Tereanan Empire Mod - CANCELLED!

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posted on July 31st, 2010, 6:28 pm
The SOD isn't complete yet, but I'll send it to you.  By the way, could the fleet-ops developers create a weapon class called something like "chroniton" that always ignores the shields?  The can be replaced with "phaser", "torpedo", or "pulse".
posted on July 31st, 2010, 6:32 pm
lol thats ok i'll look into the weapon issue but i aint dne much work with normal weapons
posted on July 31st, 2010, 6:35 pm
You can already do that using the existing weaponry.

Apparently you deleted your post :P
posted on July 31st, 2010, 6:46 pm
i know why ur ship isnt being renderd you do not have any mesh joints to add these u need to make new joints attached to the root joint with the m_ prefix and followed by the mesh groups name eg m_box01
posted on July 31st, 2010, 7:00 pm
How do I do that in milkshape?
posted on July 31st, 2010, 7:05 pm
well u select the joint option and select the root node and then u place as many as u need in the center of the model and rename them so they have the same name as the mesh groups but with the m_ prefix
posted on July 31st, 2010, 7:06 pm
Earlier, you said you needed a sod for a phaser.  you don't, as phasers aren't sod based,  and the line should work for all weapons.
posted on July 31st, 2010, 7:11 pm
How do I add something in milkshape?
posted on July 31st, 2010, 8:58 pm
Last edited by TChapman500 on July 31st, 2010, 9:58 pm, edited 1 time in total.
Thanks to some help with Blade, the Voyager class cruiser is now rendered in fleet-ops.  However, the tooltip doesn't appear correctly.  Why is that?

The model doesn't have any shading.  How do I fix that?
posted on August 1st, 2010, 12:05 am
the texture needs an alpha channel.  and for tooltips, all this stuff you can refer to the new modding guide.  it has info on tooltips, and the textures section of the introduction.
posted on August 1st, 2010, 12:33 am
I thought the alpha channel was for transparency?
posted on August 1st, 2010, 1:25 am
Okay.  Um, how do I calculate the defensive, system, and offensive values of my vessel?  What comes into play when calculating the values of the ship.

By the way, can someone help me make my weapon do more realistic damage based on what ship it's being used against?  So far, I have the base damage at 25, but no ship-specific damage amounts.
posted on August 1st, 2010, 2:17 am
TCR_500 wrote:Okay.  Um, how do I calculate the defensive, system, and offensive values of my vessel?  What comes into play when calculating the values of the ship.

By the way, can someone help me make my weapon do more realistic damage based on what ship it's being used against?  So far, I have the base damage at 25, but no ship-specific damage amounts.


RCIX's old modding pack could roughly calculate all three stats, but I'm not sure if it works anymore. Other than that, we don't know exactly how defensive or system values are calculated.
posted on August 1st, 2010, 12:02 pm
only the devs know as they have a calc thingie for it (i think anyway) best bet is to look at other weapons and make an educated guess what they values should be (also best way to ensure you have correct formatting of the tooltips is to copy and past a pre-existing one and then edit it to your needs.

in milkshape if a sod is in a2 format then alphas add shading if its saved in a1 format then the alphas make it transparent
posted on August 1st, 2010, 1:02 pm
A transparency map is a grey-scale with values ranging from 0 to 255.  I've made transparency maps before for NR2003.  Black (0) is 100% transparent.  White (255) is 100% opaque.  Can I assume that the SOD format operates the same way?
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