If you mean the slightly arrowish symbol right behind the laser-turret, that I alread gave team-colors. In the original version that's uniform light grey (except for the crevices, which are darker). All the orange parts in that screenshot are areas I already changed to teamcolor (and the blue parts are actually light grey, but the backgroundlight makes them look slightly blue, even though I deactivated the skybox).
-Norbert-
The big spot on the inside, that is also in the screenshot, is already teamcolored. It used to be blue. The spot on the outside though (on the backside from this point of view, so not visible in the screenshot) I don't know how to change, since it's a particle effect or somesuch hovering in front of the actual model.
After a lot of real live interference, I've finally had some time to start work on the Transcencia Starbase. But here I'm a bit unsure as to what areas I should make teamcolored. I already made a few of the lights (down the sides of the dome and on the psionic surge turrets) and the big ornament on the front teamcolored. What I'm unsure about are the big lights, going from the main disk up the dome to terminate in what looks like massive spotlights (see the screens
If the league ever becomes it's own race, giving the Brakiri ships the ability to generate income (like the Vasari Loyalist capships) would sound like a good idea, since the Avioki is mainly a large trading vessel coopted for battle. Maybe coopting the "colony pods" ability of the Vasari starbase as a levelup ability for Avioki. For the Shadows you could try to make a version of the jumppoint disruption that was seen in "The long twilight struggle". The battlecrab could hit the ta
Small misunderstanding there. I know it's possible, it was a suggestion packed up in a rethorical question. Man I should stop using such figures of speech, when there is no speech present to emphasise how it's meant by tone of voice... Looking back, a "Why don't you " would have fitted better than a "Couldn't you " as well.
Couldn't you just make the StarBaseUpgrade itself dependent on technology? It wouldn't make much sense to build beam emitters onto a starbase, before you know how to build beams.
What is supported though is, unlocking weapons with research: fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject " " &
I should have known I'm tempting fate with the two days comment... Anyway I am finally done :D Behold the Teamcolored Eradica 1.1.rar While the screenshots inside the archive are still from the 1.0 version, they aren't zoomed in enough to see the difference anyway, so I didn't bother with new ones. But the texture itself is now all cleaned up and I'm quite pleased with th
[quote who="Draakjacht" reply="7261" id="3155566"]My above converter maintains the alpha, iirc. Don't use GIMP, so know nothing of it.[/quote] That really depends into what format you convert it :P It took a bit of getting used to for me (I used Photo Impact before, but a very old version without alpha-channel support), but once I got worked in, I started to appreciate it. All the menus and options can be overwhelming on first try and the helpfiles are.... not v
If the dds file has no alpha layer, you can simply open and convert it with IrfanView or you can use the official Nvidia DDS utility or any other converter to change them into something you can work with. If it does have an alpha layer, I guess GIMP plus DDS plugin is your best (freeware) joice, though that comes with a price by itself. If you want to edit anything other than the alpha layer, you'll have to split the image into it's four layers and work on the red, green, blue
If you are good enough at micro managing and don't have any more pressing targets for the ability (or a surplus in Radiances) you can make sure the level 6+ Akkans aren't able to use armistice with detonate antimatter. First the disabled abilities will have to be kept up constantly, but once the enemy ships fall below 150 AM the disabled passive regeneration from your gunships should be sufficient to keep them there and if not, detonate antimatter will. I guess it comes down t
I can't imagine that being intentional. 100% shield mitigation means that only shield-piercing weapons can hurt the ship. Since only the Romulan themselfs have shield-piercing weapons, if I remember correctly, it would effectively make that ship invulnerable against all other races, unless shield-damaging abilites ignore mitigation.
I think 1.0 just says that all the features are in, not necessarily that it's fully polished. Which is more than many full games, sold for money can claim these days...
I did try to put only the actual adress of my webspace in the link, but somehow the other part always got added, without my consent anyway. Thanks (again ;) ) for the working link and the reminder of editing the first post... I blame it on this being my first release thread... As for progress, I finished the complicated ornaments yesterday (the dish, shoulder fins and tail fins) and now I'll only have all the straight lines, dots and some small stuff at the "neck" to do.</
In my experience, errors in mods can on occasion freeze up the game instead of crashing it. Thankfully this happened to me very, very rarely. Could it be that the mod you try to run was made for another version of Diplo than you have installed? Also did you try to activate it only once, or did the error persist on a second attempt?
Speaking of the Vasari flagship: Could it be that the weapon positions in the entity file are mixed up? The pulse beams come out of what looks like missile-tubes, the missiles come out of the wave projectors and the waves come out of the middle of the ship, as if they weren't assigned a firing point. When I changed the order to beam/missile/wave (the original had wave/beam/missile) it look fine, except for the forward pulsebeam, which still comes out of the center of the s
I think the strikecraft and corvettes are small enough to fit into a FPS mod.
Thanks to MyFist0 I am now able to not only fiddle with the alpha channel alone, but also with the actual texture. While this resulted in me pretty much starting from scratch again and needing a bit more time to work (since changes must now be made to all three color channels and the alpha channel) I think the improved quality is well woth the time and effort. So far I only finished the dish, but that's enough to show a little comparision. The old version is on top, the ne
Ah, my Hero! While I have to work on each color-channel seperately, at elast I can actually do it now :D Just a minor addition to what you wrote. It certainly is true that the alpha channel is taken over into the first pic. But what's more important to me was, that recomposing opens up a new picture, which contained all changes I made, including those in the three color channels, And that 3rd pic just needed to be saved and copied into the textures folder to work i
I'm not particularly stuck on GIMP. I only downloaded it a few days ago, specifically to be able to work with alpha channels... one good choice that turned out to be :P I'm trying out paint.net now, thanks :)
I've got as far with my little project as I can get with only being able to change the alpha channel but being unable to touch the actual texture. The problem I'm stuck with is, that many of the bright orange areas bled into the surrounding areas, probably due to conversion errors or somesuch. So I have the (theoretical) choice of either putting teamcolor over everyone of those orange splotches (which, apart from being more work, doesn't look all that good) or cleaning up
If conversion back to bin doesn't work, you can just stick the entity file in txt format into the gameinfo folder and it will still work. If even the txt format file crashes the game, it must be some error you made in the entity file, rather than a conversion error. You could post the entity file itself here, so we could check wether we can spot any error that slipped by you, or you could convert it to bin and back to txt to see if any "INVALID" tags show up.
Feel free to use it, I'd be glad about it :) I finished the first version so to say. There are still areas I'd like to improve, but right now I have to take care of university stuff, so any further work will have to wait at least till sunday. Those areas that still show orange, or where the blue goes "out of bounds" are only visible if they are lighted by the sun and even then only if you zoom in very close, so I think it's good enough for a first release.<
This little project started out with the Eradica - the Advent Rebel Titan. Since it bothered me that, no matter what teamcolor I had, it's ornaments were always orange, I endeveared to learn to change the texture, so those ornaments are now in the teamcolor. While it took quite a bit of work, I finally succeded (and had to redo much of the work due to a combination of lost and corruped files). After finishing with that ship, I got inspired and took the teamcolors to other vessels
Ah, that explains how I could overlook them... I used an outdated version of Photo impact that didn't support alpha channels. But with GIMP 2.0 I can see them now. Thanks for the help so far :) Edit: Well... the first attempt didn't go so well, but I'll get there eventually! [IMG]http://img152.imageshack.us/img152/5694/titantexturefail.jpg[/IMG] Edit2: But the second attempt met with success, even though it was just a tin