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. ;)
foodro
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...
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.
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.
I made a Cybran T4 transport (same as the T2, but 4x the size, with a personal shield and it can haul 15 T3 bots). I made a couple new T4 units and made them publicly available. Some people grabbed them.
Yep. At first it looks a bit intimidating, but after a few minutes it's all fairly self-evident.:)
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.
Sweet.
I hate fishing. :)
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. :)
Hmm, I recognise those two names. :)
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.
I hear ya on that one. Just a 5 player FFA match against the AI took me about 5 hours.
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
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
Disregard, I was thinking of something else. :)
Strange, the tweaks I made showed up with no problem...
Heh, Wankey (I'm fud on the GPG site)...
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).
Having a look in GalaxyScenarioDef.galaxyScenarioDef, I can't really see anything either. It may be one of those hard-coded things.
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.
[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. ;)
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
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).
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.