foodro

foodro

Joined Member # 3071301
3 Posts 109 Replies 2,205 Reputation

Ah ha, lemme try that. I commend you, you have the patience of a saint. This is why I'd never make it as a teacher. If I had a student like me, I'd kill them, then myself. ;)

35 Replies 22,060 Views

Er, ok. Selected the middle band, pasted to new layer, filter, got a donut. Resize it to fit over the poles? http://www.apexf1.com/soase/planet4.jpg [img]http://www.apexf1.com/soase/planet4_t.jpg[/img] I'm [i]really[/i] sorry about how inept I'm being. Once I see it done right, I'll probably slap myself in the face...

35 Replies 22,060 Views

ps 7. The "donut" goes on the top + bottom? Or the middle "band". That's where I'm getting confused. Here's one with the polar coord filter applied: http://www.apexf1.com/soase/planet3.jpg (big) [img]http://www.apexf1.com/soase/planet3_t.jpg[/img] wtf.

35 Replies 22,060 Views

Well, no, the top part got cropped in the prnt-scrn. Apparently, I'm dense as a rock... Color-coded: http://www.apexf1.com/soase/planet2.jpg (big) [img]http://www.apexf1.com/soase/planet2_t.jpg [/img] Green is the "strips" and then I polar coord the blue? I know I'm making this WAY harder than it is, and it's frustrating the shit out of me.

35 Replies 22,060 Views

So, you apply the polar coords filter to the strips? I haven't had any beer yet today, I need "instructions for idiots". :) Edit: Ok, I'll admit it, I'm lost... I've got this http://www.apexf1.com/soase/planet.jpg (big) [img]http://www.apexf1.com/soase/planet_t.jpg[/img] So, I shave off the slivers on top/bottom, then apply Filter>Polar Coordinates? That makes one fucked up looking planet.

35 Replies 22,060 Views

That's what I was referring to when I said the crystal (and metal) rocks are "fun" to work with.. :) You can probably spend a lot of time on it. Best of luck. :)

7 Replies 7,078 Views

I ended up making a "faster research" research subject for the races taht didn't have it. Because I couldn't get any changes in the gameplay file to have any affect.

11 Replies 3,792 Views

I found most of the GPG forum to be crass, down-talking assholes. The only forum I look at anymore is the mod forum. That' actually the only reason I bought FA, was to mod it. All the other forums are just a bunch of teenie purse fight bitch fests, calling each other n00bs and fags. The majority seem to be elitist (understatement) that rail anybody that asks a seemingly innocuous question. It's sad really. I've always liked our friend Wankey here though. I've always appreciated that he just tell

26 Replies 72,035 Views

For the icons, there is the Icons_Planets.tga file, which you'll have to edit, along with 4 .brush files, referencing the new icons. You will definitely need to edit the strings file, otherwise your info won't show up. I added colonizable moons to mine, the most time was spent on the icons. The easiest way I can tell you, is to open the icons_planets file in PS, look at the top-left corner of a given icon, note it's coordinates (x,y), then find that particular icon in

7 Replies 4,463 Views

It would be nice. I've got a ton of X3 textures, just begging to be used for more variety (for public release if/when I get their permission).

35 Replies 22,060 Views

Having a look in GalaxyScenarioDef.galaxyScenarioDef, I can't really see anything either. It may be one of those hard-coded things.

5 Replies 2,407 Views

The "normal" texture (bm file) is the bump map (pretty sure anyway). I can only assume the "da" file is the same as those used in the planet textures, which is for the dark side (opposite the light source/star). The glossiness is just that. A lower number will make it less shiny. I changed all the asteroids to 1. They looked wet/glazed at their defaults, which looked funny. The "cl" file is the actual texture, what you see in game.

7 Replies 7,078 Views

[quote]foodro: But did the capitals themselves actually get 12 levels?[/quote] Wouldn't know. The pirate "warning" was so fucking annoying I had to quit the game. So, I didn't get a chance to check. ;)

21 Replies 16,036 Views

I *attempted* to add new skill levels (up to 12) for cap ships. Did nothing except add in the lines in the gameplay.constants file. Upon starting a game, instant pirate warnings. Instant, and constant... I tried: CapitalShipData ExperienceLevelData:0 ExperienceNeededForNextLevel 200.0 ExperienceGainedForDestroying 60.0 UpgradePriceForNextLevel 1250.0 ExperienceLevelData:1 ExperienceNeededForNextLevel 500.0 Experience

21 Replies 16,036 Views

Heh heh. Have fun. :P Asteroids are far simpler to play with than planets though. I've swapped out a few textures on the rocks as well. The crystal textures are a little fun to work with (in a sarcastic/sadistic way).

7 Replies 7,078 Views

Actually, looking at my new textures, it's just the poles (go figure). Looking at the standard Sins' textures, it appears there's a 5-6 pixel wide band on the horizontal part of the "+", I tried to mimic that, but it didn't do anything.

35 Replies 22,060 Views