If you make a Deathstar model... Damn that will be awesome!
Wintercross
yeah, the hardpoints are for visuals only.
There is the limitation that if your game reachs the particle limit parts of the nomads might dissapear... but who cares when it looks so good! =P
Nomad Battleship Demo
You need to remove this line from the mesh file: maxDiffuseMipLevel 0 Also helps to make sure your weapon hardpoints stay within diplomacy limits (rebellion can have up to 5 weapons)
[quote who="myfist0" reply="114" id="3340949"] You can also use the warp effect particle, what soa2 uses for cloaked ships[/quote] Of course! I completely forgot about that... Though I'm still pleased with my achievement... Might try that method and see how it looks...
[quote who="myfist0" reply="110" id="3332333"] Quoting Wintercross, reply 109Just a quick question... is it possible to have transparency in a mesh if its set as a particle? I don't think so, but if you explore this, let us know. Depending on what you want, PF is very versatile without a mesh. Describe what you are trying for. A lot of particles use a planer mesh, 9 square 3x3 flat surface, on this you can place a transparent tga anim
Well, it worked! Here is the improved Nomad Battleship: <img src="http://img.photobucket.com/albums/v343/Wintercross
[quote who="HouseRalan" reply="68" id="3340577"] could you do the nomads as particle mesh -like the rotating pirate head?[/quote] I'm hoping I can... At the moment I have the outer layer as a sheild mesh with a passive 'adaptive sheild' type ability. That combined with the directional sheild FX means the outer layer lights up in combat getting more opaque the more fire it takes. Actualy looks pretty cool, my in game explaination will be that th
[quote who="Yholl" reply="66" id="3340415"] Hey, are you actually constructing the shipyards the same way they're made in Freelancer, with the various modular bits? Because that is ****ing awesome and I love you for it. That's a neat little stealthy design there, I like it. What sort of other ships does the Shattered Worlds mod have for Rheinland? I'll get to doing the UI sounds in a little while, I've been midly sick for about a week, a
Some more Rheinland stuff: Kiel Class Shipyard: The Kiel Class Shipyard is one of the largest shipyard designs in the Sirrius Sector. These massive constructs were designed primarily for rebuilding Rheinlands capital fleet, and as such can build a Bismark
I think from memory its about 10 for hangar points... though that might have changed in rebellion
[quote who="GoaFan77" reply="278" id="3337248"] Quoting Nomada_Firefox, reply 276This is the last unit added, the SSD Eclipse MKI. Oh boy. Now every fanboy is going to be begging every other Star Wars mod to have the Eclipse now. [/quote] We allready have the Eclipse ported for 7DS... it's going into the Rebellion version. It's an excelent ship, though takes a while to
If they did not retain levels on death, it would cure this stupid game of 'dont feed the titan'. Instead throwing everything you have at a titan to kill it would make sense. I feel if you let your titan get killed you should lose its levels.
Well, I would like to replace the UI sound fx with freelancers. So that's something you could work on if you want. I want the freelancer rank up sound for when ace pilots gain a level =D
I'm finding the music pretty good so far, but I haven't really tested it extensively either... I love the main menu theme so much. Yeah, it's a lot of guns >=P battleship will generally have a lot more firepower that they did in freelancer.
you need the entity file in gamedata, the mesh it references, any abilities and/or particles (weapon fx etc) it references, sound files and the textures for the mesh. Then you need to make sure all entities are added to your manifest. Also the sound fx for the turbo lasers would have to be added to your soundfx file unless you changed it to use stock TEC sounds or something. It only takes a couple of seconds to do, however if you have little to no experiance with modding you might wan
Here we go, shows off the current weapon fx as well as the sheild fx.... Rheinland 'Bismark' Class Battleship And also, since it seems 'starbases' cant have bombing points I've made the Bismark's torpedo bombardment work through an ability. The cool thing about it, is as long as you are within range it will work without you having to turn and face the planet >=D <a
I'm going to include the Directional Sheild FX shader from RC-1290 as after playing with it... it looks freaking awesome. Going to record a video of the Rheinland Battleship using this shader as well as my current WIP weapon FX (just tweaked vanilla fx untill I can get some custom particles made) <span style="text-decoration: line-
if magnetize works on corvettes (wich are as far as code is concerned is basicaly a frigate) then the code should work on other frigates as long as the target conditions allow it.
So here is how the armor thing is going to work: First, armor class will be divided by ship class, so for all intents armor type will be the ship class: verylight = Light Fighter light = Heavy Fighter medium = Very Heavy Fighter/ Bomber heavy = Freighters and other similar sized ships veryheavy = Small capitals (like cruisers/destroyers and liners) capitalship = Large capitals like Battleships mod
[quote who="Yholl" reply="53" id="3332803"] Quoting Wintercross, reply 52 I'm probably going to change the Rheinland Battleship... I liked the idea of a plasma lance but in practice it looks too similar to the Tachyons.... so instead it is going to be a 'Seige Cannon'. A long range, railgun-like weapon that can only target stations/modules and Large capitals like the battleship class (small capitals like cruisers/destroyers and gunboats are safe) Just
I'm probably going to change the Rheinland Battleship... I liked the idea of a plasma lance but in practice it looks too similar to the Tachyons.... so instead it is going to be a 'Seige Cannon'. A long range, railgun-like weapon that can only target stations/modules and Large capitals like the battleship class (small capitals like cruisers/destroyers and gunboats are safe) This gives the Rheinland Battleship a powerful weapon to use against stationary defences and to h
Well, the ship/station textures are compressed into the the .mat files wich are automaticaly extracted by the .CMP model importer. the weapon effects use a strange format '.ALE' and I dont know how to extract them.... If I can find a way to get them it would be great and save alot of time trying to remake effects... Missiles at least are easier because the .ale was only for the trail, the missile itself is a .cmp so I can always make a new trail or use standard
Well, I'm importing the nomad ships from freelancer. Problem is the models rely on transparency, so I'm trying to think of a way to make it work. I was wondering if I made the 'model' as a particle effect could I use a transparent tga as its texture? Maybe I should just give it a try if no one has done this before?