18..
I got the build what looks like RC5 http://www.hard-light.net/forums/index.php/topic,40886.0.html (http://www.hard-light.net/forums/index.php/topic,40886.0.html)
Ok now I'm getting that error..
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:yes: awesome glad you got it to work
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:yes: awesome glad you got it to work
Actually we didn't... it works good in goober's builds but taylers they produce errors
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Only in debug, in regular it plays and I can't see any problems - but I've not done any subsystem sexps on it yet ;)
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Nope, engines don't appear as subsystems in FRED..
Wait, do I have to have a Special entry for engines too?
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You need one for all subsystems. They won't appear in the game otherwise.
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Arr, so is that a table thing, or something that needs to be done in the .pof ?
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It's a rather simple pof editing thing, i need to make four special subsystems and place them around each of the engines.
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Hey PotzUK:
I see the Enterprise 1701 in your previous post.
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Large Turret Particle Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,0,0
I need to go eat something! :lol: 18 hours of Suikoden 3 will do that to you...
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:confused:
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See it now? :)
[attachment deleted by admin]
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err, am I being totally dense here or something?? But no... i dont?
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Hey PotzUK:
I see the Enterprise 1701 in your previous post.
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Large Turret Particle Cannon" )
$animation: triggered
$type: initial
+relative_angle: 90,0,0
I need to go eat something! :lol: 18 hours of Suikoden 3 will do that to you...
HAHAAH I had my glasses off and I saw it...
Looks more like Enterprise D
PotzUK... look at the shape of that entry.... it's ASCII art :lol:
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LOL! God, how tired must you have been? heheh
Scooby, will you be able to fix the engine problem on the Formidable?
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Updated :)
http://www.badongo.com/file/1318322 (http://www.badongo.com/file/1318322)
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You're a star :cool:
Say, you wouldn't be interested in voice acting for your ship would you? :lol:
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Eh, hows that work?
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rephrase : voice the ship's captain :)
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In what campaign though?
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In mine, still in production but it's going well. Posted a thread for voice actors recently in the voice acting forum