BSG Mini Mod Project Update Thread
posted on October 30th, 2009, 9:42 pm
Ok, more update pics.
(1) Updated missile contrail (thinner, and higher smoke output rate)
(2-4) Current Rankup level
(5-6) Raptor(duh)
(7) Gui(buttons temporary, GUI awaiting your input)
p.s. keep on the look out for a treat I will be posting today or tomarrow. It will be Downloadable
(1) Updated missile contrail (thinner, and higher smoke output rate)
(2-4) Current Rankup level
(5-6) Raptor(duh)
(7) Gui(buttons temporary, GUI awaiting your input)
p.s. keep on the look out for a treat I will be posting today or tomarrow. It will be Downloadable

posted on October 31st, 2009, 12:40 am
Nice
I like the avatar Icons too. Though the Text looks a lil too faint but that could be cuz its a sceen shot.
I have some ideas for the gui. My idea would be a fusion between the dradis display and the schemactic status control panels. Ive seen another "colonial" gui for vanilla that looked ok but it was too....well not colorful enough I guess would be my opinion about it. Even though BSG had a "darker" feel to it they still had color...Oh and the smoke trail looks better to me now(in my humble opinion)

I have some ideas for the gui. My idea would be a fusion between the dradis display and the schemactic status control panels. Ive seen another "colonial" gui for vanilla that looked ok but it was too....well not colorful enough I guess would be my opinion about it. Even though BSG had a "darker" feel to it they still had color...Oh and the smoke trail looks better to me now(in my humble opinion)

posted on November 1st, 2009, 8:59 pm
Last edited by Anonymous on November 3rd, 2009, 9:02 pm, edited 1 time in total.
ok, well here is the treet. Sorry its late, I couldn't get on yesterday(I guess that was the trick)
In my spare time(i was sick) I was able to make some texture mods on the mk7
tell me what you think
Warning!: there are no buttons wireframes, detailed instructions or anything like that, so you will need modding experance to get this to work.
Ok come on guys there are all the files needed to get this to work, just none of the buttons and things. Don't be scared to try it, it even has weapons and physics. It is really cool, and I need your input, SO please D/l today!!!
In my spare time(i was sick) I was able to make some texture mods on the mk7
tell me what you think
Warning!: there are no buttons wireframes, detailed instructions or anything like that, so you will need modding experance to get this to work.
Ok come on guys there are all the files needed to get this to work, just none of the buttons and things. Don't be scared to try it, it even has weapons and physics. It is really cool, and I need your input, SO please D/l today!!!
posted on November 6th, 2009, 11:53 pm
If I was any good at texturing and aplying them I would make new textures fot the mk7.....I personally think that the mk7 originally had not so good textures to begin with....but then in cannon it did not have very much lighting variation...I feel as if u have made an improvement....
Though I havent installed this yet I can provide initial feedback.....
I like the idea of toggle weapons.....I hadent considered that for my colonials or cylon forces. But now I think ill make some toggleing weapons for my BSGeeerrrsss.
As soon as I get the few kinks worked out with my fighter launching script Ill install this to test the physics and weapons....so most likely by the end of the weekend I will have a more than visual critique for you.
Though I havent installed this yet I can provide initial feedback.....
I like the idea of toggle weapons.....I hadent considered that for my colonials or cylon forces. But now I think ill make some toggleing weapons for my BSGeeerrrsss.
As soon as I get the few kinks worked out with my fighter launching script Ill install this to test the physics and weapons....so most likely by the end of the weekend I will have a more than visual critique for you.
posted on November 19th, 2009, 9:53 pm
Very cool indeed. Ive been itching to try adding glows to some imports I have but I just havent had the time.
posted on November 19th, 2009, 9:58 pm
Last edited by Anonymous on January 6th, 2010, 12:23 am, edited 1 time in total.
actually from what I can tell, he just made a separate blank sod with the glows scaled to the ship, and then I used the overlaysod command and it worked. Ingenious is it not?
btw, I am close to a beta!!!
btw, I am close to a beta!!!
posted on November 20th, 2009, 2:01 am
Adm. Zaxxon wrote:actually from what I can tell, he just made a separate blank sod with the glows scaled to the ship, and then I used the overlaysod command and it worked. Ingenious is it not?
btw, I am close to a beta!!!
Oh I thought he edited the sod file and added in the sprite nodes to use glow sprites. Either way it looks cool but I radther see a more apropriate color applied. The overlay Idea is ingenious though I wonder how he would have scaled the sod or nodes or whatever corectly without loading up the original sod of the merc. Thats good news to hear you are close to beta!
Btw any GUI progress or is that super clasified data?
posted on December 12th, 2009, 9:22 pm
not much GUI edits.
ok, I have been able to sic fighters on a battlestar, but I'm still not able to get the AI to launch them, so
I Might need help with that.
The battle scenes are SPECTACULAR!!!
so I will release the beta soon, but I really need help to find a bug, that seems to be un locatable. it appears some times but not always. Basically my point is that I will need some experanced modders to help me find this stuff, so I can move on and finish this.
ok, I have been able to sic fighters on a battlestar, but I'm still not able to get the AI to launch them, so
I Might need help with that.
The battle scenes are SPECTACULAR!!!
so I will release the beta soon, but I really need help to find a bug, that seems to be un locatable. it appears some times but not always. Basically my point is that I will need some experanced modders to help me find this stuff, so I can move on and finish this.
posted on December 15th, 2009, 11:04 pm
muwahahahah!!!!!
now than I am a member at msfc I was able to gain acess to a very nice model of the mercury class(by dan1025)
because of this the beta may take longer to release, but i still hope to release it as a Christmas present to all of you
just the beta. the full version will need a a while to add all the cool stuff like more gui, buttons, rankup stuff, ect.
merry Christmas!!!
now than I am a member at msfc I was able to gain acess to a very nice model of the mercury class(by dan1025)
because of this the beta may take longer to release, but i still hope to release it as a Christmas present to all of you

merry Christmas!!!
posted on December 17th, 2009, 12:10 am
Wheeeeeeeeee!!!! Yeah Thanks to A2 files, sci-fi meshes, msfc, and myself I have 6 versions of the merc. Dans is a great version but personally i think the PRP version is the best out of all of them. And maj was improving the textures on the PRP version. But maj has strict usage rights soooo...well you know the drill. Anyways this is gonna be a very cool mod. I look forward to playing it.
posted on December 20th, 2009, 5:11 pm
ok, everythings right on schedule, still a few buggs, but thats what i'm releasing a preview for. it will have aalot of sanded down features, but should still be a good Christmas treat.
now while I was polishing down the features, during the final testing phases, I found a bug. if my ship has all its crew, minus anythng, so like 2499 instead of 2500 the fighters launch with no crew. how can I fix this?!?!? I'm sure there is a line to fix it, but I need to know what it is.
now while I was polishing down the features, during the final testing phases, I found a bug. if my ship has all its crew, minus anythng, so like 2499 instead of 2500 the fighters launch with no crew. how can I fix this?!?!? I'm sure there is a line to fix it, but I need to know what it is.
Who is online
Users browsing this forum: No registered users and 1 guest