Interface, Avatar, and Balance Questions

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
1, 2, 3
posted on October 5th, 2010, 6:46 pm
What file contains the weapon sprites?
posted on October 5th, 2010, 6:56 pm
Last edited by Tyler on October 5th, 2010, 7:01 pm, edited 1 time in total.
Fleetops.spr. Search for 'Beam-Based'.
posted on October 5th, 2010, 7:36 pm
Last edited by TChapman500 on October 5th, 2010, 9:23 pm, edited 1 time in total.
Thanks.  Found it.  I added the Tereanan phaser to it.  Well, I don't have any Tereanan ships exported yet, so I put the sprite on one of the Monsoon's phasers.  Actually, it's more of a quantum-disruptor.

I'm unable to export my models to SOD files because my milkshape trial ran out.  However, I am working on the models.  I'll need some help getting them to the SOD format.  Unless anyone knows a round-about way to get it to the SOD format without using 3DS Max or MS3D.




By the way, I know this probably isn't necessary to ask, but, is there a specific limit to how many build button textures I can have?

Attachments

tereanan_phaser.PNG
posted on October 5th, 2010, 9:49 pm
nope.  as many as you can fit in your texture, and as many textures as you want, though if you get too many, the game might begin to slow.  but you would have to have a ton in order to do that. :lol:
posted on October 5th, 2010, 11:32 pm
Is there anything that is resistant (or more resistant) specifically to pulse weapons over other weapons?
posted on October 5th, 2010, 11:39 pm
Medium and large sized ships, ships with Optimized Shield Geometry and the Nova with EPS Control Nodes are the only ones I can think off that take reduced damage from pulses.
posted on October 5th, 2010, 11:48 pm
EPS takes more damage from pulses :)

The Frigate's passive reduces damage dealt by passives as well. I'd look on the Database of the guide if you want to find out which other passives exist that help.
posted on October 5th, 2010, 11:52 pm
How in the name of Kahless did I read that wrong? I was reading from the guide!
posted on October 6th, 2010, 2:40 am
Okay.  Well, I've started to go through the ODF files in fleet-ops to find what each vessel is resistant to.  One thing I've noticed though.  There sure are a lot of vessels specified.  Especually Borg vessels.  And I've noticed that the torpedo weapons have even more vessels listed.  Half of them are not in the ordinance file!

By the way, what do you think of my phaser sprite?  Could I improve the looks of it in any way?
posted on October 6th, 2010, 2:46 am
Well, unless you build yourself a parser, that's going to be a heck of a lot of work without even beginning to compare passive to reduction. Just wait till you get to the special weapons - nearly every vessel has an exception.
posted on October 6th, 2010, 11:44 am
Last edited by TChapman500 on October 6th, 2010, 11:51 am, edited 1 time in total.
Can I make the torpedo a simple sprite, or does it have to be a SOD?

UPDATE:
I figure I can make my mod go faster if I had a development team.  If you want to join, just register here and then request to join this group.

By the way, how would I make a shock-wave effect?
posted on October 6th, 2010, 2:12 pm
A torpedo can be a sprite.

I believe there is a shockwave classlabel.
posted on October 6th, 2010, 3:02 pm
copy the romulan artillery weapon.  that is the easy way of getting a good looking shockwave.
posted on October 6th, 2010, 3:51 pm
Okay.  But I may create a new texture for the shock-wave.  I don't want it to look like a Romulan weapon.  By the way, is there a way I could get a weapon to disable a specific set of systems or reduce how effective the vessel is?  I'm wanting to build a weapon that will impair Borg vessels and force them to re-establish a link to the collective once the weapon is used on the vessel, but I don't want it to effect non-Borg vessels.
1, 2, 3
Reply

Who is online

Users browsing this forum: No registered users and 4 guests