Aw, can't we have the cube to mess around with? I like new toys.
NowhereDan
[quote]Make sure you define them in the Sound.data file.[/quote] Like this? effect name "WEAPON_PHOTON" fileName "Weapon_Photon.ogg" type "Effect" is3D TRUE priority 5 threshold 15000.000000 minAttenuationDist 400.000000 maxNumPlayingSimultaneously 5 isLooping FALSE isResident TRUE minRespawnTime 0.3 fadeInTime 0.0 fadeOutTime 0.0 alternateGroup "" I've still got nuthin'. Very confusing.
Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?
Ha! I figured it out. Turns out it was something I had done in the Oberth file, not the Miranda. I'm a moron.
Looking good! I just tried it out, and everything seems to be working great. I am having a slight problem trying to make the Miranda's new torpedo hardpoints work, though. For starters, I changed the value of NumWeapons from 1 to 2, and then I pasted the Weapon entry for the LRM's rockets underneath the weapon entry for the phasers. As far as I can tell, this is the way it's done in the Capital Ship files, but when I try to load the mod it causes a minidump. Anyone have any pointers?
[quote] I don't remember the Miranda class variant (the one Ez modeled) having phaser cannons mounted in the rollbar. I only remember photon torpedoes being there.[/quote] Ever seen Star Trek II? That's where the Reliant was firing from. However, the Mirandas in DS9 were firing from the Constitution/Excelsior style saucer-mounted phaser banks.
You guys [I]desperately [/I]need to read the first 10 pages of this thread.
Yeah, there's no other way to do it with the current Miranda model. Though EzraeilBeatus's last post implies that it'll be fixed shortly!
The Cardassians are going to be a playable side, so you can't really have them as a pirate race. The Ferengi make more sense, as they're the only ones out there out to make a profit, and their ships are formidable... but it still doesn't really fit in, since they've never really been organized or aggressive. The Maquis don't work either, since as you pointed out, they have no reason to attack anyone but the Cardassians, and the Jem'Hadar wiped them out before the Dominion War even began. Pirate
You can adjust the beam width - I settled on beamWidth 20.000000 for this screenshot [img]http://i240.photobucket.com/albums/ff164/nowheredan/Mirandainnebula.jpg[/img] For the torpedoes, I got the Vasari light frigate weapon effect working. It's not perfect, but it's the closest thing to a Star Trek torpedo I could find in the game. The only problem is they emit from the center of the ship instead of from the torpedo launchers in the pod. [img]http://i240.photobucket.com/alb
Fear the Pink Miranda! I'm no effects wizard, unfortunately - I'm limited to looking for similar effects in the game and tweaking the resources files slightly. Same goes for the weapons themselves, really, though even if we can't assign more than one standard weapon to a frigate we can always create a special ability weapon that uses up antimatter...which, now that I think about it, I might like better. I'll tinker around a bit and see if I can't figure out how to make that work. <b
I'm having a blast with the Miranda, thanks again for that. For improvements, I'd recommend moving the engine trail hardpoints to the area between the shuttle bays - that's where the Miranda's impulse engines are. Also, I think the little dome dealie under the roll bar should be glowing blue, not flat grey. Oh, and if you could put hardpoints on the torpedo launchers on the pod, that'd be awesome. For the next one, I'd love either the Excelsior, Ambassador, or Galaxy.
Ah, I just figured it out - the glow comes from enabling bloom effects.
Deckard - Starfleet certainly had multiple Sovereigns, Galaxies, and Excelsior class ships in service during the Dominion War, so I'd say you can expect to see that reflected in the mod.
Acreo Aeneas: [quote]Oh, 'nother thing. A) [B]This "mod" replaces your cobalt[/B], sooooo.... If you really like your cobalt, don't use this (or just change the mesh file names to that of another unit...) B) What do you guys want to see next? Preferably something a little more obscure?(i.e. Oberth...hint-hint)[/quote] Also, here's a screen I took to illustrate a) the glowing thing I was mentioning earlier, b) the phaser effect I made (a tweaked Kol beam using weapon_phasecapitalflas
Ah, ok. I thought that changed as of 1.03. Is that supposed to change in 1.04?
So I'm trying my hand at some basic modding, and I'm running into a baffling issue: If I put anything at all into a Game Info folder in a mod directory and attempt to load the mod, it minidumps. I've tried this with an unaltered copy of the FrigateTechLight.entity file from the 1.03 data posted in the " 1.03 Data Files for Mod Tools " thread, and with the same file from the Se
Ack, sorry for the double post. I got a forum error message the first time.
[quote]Ok, guys, here you go, a link to the Miranda if you want it.[/quote] Wow, thanks! It looks fantastic... though for some reason it appears to be glowing, which it's not doing in your screens. I just dumped it into my mods directory and enabled it. Did I do something wrong?
I think that's a magnificent first model, EzraeilBeatus. It's great to see some Trek ships flying around in game. Tinker on!
Wait a sec - if the only thing holding this back is the UI not being able to show it, what difference does it make if we see the icon for a passive ability?
Don't hold Sins to an unfair standard. There is no AI in ANY RTS game that can defeat a veteran player who knows what he's doing. If one AI isn't hard enough for you, play against two. If that's not hard enough for you, play against nine.
SOASETM - look at the models made for SFCIII, then look at the Sovereign Stress posted earlier in this thread. See the difference? Several thousand polygons and 2-4x the texture quality. The mod team appears to be shooting for a much higher standard of quality than SFCIII (which is now six years old). Besides, they've already got a ton of models they made for Bridge Commander that they're porting over, and are designing an entirely new fleet of Breen ships.
So this might be something we'd need the full mod tool package to pull off properly, then?