[quote]dumb question: where can i find them and how do i port them in to my game?[/quote] The Federation and Empires ships packs are here in the Library.. The links are in the Federation and Empires mod thread here on the board... all the install info is in the thread. https://forums.galciv2.com/313557
dragoon
[quote]But why doesn't it require normal authentication, which is email. Most sites just send you a activation email. Does he not want us to play his mod? Im late to the party i know. I just got in to this sort of thing, guess better late then never eh?[/quote] It may have been due to some issues between different Trek mods early on.. where there were hacks on the original web page... Though I can't verify that, so don't quote me :D As i've said elswhere, Han often works away
[quote]oh ok i thought that this topic and mod were dead. I also thought it was from 2005 as is with most mods i find. Well now im just confused ah o well. Back to the drawing board.Guess i get back to the hunt for trek mods for space empires v and gc2. Sorry for the trouble.[/quote] No trouble at all. You can always download the available ship packs from the Federation and Empires Trek mod. While their not using ported models, the work they've done with the ingame ship designer
[quote]Sorry for reviving a topic that is probably dead, but why do we have to get access to download it? Was their a issue with this mod in the past or what?[/quote] The forums just require authentication, but there were problems with the mod... which will be gone with the eventual TA release.
[quote]I have only Dl the relase of DA and Ta is first at end of this month in my country[/quote] If I recall, the DL release of the ST mod was taken down a long while ago. As i've said, there were problems with the last DA release. Originally a DA version had a full cast of races, but there were major issues. So Han and the team he had back then, decided to do a limited release of four races to see how they worked. However, there were still problems showing up that, were
[quote]Ok this shit is taking entirely too long, why the hell do we need to get "approved" to download this mod anyway? PLEASE for the love of God enable my registration![/quote] It's been pointed out many many times... Han is often busy and is doing everything by himself. And getting angry and rude is not going to speed up your account activation. Not only that, but the last DA version of the mod proved to be unstable and suffered from quite a few crashes. As a result you wou
[quote]I really don't feel like listing those.[/quote] LOL, to the point. ^_^ I was thinking, for the Tholians there could be a fleet component that has status effects... so perhaps, it slows down enemy ships in their own territory, and enhances weapon damage in battle.... That could perhaps operate as a Tholian Web. Will the Tholians have a Y-Class planet, or a Dyson shere for a homeworld?
I know they are not part of the General war as such, but will we be seeing the Seltorians and perhaps Andromedans eventually?
[quote]heres the link but be warned it may take a few trys before it will download right but they should work with all versions like dragoon said xformats files should just have to be renamed.WWW LinkThese files won't download. Is there any place else i can download these files?[/quote] I don't believe there are i'm afraid. They are part of the star wars mod that's being made. Like Foxthree said, keep at it, and you should be able to get them eventually. And I should have made
There are a collections of Starwars ships to download over on I-mod. You'll have to add them into the game by putting entires into the XML's, and putting the files into the right place. Though that doesn't really take more than 10 mins or so. I've not got a link to the models, but you'll find the link up in the X3 Gerandor republic stickie thread.
KAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHN!!!! I can't believe you've actually managed to get the Botany Bay looking so spot on. Amazing.
