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Re: Star Trek Mod (Division of Labor?)
First off... guys, there's a million models on my site, www.STARYARDS.com. You can use 'em all, just remember to CREDIT the original model author if you release a mod with one of their models.
The right way to put it in credits if you convert it to Starfury format and release it to the public is to have a readme.txt file listing: Model author: (3d model Author name) Converted to Starfury format by: (Your name) As far as conVersion, MAN! This game is EASY! It's really sad that it doesn't support illumination maps though. ALthough the starfury engine doesn't seem to have a problem with 512*512 textures, it looks like 256*256 isn't the limit. I converted my Eximius class design with the full 512*512 maps no problem: www.staryards.com/Images/SF_eximius.jpg [ November 03, 2003, 01:37: Message edited by: Cleeve ] |
Re: Star Trek Mod (Division of Labor?)
How was the framerate with the bigger texture?
And Starfury is a low-graphics 3d game, really. Which makes the FPS I get that much stranger (avg 30-40) |
Re: Star Trek Mod (Division of Labor?)
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Shouldn't make any difference in the framerate as long as you have enough texture ram on your video card. |
Re: Star Trek Mod (Division of Labor?)
You do know you can just get the FPS from Starfury itself, right? http://forum.shrapnelgames.com/images/icons/icon7.gif
And good.. |
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Armed with the new info, I can tell you I get 37 DPS with the old model, and 37 FPS with the new one. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Trek Mod (Division of Labor?)
Drake - OK, thanks for the extra help. I'll give it a try and see if I can finish the Miranda.
Cleeve - Thanks for the link and permissions. If I can figure out how to get these things ported over, there should be enough models in your site to populate the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif Now, back to the datafile salt mines... 126 systems to go, 126 systems, code one down and knock it around, 125 systems to go. |
Re: Star Trek Mod (Division of Labor?)
General, make sure you test those systems as you impliment them. http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, a comment: starfury does -not- like extra spaces or lack of spaces. I cut the base/sat info out of one map file, but left the commented area. Errors until I removed the comments and the extra blank lines. Similarly, I accidently cut out the blank space between the "entrances" section and the rest of the data file. You guessed it, crash. Helps to be in windowed mode when you're doing that, too. The error window doesn't show up otherwise. EDIT: another: no blank lines allowed between comments and the next item. Also, the quadrent map doesn't have to match the actual quadrent..SF doesn't care if its completely different! [ November 03, 2003, 23:26: Message edited by: Phoenix-D ] |
Re: Star Trek Mod (Division of Labor?)
Hey, Cleeve, were you aware that the webpages for the M2000 and Orion Wanderer @ your Staryards site display only used jeans? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/shock.gif
http://www.staryards.com/Downloads/S...2000/M2000.htm http://www.staryards.com/Downloads/S...r/Wanderer.htm [ November 04, 2003, 08:48: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
Works for me but I know the problem with geocities.com sites.
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