darkshimmer

darkshimmer

Joined Member # 2933528
1 Posts 368 Replies 341 Reputation

here are the images so you guys can see what i'm talking about, this is just one ship i have the same problem with a few other ships as well [img]http://digu.chrisjonesgaming.net/sins/images/galaxy1problem.jpg[/img] This is how its suppose to look [img]http://digu.chrisjonesgaming.net/sins/images/galaxy1correct.jpg[/img]

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As Stress has mentioned he's put the mod in my hands, However i'm still having some issues with imports through XSI. If i can't solve these issues soon, then i'll have to retract the mod into a dead state. I'm not giving up yet, but when you try 3 different models of the ships and they don't import correctly there;s a problem. I can open the 3ds files just fine in any other program and its displaying properly so its a problem with XSI

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there is a shield impact texture thats used. You might be able to modify it with the texture of your choice and brighten up the alpha channel. I'll have to do some experiments myself. This was something i was also going to later on down the line for our mod.

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Also have to remember the miranda class was fitted with Pulse Phasers. This became obsolete with the introduction of phaser arrays. No further research was done to retro fit the miranda class and any other class using pulse phasers. And upgrading them to arrays would not have been cost effective.

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[quote]well in the series the federation killed the Borg so it isn't impossible to balance its from the voyager series. p.s. transfasic torpedoes.[/quote] yea everyone always goes to voyager to point out that 1 lonely little ship beat up on the borg. Thats really where star trek fantasy really took off. They didn't stick to many of the rules that were set in motion by the other trek series(canon specs). If transphasics were really able to be used, don't you think they would have used th

78 Replies 205,776 Views

[quote]Yeah, it's my understanding that the Trek Mod that MajorStress' group is working on will not be including the Borg at all. That is why I'm doing this Mod. I have also asked Ezraiel to see if he will contribute some of his excellent Starfleet work for this Mod as well.xxx_diresaint_xxx,Can't wait to see what you come up with. Also, just to note, the Diamond was actually shown in the Voyager series. It is smaller than both the Cubes and the Spheres, but a little bigger than the rectangular

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Borg ships are basically panaled, Tactial borg ships are large armor paneled. post some screen shots if you can i'll see what i can help with.

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I would definately like for stations to have weapon placements. Ships that would move around in combat rather than just sit there and exchange fire. Would also be nice if you released more documentation on how all the things in the entity files are suppose to work, maybe even a simple walk through on what particles nulls are suppose to be included in the models (if any) to make them vent in specific areas, or even for construction animation. [color="#FF0000"]Firing

69 Replies 62,219 Views

[quote] you'll probably run into the wall I did where convertxsi detects 0 vertices every time. [/quote] you get this error becuase you didn't create a new null and name it rootpoint. then you put all of your p001- items in the rootpoint. Make sure the model is not in the rootpoint null it should be in the sceneroot.

7 Replies 6,238 Views

i learned overnight at this site. [link="http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html"]UVW Mapping in 3DS[/link] be sure to read it all at least twice, and the third time find the controls as you go. I printed out the whole site and went through it with simple things like sphere's, boxes, etc. They attempt to do your ships. Its alot easier than it looks

9 Replies 18,251 Views

[quote]It actually worries me a little that there are that many torpedoes flying around. While it's technically accurate according to the ship's specs, I fear it will look cluttered in practice. Have you considered giving the Akira a torpedo burst special ability with a moderately long recharge time? That might keep the number of torpedoes on screen at a time from reaching crazy levels.[/quote] Yes and no. Yes the torps will take a long time to reload. right now it takes about 32 secs t

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yes i have to an extent. The weapons on the Akira helpped me to solve this one. Weapon-0 and Weapon-1 are assigned phaser points. Weapon-0 Forward and Aft and Weapon-1 Left and Right. Now it works properly, ***please note the Akira does not have any aft Phaser points in any canon specs, it was added for testing only***

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ok more E Y E C A N D Y. this ship is exactly why ships in trek are only rated by its phaser/disruptor power, they always forget to add the damn torps into the equation. o something i forgot to mention in my reply post. I started to put a scale in lace to convert the ship stats from. I did the same thing in BC and in the Nexus mod we did, it really works out well. But like i said this ship usually disrupts those numbers but i can't leave it out, people would never forgive me, a

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[quote]I would prefer fleet size to be up to the player. Some may prefer smaller fleets, that's fine, but that is not everyone. I think artifically limiting the size would alienate some players. And there is cannon supporting larger fleets so it's not like large fleet engagements never happened. The only fullscale war we ever witnessed during Star Trek was during DS9, which incidently this mod is modelled after. And personally, I thought it was absurd in TNG that a 150+ world federation, with th

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[quote]One thing I would really like to know is what kind of scale is this aiming for?I mean in terms of what constitutes a 'big' fleet, because as far as I'm concerned 40 starships should be a massive fleet, taking the example of how many ships the Federation got together to try and fight the Borg at Wolf 359. Once again bringing the game BOTF as an example, 40 ships was about 4 full task forces, and that would be a huge number of ships.In the DS9 episodes Sacrifice of Angels there were LOADS o

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[quote]Cloaking needs to either be done RIGHT or not at all, sorry rommie fanboys, no BOTF cheese.[/quote] its not the rommie fanboys to worry about its the Klingons who had that cloak firing bop i would worry about!, besides if cloaking does not work properly we wouldn't add it anyways. We had to do that in Nexus when we modded it. Cloak didn't work properly so it was never added. Besides we don't plan on allowing anyone to have a ship cloaked forever, for the moment.

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[quote]Having read that the team is having problems with Aft phasers, does this mean you are also having problems with ALL aft-firing weapons? I.e. torpedoes, because if you can have Aft torpedoes then I would assume that would be good enough, and realistic, since at least most of the Federation vessels I am aware of had aft torpedo launchers.However now that I think about it, Cardassian ships are renowned for having 100% phaser coverage in their ship designs, so perhaps its best that a workarou

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got the warbird in here's some pics [img]http://digu.chrisjonesgaming.net/sins/images/sins4.jpg[/img] [img]http://digu.chrisjonesgaming.net/sins/images/sins5.jpg[/img] [img]http://digu.chrisjonesgaming.net/sins/images/sins6.jpg[/img] [img]http://digu.chrisjonesgaming.net/sins/images/sins7.jpg[/img] [img]http://digu.chrisjonesgaming.net/sins/images/sins8.jpg[/img]

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