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June 6th, 2002, 11:33 PM
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National Security Advisor
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Join Date: Oct 2001
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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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June 7th, 2002, 02:56 AM
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National Security Advisor
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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.
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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.
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Mag357: How about sending me a few stellar ability type entries for obscuring asteroids and planets...?
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That's all for now.
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June 7th, 2002, 05:04 AM
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First Lieutenant
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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.
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Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
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June 7th, 2002, 08:34 AM
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Captain
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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.
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June 8th, 2002, 12:34 AM
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National Security Advisor
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Re: *** Star Trek Mod Discussion ***
Begin Transmission...
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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.
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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.
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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.
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End Transmission.
[ June 07, 2002, 23:35: Message edited by: Captain Kwok ]
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June 9th, 2002, 02:25 AM
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National Security Advisor
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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.
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 ]
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June 9th, 2002, 03:14 AM
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Captain
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Re: *** Star Trek Mod Discussion ***
Kwok: Ahhhh, photoshop 6, one step ahead, still stuck with 5.5, kinda sucks.
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June 9th, 2002, 09:57 AM
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Sergeant
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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?
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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June 9th, 2002, 02:52 PM
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Shrapnel Fanatic
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Re: *** Star Trek Mod Discussion ***
Entries from stellarabilitytypes.txt are in the form:
code:
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
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Things you want:
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June 9th, 2002, 02:53 PM
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National Security Advisor
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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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