Tereanan Empire Mod - CANCELLED!

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posted on August 1st, 2010, 1:17 pm
only if ur doing an armada 1 sod the only way you can get transparacy in an armada 2 sod is by using special material tags in the naming of the material. in armada sods can have 4 texture types (copies of the same texture slightly modified for a certain point) these are the normal texture, bump maps (adds extra effects and details with out increasing poly counts), borg textures (how the vessel appears when assimilated only works for the borg though) and damage maps (how the ship appears when damaged (determined via damage groups attached to the system joints) now these textures can have alpha channels which just help with shading unless the tags have been used
posted on August 1st, 2010, 3:26 pm
But I assume that white would light-up the model, and black would not light-up the model.
posted on August 1st, 2010, 4:52 pm
yh the darker the alpha the more shading it gets
posted on August 1st, 2010, 7:27 pm
Maybe I'll start making the texture for the battleship now.

Basic battleship specs:

Armor:  Slightly stronger than a tactical cube.
Shields:  About 3 times the strength of the armor.
Weapons:  About matches a cube
Speed:  Capable of out-running a cube
Size:  Slightly longer than a cube, but has a lot less volume.

The shields can regenerate relatively quickly, so knocking them out is quite the challenge without some type of special weapon.  Fortunately, once their out, they'll stay out for a while.  Don't try to build it unless you know you can guard the station building it.  It will deplete your resources and it will take a while to build.
posted on August 1st, 2010, 11:26 pm
afta a lot of research i can confirm that to ignore shields it has to be a sod based torpedo or pulse as it requires the unitorpedo classlabel
posted on August 2nd, 2010, 3:31 pm
How do I know if I have rotated a hardpoint correctly?
posted on August 2nd, 2010, 3:41 pm
heh, give it a small firing arc and see if it fires in the right direction :sweatdrop:
posted on August 3rd, 2010, 12:48 pm
I"ve put in the alpha channel and made sure that it was saved as an armada2 SOD, but it still doesn't have any shading.  By the way, what's with the !*** stuff at the begining and end of the material name?
posted on August 3rd, 2010, 6:04 pm
there the tags that tell it how to act defalt shud allow shading but unsure y urs aint shading if alphas are included
posted on August 4th, 2010, 12:14 am
Well, I did not change the wireframe color to any shade of grey. or the text that I put to help me map out the ship.  And I'm currently in the process of restoring my system because my OpenGL drivers failed on me and I need those to build and test my race tracks.
posted on August 5th, 2010, 12:56 pm
The priority of this project has been dropped to make room for other projects.
posted on August 5th, 2010, 2:43 pm
:lol: 
posted on August 5th, 2010, 2:55 pm
What's so funny?
posted on August 5th, 2010, 4:01 pm
just 100 posts on a thread only to push the mod asside.  Too bad it happens alot :whistling:
posted on August 11th, 2010, 5:24 pm
Oh, okay.

The priority of this project is still low, however, I'm going to give a basic description of the vessels.

Destroyer 1 - When used in fleets, these vessels can pack quite the punch even on an opposing fleet more powerful than they are.  An option is available to increase the power output of the vessel and re-route that extra power to the shields.  Increasing the shield regeneration rate.

Destroyer 2 - More like a support vessel, it emits a sub-space field that disables the cloaking device of any vessels that wonders into the field.  Rendering the vessel visible.  It can be used in fleets to counter even the most advanced cloaking mechanisms and can destroy a few vessels before the shields go back up on the targets that lost their cloaking ability.

Cruiser 1 - This vessel is designed to pursue cloaked vessels and destroy them without being detected.  It engulfs itself in a sub-space conduit rendering itself invisible to the eye, but still detectable on sensors.  This vessel is only available with the Wartime Production configuration.

Cruiser 2 - This vessel should be placed in nebulae that hide vessels and disable sensors.  Power can be re-routed to the sensors to increase maximum sensor range, even when the range is limited.

Cruiser 3 - Can lay down some chroniton mines that causes massive damage to the hull of enemy vessels.  Fleets of these ships can be sent to lay down a mine field quickly.  Also has the ability to send out micro-probes to spy on the enemy without being hit by a single pulse phaser or torpedo.

Cruiser 4 - Long-range artillery platform with multi-transphasic torpedoes that causes massive damage to any vessel that gets near where the weapon hits.  Useful against fleets of enemy vessels, but the weapon doesn't discriminate between allied and enemy ships, so be careful.

Voyager Class cruiser - Designed to rush at a small group of very powerful vessels and inflict massive damage to each vessel, this cruiser requires special multi-targeting scanners in order for all of its weapons to fire at multiple targets.  This vessel should be first on the to build list and the to upgrade list as it won't help much without the upgrades.

Support Vessel 1 - Emits an energy field that renders cloaked ships visible and increases the regeneration rate of allied shields to the point where only a few ships can breach a turret blockade.

Support Vessel 2 - Directs a dampening field at multiple enemy targets that drains the shield strength and special energy of enemy vessels.  It can send repair teams to multiple allied vessels at a time.  Available only with the Wartime Production configuration.

Battleship 1 - This is a good choice for handling larger Borg vessels.  It is capable of disrupting Borg networks by emitting a chroniton field.  And it will not discriminate between allied and enemy Borg vessels.  This vessel is only available with the Destroy Borg configuration.

Battleship 2 - This vessel can target multiple vessels at a time, causing moderate shield damage to each one.  The vessel can be upgraded with a temporal inversion beam that can easily destroy every unit that gets within the inversion field.  It will not discriminate between allied and enemy vessels.

Battleship 3 - This vessel's armor alone is stronger than a tactical cube and can be upgraded with multi-targeting scanners.  One of these vessels is enough to destroy just about anything.  But it's only available with the Destroy Borg configuration.
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