[quote]It's pathetic - I am giving up on downloading this. There should not be such ridiculous hoops required JUST TO DOWNLOAD A MOD FOR THE GAME. What is it all for?? Paranoia?? And why can't they host the mod in the library here, anyway, like everybody else? Too good for that?Sign up here and confirm account, sign up there, wait for WEEKS, get no response, etc, etc.BYE![/quote] These guys have real lives, and do have to work and pay bills etc. As far as I know, Han often works away fr
[quote]The only way around this, is by using a different level of opacity on the "unpainted" section of the alpha mask, but i've not had too much success with that method.I love negative filterings, smoothed enough through tricky opacity too! Such extensive manipulation to any UV maps can indeed result in fair 'variations'. Lucky we have some key alpha channel(s) to work around, though.If you understand 3D model making etc, which I don't, a good example of custom mods using colour, spec and Norm
[quote]Well, i thought Hulls & Trims & some Engines default exhaust were built straight off three material types defined in the X file directly but if you say a properly drawn Normal or Light map can *override* this texturing schema i might give this little trick a try later.Sure enough, there's no definitive solutions to anything all modders can think of - it's almost a shame though that with that many ships & fleets in the libraries and in some mods - pretty close to nobody has ever bothered s
[quote]Hey, Dragoon... have you ever considered sharing some of your experience and tricks with us all in a sortof kinda swift and direct "tutorial" on how specific GC elements and 3D Modeling processes work out?Texturing and polygon meshing enhancements from provided defaults (the UV files) is a strange activity to many of us inapt enough to create precision stuff or even adhere to the actual valid principles that the code engine rely on.It's not enough that the darn Hard-Points manipulation at
[quote]thx I made some progress on this ship today. As I had some concerns about the model working right, I managed to replace an existing hull. It works fine Kryo's KHSM mod will probably teach me now how to include the defiant as an extra hull, I'll find that out.At the meantime, has anyone seen a tutorial on making bumpmaps for new models? I'm not quiet sure if I understand the GC2 system correctly, I'm used to work with bumpmaps as extrafiles (as seen in Oblivion e.g.) but I don't know where
Not read all posts, so sorry if it's been mentioned. If you want a hack and slash RPG which is similar to the already mentioned Sacred ( good game ) then I would recommend Titan Quest. A good setting, with quite a big scope. Also, the Dungeon Siege Games and expansions were good simple fun too. Though, I wouldn't class GTA and Mafia as RPGs personally. One of the best RPG's for me in recent years is the Withcer. I liked how it had a smaller scope than many games, and was confin
[quote]Guys c'mon, cant you release the ships separately? No offense, but this mod is not finished yet, so for me its not as fun as vanilla TA(which I just got). The ships on the other hand are incredible! I've tried to locate them in the mod, but if im right then you have replaced all the old GC2 ships with this new ones(now I know why its called total conversion mod) and in order for this ships to work I either need to rename them and edit god knows how many files or rename all the old ships i
[quote]I don't use ingame parts to make ships everything is custom made our converted because with my ships I made it where the parts are on the inside of the ships.That way they don't have ugly parts all over them.And maybe one day I might release them in a seprate pack.Im pusing for a summer release since theres no new technology its a easy mod.[/quote] It will be interesting to see what models you've used! Especially to get to 5 ships styles.
[quote]Only Kryo can answer I guess, but I think that with the TA hull system, the editor has reached a maximum parts and hulls number, and just won't show or recognise anything new.I don't think that would be the case, as I recall omega mod having a LOT more and working fine. Which files exactly are you guys trying to use? I'll see if I can give it a look when I get a chance.[/quote] For me personally, I like to copy one of the component XML's in the ship components file, and rewr
Look forward to see the finished product. are your shipstyles using custom models or ones made using the in game jewelry parts?
I've found that with the Hull system for TA, I can't get custom models to show up either as Hulls or structure pieces. This is however only if I place them into the Hull system mod folder under ship components. I haven't tried placing the parts into the main game files. Only Kryo can answer I guess, but I think that with the TA hull system, the editor has reached a maximum parts and hulls number, and just won't show or recognise anything new. I've been wanting to put
I'm not exactly sure what you mean about yellow highlights, but you can change the colour of the UI in the race customisation screen. Though perhaps i've not had an issue with what you mean, and haven't noticed it as a result.
Giving your sun flares a look. And I think their great. I can't find anything that's not right. I quite like the flare/halo for the white star. I like how the first Earth planetary lights look too! ( judging by the picture )
[quote]Great job on the Ships Ronin, top man.I am quite new to the GacCiv universe so a bit of a dumb question probably.For the TA expansion, I have transferred all the Federation ship files to the relevant areas and they appeared to work ok.Is it possible to have a specific AI races use one of the other shipsets i.e. Klingon.If so, where would I place the downloaded Klingon files.Thanks for any help in advance.[/quote] I don't think you can change the AI races in Campaign.... though, d