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
-Norbert-
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
I already did look into the cl and da files (for my unschooled eye it looks like the da files is for glowmaps and similar stuff, like the honeycomb pattern on Advent ships), but I couldn't find any trace of how the teamcolored areas are marked in either file. Those places that do have teamcolors, only show a normal grey texture in the cl file. Here's a little comparison-shot I made. On the right is a piece of the Titan_PsiRebel-cl.dds and on the left is, how the same s
Is there any way to change the orange ornamentation on the Advent Rebel Titan to teamcolor?
Thanks for the tip, I'll try that out when I got some time to play. But why does the game differentiate between green stars and others?
Come to think of it, why are black holes normal system nodes (like planets, asteroids ect.) and not like suns (with connections to other sunsystems)? Since black holes were suns once, wouldn't them being key nodes (or however you want to call what suns are at the moment - I have no idea how the games calles them) make more sense?
I don't know the specifics behind it, but the Distand Stars mod adds Gunships and EWS bomber that have abilities. Though those are not aimed at specific targets, but get applied to all enemies surrounding the squad. Maybe looking at their files, or asking over in the DS thread might help you out.
Can't you just log in with his account?
[quote who="Ryat" reply="7103" id="3124945"] Maybe not that high but yes they can get very powerful if you feed them long enough.[/quote] So does that mean there is something wrong with my installation, because those numbers are not exaggerated. I still have the savegame, so I could show you screenshots. And I was mistaken in one regard. The one with 76 damage wasn't the rogue, it was the cutthroat, which starts out with 9 damage. That's 8.4 times the base dama
Is it normal, that the pirates get riduculously high damage in a long game? Something like 1400+ damage with the starbases missiles, 130+ from the Corsairs autocannons, or 70+ from the rogues lasers? And all that without the powerfull pirates!
Talking about the planetary defense, why is the plasma effect used for the PsiTech defense? Wouldn't the Psionic Surge (spiritblade) or the effect the Abjudicator uses fit the planetary weapon system better?
Not entirely true on the part of the Minbari. They can't be targeted by the computer, but you can still aim the weapons manually. Obviously with the distances those fights occur in and the speeds at which Minbari ships can travel, it makes it very hard to hit them manually, but not impossible. Also we only know for sure that the sensors the EA used before it was upgraded in GROPOS can't penetrate the Minbari stealth technology. It was never mentioned how well the other races,
Fighters are rebuild, but only if you have enough anti-matter. So you either have to research and build refueling stations, or park your ships in orbit of a sun.
Newsflash The current release is PRE -alpha, just like the first post says! That some ships are blocks isn't a bug, those ships are simply not yet ingame.
Oh I use abbrevations like that for myself, but I thought something that's a bit more obvious at first sight would be better when giving it to other people, so I compromised between ultra short and precise naming. ;) And due to what Stant just wrote, I'd advice against using my current combination of laserbeam and dynamic movement mods, till it's been overworked.
It took less time than I thought. I finished adapting the Laserbeam mini-mod for Dynamic Movement and Powerfull Pirates. Both of them include all the files of both mini-mods, so you only need to select the combined mini-mod, instead of stacking them. While I havn't played through a whole game with them yet, I did start a game with every faction present with both of them, without getting any crashed or mini-dumps. I also included the files for the Flagship mod (in n
[quote who="Stant123" reply="6640" id="3045576"] DS LASER BEAMS by -Norbert-: This minimod changes many of the Advent and TEC ship weapons to beam types. Vasari were left untouched. This minimod does NOT stack with Powerful Pirates or Dynamic Movement. Making it stack would require three more versions of this to be included and as the feedback I've heard is generally positive (prompting me to include it), its not widespread enough for me to try and make it work