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November 3rd, 2003, 03:36 AM
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Private
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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 ]
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November 3rd, 2003, 03:43 AM
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National Security Advisor
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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)
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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November 3rd, 2003, 04:17 AM
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Re: Star Trek Mod (Division of Labor?)
Quote:
Originally posted by Phoenix-D:
How was the framerate with the bigger texture?
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Didn't use FRAPS but it seemed superfast with the 512*512 texture.
Shouldn't make any difference in the framerate as long as you have enough texture ram on your video card.
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November 3rd, 2003, 04:56 AM
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National Security Advisor
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Re: Star Trek Mod (Division of Labor?)
You do know you can just get the FPS from Starfury itself, right?
And good..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 3rd, 2003, 06:26 AM
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Private
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Re: Star Trek Mod (Division of Labor?)
Quote:
Originally posted by Phoenix-D:
You do know you can just get the FPS from Starfury itself, right?
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Ah...
Armed with the new info, I can tell you I get 37 DPS with the old model, and 37 FPS with the new one.
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November 3rd, 2003, 11:19 AM
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Lieutenant Colonel
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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.
Now, back to the datafile salt mines...
126 systems to go, 126 systems,
code one down and knock it around,
125 systems to go.
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November 3rd, 2003, 10:00 PM
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National Security Advisor
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Re: Star Trek Mod (Division of Labor?)
General, make sure you test those systems as you impliment them.
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 ]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 4th, 2003, 01:00 PM
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Brigadier General
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Re: Star Trek Mod (Division of Labor?)
Works for me but I know the problem with geocities.com sites.
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November 4th, 2003, 04:02 PM
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Lieutenant Colonel
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Re: Star Trek Mod (Division of Labor?)
Quote:
Originally posted by Mephisto:
Works for me but I know the problem with geocities.com sites.
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OK, Meph, I give up - why can you access the ships and I only get Cleeve's old laundry?
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