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Re: *** Star Trek Mod Discussion ***
ZeroAdunn: Are you aware that you can create bitmaps and use them as textures on your models? That is how I get all the little windows or numbers and things like that. It takes me very little time to throw together the rough model but a long time to make all these little images for different parts of the ship...especially when you keep on revising them...
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Re: *** Star Trek Mod Discussion ***
Greetings.
I have made a minor update to the TNG site including updating the tech list with a few new components and details. I've also added a status section with a brief comment and edited the General Mod info to reflect the current state of the Mod. The next update should be Saturday afternoon EST. ----- ZeroAdunn: What I can do is send you some simple models and texture examples with comments on how I did them. I won't be able to do that until Saturday though. ----- Mag357: How about sending me a few stellar ability type entries for obscuring asteroids and planets...? ----- That's all for now. |
Re: *** Star Trek Mod Discussion ***
Just had a thought about the star trek universe.
I remember quite a few times that ships in the star trek universe HID using stars. Is it possible to MOD the system types file to include this automatically for generated maps? I did this via the map program for a small map and it took a while. IMO a map that had stars that you could hide in (maybe taking damage also in trade-off) would add to the experance. |
Re: *** Star Trek Mod Discussion ***
Actually in star trek ships could hide practicly anywhere. This is because star trek occasionally emplored reallalistic physics and realised you can not scan through a stellar body such as a star or a planet. If you were going to do this you would have to apply it to just about everything. Actually that could be kind of cool.
Kwok: yah I know. I am just not very good at applying them. Seriously, if I could get a copy of a couple of files with all their associated image files it would be a real help. On a side note, what do you use to create the texture maps? I personally use Adobe Photoshop/Illustrator for all my needs. |
Re: *** Star Trek Mod Discussion ***
Begin Transmission...
----- I don't think it's a good idea to have all stellar objects with an obscure ability. I would prefer to have an occassional asteroid or planet with the ability making it kind of a lucky find in which to hide those invasion fleets. ----- Another Thought: I feel that experience is too powerful. I was thinking of reducing the maximum levels to perhaps 10% and hopefully encourage more even battles between equally matched fleets rather than the lopsided battles that too often occur in SEIV. ----- ZeroAdunn: I use Adobe Photoshop 6. It is sometimes challenging to devise a good image map for objects. I'll send you some things tomorrow with some hints that I use...keep in mind that I'm no expert. I hope it will be helpful. ----- End Transmission. [ June 07, 2002, 23:35: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Greetings.
Unfortunately I didn't get the kind of time I needed today to do some major work as I had hoped. The site underwent a minor change with some new images but not much else. I'm occassionally found at the #SE4 room on the gamesnet.net chat server. There is usually a few people present at any one time now. Here is a sample component image I made. It's a Nacelle engine...I'm going to add a blue glowing strip to it and it will be finished. http://members.rogers.com/capt-kwok/...lle-engine.gif BTW - How come no one has mentioned that I've been spelling NACELLE NaScelle for the Last ten years? Edit: Image wasn't displaying. [ June 09, 2002, 01:26: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Kwok: Ahhhh, photoshop 6, one step ahead, still stuck with 5.5, kinda sucks.
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Re: *** Star Trek Mod Discussion ***
Hey Kwok, what do you mean by that Last message below...
"Mag357: How about sending me a few stellar ability type entries for obscuring asteroids and planets...?" Could you tell me what you mean by this? |
Re: *** Star Trek Mod Discussion ***
Entries from stellarabilitytypes.txt are in the form:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Normal Storm Number of Poss Abilities := 4 Ability 1 Chance := 250 Ability 1 Type := Sector - Damage Ability 1 Descr := Turbulence causes damage to space vehicles. Ability 1 Val 1 := 200 Ability 1 Val 2 := 1 Ability 2 Chance := 250 Ability 2 Type := Sector - Sight Obscuration Ability 2 Descr := This storm is opaque to most scanners. Ability 2 Val 1 := 3 Ability 2 Val 2 := 0 Ability 3 Chance := 250 Ability 3 Type := Sector - Sensor Interference Ability 3 Descr := There is heavy radiation causing combat sensor interference. Ability 3 Val 1 := -50 Ability 3 Val 2 := 0 Ability 4 Chance := 250 Ability 4 Type := Sector - Shield Disruption Ability 4 Descr := Ion radiation renders all shields useless. Ability 4 Val 1 := 5000 Ability 4 Val 2 := 0</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> |
Re: *** Star Trek Mod Discussion ***
Mag357:
I thought since you came up with the idea of the obscuring asteroids/planets, you could make a few entries and send them to me for the Mod. Look at SJ's example. Use the obscuration level ability. Remember in the Mod - there are 12 (not 5 as in vanilla SE4) levels of cloak and sensors. I suppose I could whip it up but I rather I get some help or the Mod is never going to be done. [ June 09, 2002, 13:55: Message edited by: Captain Kwok ] |
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