TFL BigBANGtheory

TFL BigBANGtheory

Joined Member # 2673252
18 Posts 512 Replies 12,000 Reputation

I think the average capitalship is too small with respect to gameplay and battle graphics, thats probably just a question of personal taste though. Of course the bigger you make the ship the more detail you need to pull it off.

7 Replies 6,293 Views

[quote]I'd also like the ability to add more than one exhaust particle system. (Just came up so I thought I'd mention it.)[/quote] Yes that's an interesting one, I can see how that could be useful to display things like maneuvering thrusters vs. main engines vs. afterburner effects. Bottom line is anything that adds the option for more detail, be it graphical or gameplay is desirable by modders.

33 Replies 24,366 Views

Even in HW2 players did this and there wasn't even a stat system, Company of Heroes has a method of recording drops as losses not entirely sure how it works but I think it had something to do with lossing connection to Relic on Line. Basically if you lost connection and your opponenet didn't then you lost. However where it all went wrong is that lame players soon figured that by introducing lag into the game they would get an oppourtunity to kick, and so did and on occassions scored a

21 Replies 32,049 Views

I am not sure IronClad would appreciate conversion of their meshes, to my mind they would have provided a tool to do so and also you have to keep in mind they are likely to have plans of there own about modified designs of their own ships. If you are a fan of StarTrek have a look at this site where you can download .3ds meshes, make sure you credit the author though if you use them. [link="http://www.trekmeshes.ch"]WWW Link[/link] Try the Borg cube..

8 Replies 4,818 Views

Chewy the ships don't move without orders so you would have a bright particle effect which would eventually fade to show a stationary ship. You can make the particle effect travel backwards but it doesn't look right when zoomed out a little bit. Its a ship movement/path finding problem if you ask me, ships entering a new gravwell need to come up short then fly a short distance on the same vector.

4 Replies 5,444 Views

The 3dsmax maxscript post best explains how to do this, it does require a bit of max experience to follow and it is not a step-by-step guide but it is the closest thing you are after. In your case the key points are: When you import a model you do lose the materials and therefore have to re-assign them in the materials editor according to the instructions in the topic, look closely at his screenshot example. You need to assign materials within the SoaSE texture folder,

4 Replies 3,738 Views

I found a problem with the phase jump exit particle effect for the Babylon5 jump points which I've not puzzled out yet. Namely the ship arrives within the gravity well of the new system and doesn't do a great deal without movement orders or hostile forces to auto attack. The up shot of all this is how do you make the exit effect appear 1st then have the ship model appear to fly from the center of it as shown in your SG video clip and of course in B5? Making the particle effect

4 Replies 5,444 Views

1) Variety of weapon fire arc's 2) Animated turret(s) on atleast 1 ship (one is enough so no one bitches about performace) 3) 'Move & Fire' command for ships that you want to move during combat 4) Fleet formations 5) Proper single player campaign with some gameplay of features that you wouldn't get in AI skirmish or multiplayer games. 6) More detail/flair points on capitalships 7) More use of the Z axis e.g. if you phase jump from high up in the gravity well you enter the

169 Replies 187,254 Views

Dude it doesn't sound to me like you've read the modding guide and supplement IC published, check out the stickies at the top of the forum. The only thing not in the manual that might interest you is that you need 3dsmax to import an existing SoaSE mesh.

6 Replies 6,354 Views

[quote]It is also directed at the whole "ships don't move in combat" crowd.[/quote] As in anyone thats played a space RTS game? There are many reasons for wanting to do this clearly there is some effect some modders want to achieve. If you want to argue the pro's and con's of doing so I believe there is a reasonably long thread in the general forum on the go about this.

14 Replies 4,439 Views

Thing is with SoaSE the areas which have been made mod friendly are really very friendly, but pretty much everything else thats locked inside the engine is off limits. Our only hope is that with successive releases more of these areas are split off and opened up, I would think that is unlikely for quite sometime if at all its a pretty big ask with little financial reward for their efforts. In many ways what would be good is a new game using the SoaSE engine bias towards RTS gam

14 Replies 4,439 Views

In the hindsight of experience I now realise I was being too specific in my previous requests, there's some basics that need attention 1st: 1) Weapon Fire Arc's 2) Movement controls of [U]any[/U] object 3) Free trip to BC to share beers (though non of that labbats shite) with the Devs. :d 4) Scripting which I guess we'll come to with the expansion.

33 Replies 24,366 Views

It has to be said that would make a pretty damn fine ship, though from my limited experience of modelling the schematics show a level of detail which would be hard to reproduce with anything but polygons. Anyone want to try and beat my SoaSE poly count record? :d

16 Replies 15,317 Views