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Armada Fleet Command: Forums


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Cylon
Ensign
Ensign



Joined: Feb 04, 2005
Posts: 264
Location: Middlesbrough, UK

PostPosted: Sat May 20, 2006 11:56 am Reply with quote Back to top

the mod tools have recently come out, has any 1 got any new ships in game yet?

is there going to be some sort of plugin for milkshape so u can convert them?

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Zapp "What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" 
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MajorPayne
Forum Administrator aka Fleet Admiral
Forum Administrator aka Fleet Admiral



Joined: Apr 23, 2003
Posts: 1808

PostPosted: Sat May 20, 2006 12:18 pm Reply with quote Back to top

Well I've done a successful conversion of my Delta7 jedi starfighter, although I didn't code it, I just converted it it did work.

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BORG: Incursion - The Next Level mod for Star Trek: Armada I - Mod DB 
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j666
Cadet 3rd Year
Cadet 3rd Year



Joined: Apr 29, 2003
Posts: 92

PostPosted: Sun May 21, 2006 1:26 am Reply with quote Back to top

at last some of the mods which r planned for it can get sum progress
is there a star trek conversion underway ?anyone know?
 
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j666
Cadet 3rd Year
Cadet 3rd Year



Joined: Apr 29, 2003
Posts: 92

PostPosted: Sun May 21, 2006 1:27 am Reply with quote Back to top

map whats the poly limit of ships i take it it depends if its a fighter or capital ship
 
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Cylon
Ensign
Ensign



Joined: Feb 04, 2005
Posts: 264
Location: Middlesbrough, UK

PostPosted: Sun May 21, 2006 1:40 am Reply with quote Back to top

so can u make models 4 it with milkshape and if so do u need hardpoints like in armada 2?

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Zapp "What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?" 
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j666
Cadet 3rd Year
Cadet 3rd Year



Joined: Apr 29, 2003
Posts: 92

PostPosted: Sun May 21, 2006 1:49 am Reply with quote Back to top

am no sure about at the plug in is an exporter for 3ds max 6 so looks like u can only export it with max 6
 
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Epytron_Omega
Lieutenant
Lieutenant



Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!

PostPosted: Sun May 21, 2006 2:11 am Reply with quote Back to top

correct, the exporter is for Max 6 only. I have just recently gotten Max 6, and have so far done one ship, only partially however, and so far it looks good ingame, and does fire its weapons, after about 20 minutes of running through the coding. Only problem I am having right now is glossyness, shields, and collision mesh, MaP if you could help with this, it would be appreciated. Here is a picture of the ship, originally done for SFC.

Image

EO

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ryan1
Cadet 3rd Year
Cadet 3rd Year



Joined: Jul 30, 2005
Posts: 71
Location: England

PostPosted: Sun May 21, 2006 2:14 am Reply with quote Back to top

there are no poly limits, the game is passed off vertacies rather than polys, well that is what LA and petroglyth said in an interview anyways.
 
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Epytron_Omega
Lieutenant
Lieutenant



Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!

PostPosted: Mon Jun 05, 2006 10:31 am Reply with quote Back to top

ok folks, I am currently working on two tutorials for EaW. The first being one for hardpointing a capital ship in Max6, and the second... a better way to make the engines glow. Hope to have an update soon. here is a shot of the fully functional Command Cruiser with all but one hardpoint showing, lol forgot to code that last one, before i added the engine glows. The tutorial will show you how exactly to do everything correctly.

Image

EO

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ryan1
Cadet 3rd Year
Cadet 3rd Year



Joined: Jul 30, 2005
Posts: 71
Location: England

PostPosted: Mon Jun 05, 2006 8:54 pm Reply with quote Back to top

Does it use breakable hardpoints or does it just display the damage texture on the damaged hardpoints?
 
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Elrond
Commodore
Commodore



Joined: May 03, 2004
Posts: 4263
Location: Let me get back to you on that!

PostPosted: Mon Jun 05, 2006 9:02 pm Reply with quote Back to top

Looking great, Epytron!

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Epytron_Omega
Lieutenant
Lieutenant



Joined: Jun 17, 2003
Posts: 850
Location: if you dont know where i am... THEN YOUR LOST!

PostPosted: Mon Jun 05, 2006 9:11 pm Reply with quote Back to top

at the moment its just the damage showing, havent felt like getting around to breaking the model just yet, plus I need to study the death meshes to see the full effect and what not, what damage points go where and what not...

EO

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ryan1
Cadet 3rd Year
Cadet 3rd Year



Joined: Jul 30, 2005
Posts: 71
Location: England

PostPosted: Tue Jun 06, 2006 11:56 am Reply with quote Back to top

oh yea, death models have to be considered aswell, at the moment all I have being working with is fighters so I didn't need them.
 
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