Search found 89 matches

by QuantumHalo
Thu Jan 29, 2004 12:56 am
Forum: General Modding
Topic: Hyperdirve not working for stvssw mod
Replies: 7
Views: 498

I actually believ it was an ISD III by the NJO books. Mostly an upgraded ISD II, but with more modern components and power systems to match teh New Republic Star Destroyers (can't remember the class name, something like Liberator). No gravwells though :(
by QuantumHalo
Mon Jan 26, 2004 2:07 pm
Forum: General Modding
Topic: FT completion meeting + ...
Replies: 5
Views: 711

I'll be there... but I wouldn't expect an early Feburary release date...

@ Whitehero: fellow Canadian, it should be around 8:oo pm your time.

And phantom, I can do limited animation, but it takes a long time to do, as well as being hard-pressed for time even to simply work on the Klingons.
by QuantumHalo
Thu Jan 15, 2004 4:38 pm
Forum: General Modding
Topic: Klingon Bertha super cruiser from SFA
Replies: 10
Views: 1060

I don't think so, seems to me I recall a K'tinga coloured texture on her. Man, that thing was so fun to kill... and easy (very bad at SFA, I am)
by QuantumHalo
Thu Jan 15, 2004 3:16 pm
Forum: Phantom's 'Idiot' Guide to Modding Armada
Topic: List of Programs needed for the Tutorials
Replies: 4
Views: 1092

Watch out for Photoshop 7.0 as well. It cannot export or import (or even open) files with alpha channels correctly. I have heard there is a patch to 7.1 that fixes this problem, but I have not found it.
by QuantumHalo
Thu Jan 15, 2004 3:06 pm
Forum: General Modding
Topic: Tholian GUI for E&F2
Replies: 10
Views: 982

Thun, if you want an interesting looking Borg gui, I have one (not finished) that may interest you. It's based on the Borg computer panel readouts, not on any 'metal' framing. If anyone wants me to finish it, give me a shout.
by QuantumHalo
Thu Jan 15, 2004 3:02 pm
Forum: General Modding
Topic: Odf question
Replies: 6
Views: 669

These would be the line to look for. 'warp' basically means when moving. These change the % chance to hit, so I assume they are also %s // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is in warp warpToHitModifier = -0.0 // Modifier ...
by QuantumHalo
Thu Jan 15, 2004 2:59 pm
Forum: General Modding
Topic: Corbomite Reflector mod question
Replies: 10
Views: 826

Well, a dovin basal is basically a heart-shaped "muscle" (organic) which creates an intense gravity field similar to a black hole. It's used to latch onto distant objects for speed and to absorb incoming weapons. PIcs of the Yhuzaan Vong are less than scarce. I'd imagine the effect he would be looki...
by QuantumHalo
Thu Jan 15, 2004 12:05 pm
Forum: General Modding
Topic: Corbomite Reflector mod question
Replies: 10
Views: 826

I think you'll only be able to have one shield remod texture in the game... hardcoded. You would need to overwrite the current one. It should be easy to create a new point defence weapon, just copy the necesary files and change the weapon textures. You'll need a new entry in the weapon.spr for that....
by QuantumHalo
Wed Jan 14, 2004 3:22 pm
Forum: General Modding
Topic: Corbomite Reflector mod question
Replies: 10
Views: 826

I think that one of the best ways to simulate dovin basals would be using the point defence laser with a lowered hit chance and a small amount of maximum targets. A slower rate of fire might also help. This way some missiles would still get through, and you could replace the beam with a sort of grav...
by QuantumHalo
Wed Jan 14, 2004 11:51 am
Forum: General Modding
Topic: Nethak Strike Cruiser (Finished)
Replies: 4
Views: 634

Nethak Strike Cruiser (Finished)

Not my best texture ever, but not bad nonetheless.
by QuantumHalo
Thu Jan 08, 2004 1:24 am
Forum: General Modding
Topic: Ne'thak Class Strike Cruiser
Replies: 9
Views: 1100

@ Bubba: For this particular model, I used about 15 boxes, though most of those were for the guns. THe main section was built using 1 box for the wing (mirrored), and 3 boxes for the main section. Everything starts out as 1,1,1 segment boxes, then I extrude and chamfer the edges to get the result I ...
by QuantumHalo
Wed Jan 07, 2004 7:52 am
Forum: General Modding
Topic: A1 cloaking question
Replies: 39
Views: 3801

Yes, the FT romulan AI is really evil... Because cloak is so much more useful without Tachyon detection and stuff. Three Griffin Refits (or more) ALWAYS fly in under cloak and blow apart anything with the research classlabel. Terribly annoying. Espescially with that long Sernaix techtree...
by QuantumHalo
Wed Jan 07, 2004 7:07 am
Forum: General Modding
Topic: Ne'thak Class Strike Cruiser
Replies: 9
Views: 1100

Ne'thak Class Strike Cruiser

The original design is by nightsoft.com. The model stands at 1052 polys, with no textures as of yet. Build time was around 1 hour. btw, an interesting technique some might want to try is modelling everything from boxes. That's what i've done here, it really cuts down on the polycount. Texture forthc...
by QuantumHalo
Wed Jan 07, 2004 6:54 am
Forum: General Modding
Topic: Special Weapon Problems
Replies: 3
Views: 537

Yep, tried that. The range is set to 50.0, the target restrictions to target all. It already uses the ionstorm. The weapon is finshed other than this problem :(
by QuantumHalo
Tue Jan 06, 2004 10:22 am
Forum: General Modding
Topic: Special Weapon Problems
Replies: 3
Views: 537

Special Weapon Problems

I am creating a special weapon which, in short, creates a map object. Doesn't really seem like anything special, but wait until FT to see ;). My main problem is mainly aesthetic. I need the map object to be generated at the same location as the ship that fires it. THis would be similar to te way the...