Search found 89 matches

by QuantumHalo
Mon Sep 13, 2004 11:51 pm
Forum: General Modding
Topic: Making a new Intro Movie for A2 Mod (wip)
Replies: 14
Views: 2057

The planet looks much better and the starfield does as well, However, where is the primary light source here? there will be at least a small shadowed edge, unless the light is located directly behind our viewing angle. That's the only other problem I can find. The starfield also might need just a bi...
by QuantumHalo
Sun Sep 12, 2004 1:58 pm
Forum: General Modding
Topic: Map Object Problems
Replies: 16
Views: 1586

Hmm, I'm sorry to hear that Straxus, never had a problem of that nature before... but it does sound like that is the only answer. In my messing with map objects, I've never had such a problem ... and I seem to have done pretty much the same things as you. If I find out something, I'll let you know.
by QuantumHalo
Sun Sep 12, 2004 1:55 pm
Forum: General Modding
Topic: Making a new Intro Movie for A2 Mod (wip)
Replies: 14
Views: 2057

Well, it's not too bad at all, espescially for milkshape. One of the main things that needs improvement is the background, which looks very tiled and much too uniform. Here is an excellent tutorial I have found for making a starfied in photoshop, which should be adabtable to PSP. http://gallery.arto...
by QuantumHalo
Sat Sep 11, 2004 2:19 am
Forum: General Modding
Topic: Map Object Problems
Replies: 16
Views: 1586

Hey Straxus, I have a question for you... you say you got 12 or so different nebulae to work ingame? Would you mind giving me a hand troubleshooting my problem with adding nebulae to A1? I had given up a while ago, but my problem is that any nebula with a number over 5 (say, mnebula6.odf) will have ...
by QuantumHalo
Wed Sep 01, 2004 3:34 am
Forum: General Modding
Topic: Wormhole weapon for a1
Replies: 10
Views: 1967

As far as I can remember, the stock ionstorm uses the tp_ionstorm classlabel or something similar, with a timer. The file has spin and expansion commands and such like the wormhole... but isn't the same classlabel. It would seem from what has been said that the wormhole classlabel doesn't support du...
by QuantumHalo
Sat Jul 31, 2004 1:57 pm
Forum: General Modding
Topic: An addon I'd like to see
Replies: 15
Views: 2369

It might be possible to convert the Descent 3 models to Armada, but I wouldn't know how to do it, or whether you could even import them into some sort of editing program.
by QuantumHalo
Fri Jul 30, 2004 6:27 pm
Forum: General Modding
Topic: An addon I'd like to see
Replies: 15
Views: 2369

It would be really difficult to make a mod off the descent series. In terms of sides, you could probably have the PTMC forces, the aliens (from D2), and the Mars Acropolis forces from D3... there's no lack of weapons either, but there is one problem, lack of ships and one sided-ness. As far as I kno...
by QuantumHalo
Wed Jul 21, 2004 4:40 pm
Forum: Star Trek : Future Tense
Topic: New Meshes: Ronin Class
Replies: 16
Views: 4190

Very beautiful, those those shots don't really do the actual model justice...

*cracks knuckles* I shall look forward to blowing a massive firey hole in her for the startup sequence (devilish laugh). Several holes in fact :P
by QuantumHalo
Thu Jul 01, 2004 4:44 pm
Forum: General Modding
Topic: Replacing a mining beam with a diffrent type of sprite?
Replies: 8
Views: 965

Ahh, but they can... at least, there is a transporter texture file...
by QuantumHalo
Tue Jun 22, 2004 5:35 pm
Forum: General Modding
Topic: Seperation & Intergration: Prometheus & Galaxy
Replies: 15
Views: 1546

I was working on a MVAM/seperation thing based off the ultritium burst or ionstorm, they both work effectively, for this purpose, this was done in the following manner: The way this would work would basically be a uball object created by a special on top of the ship to be seperated. This uball would...
by QuantumHalo
Thu Jun 10, 2004 11:00 am
Forum: General Modding
Topic: Nebula coding Question
Replies: 4
Views: 597

Nebula coding Question

Has anyone here actually tried adding nebulae to Armada 1? I've added about a half dozen only to find that they simply all act like Cerulean nebulae ingame... hardcoded or just something I forgot to change? Each of mine has a unique odf, sod and sprite table entry and apparently unique stats in the ...
by QuantumHalo
Sat May 29, 2004 11:16 am
Forum: General Chat
Topic: Tactically Illogical
Replies: 26
Views: 5194

I was talking about the part where he says "She's almost on us!", not where the warbirds appear :P
by QuantumHalo
Wed May 26, 2004 4:00 pm
Forum: General Chat
Topic: Tactically Illogical
Replies: 26
Views: 5194

I personally think that the Norexan is roughly equivalent in firepower to the D'Deridex. Judging by the readout that Geordi gives earlier (52 disruptor banks and 28 odd photon tubes?)... that's a helluva lot of firepower that the Scimitar has. Now, let's assume that the Scimitar has approximately 75...
by QuantumHalo
Mon May 24, 2004 3:05 am
Forum: General Modding
Topic: Star Wars: Fleet Command 2.0
Replies: 3
Views: 787

The general consensus over at SGN seems that it will be a "neutral" race. Pirates and smugglers with a completely different playstyle than the current New Republic or Imperials
by QuantumHalo
Sun May 23, 2004 4:41 pm
Forum: General Modding
Topic: Klingon K'teremny WIP
Replies: 3
Views: 704

Nice model Terra... very smooth. :)

I don't care much for the design itself though... looks sortof like a squashed d7