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]
darkshimmer
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
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.
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.
[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
just waiting on stress to communicate with me on the updates i sent him last. Hopefully i'll hear something back and he'll get me the new ships so i can get them done.
it means diresaint, which is his name
[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
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.
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
[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.
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
[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
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***
[quote]Dang that's... a lot of torpedoes[/quote] lol you should have seen the first tryout, all 15 ports fired 15 torps, it was a festival of torps, did you guys know i hold one in every mod ;p
[img]http://digu.chrisjonesgaming.net/sins/images/sins10.jpg[/img] sorry for the double pic post, it didn't save the link when i uploaded and it won't let me edit
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
[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
[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
[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.
[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
[quote] Could we have just 1 or 2 ships released as a taster?Also, have you found a way to implement cloaking?Beatiful pics makes me cry [/quote] no cloak yet, becuase i have not even looked at the code.
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]
the kira will be coming soon, just added the romulan warbird , the map i played on sucked for pics, too many stars giving off light.got to work on the warp, looks great on all the ships but the warbird. even to scale its just huge.
glad i'm not the only one noticing stability issues with large number of dummy's per weapon