Search found 92 matches

by Tommygun_BoG
Thu Sep 13, 2012 7:12 am
Forum: General Modding
Topic: Question: A1 odf command
Replies: 10
Views: 1972

I'm not 100% sure but i think it was something brought in for A2 and wasnt on A1. Again, not sure, but i think thats what happened. Don't get me wrong, but as I remember A1 was released before A2. So why is the command already available in A1? ;-) My question is (as I never modded A2): How is it us...
by Tommygun_BoG
Sat Sep 08, 2012 3:57 pm
Forum: General Modding
Topic: Armada 1 modding help
Replies: 15
Views: 3226

Recheck the names and make sure that the quotes "" are all balanced. I found that the debugger doesn't always check the names properly when each line is starting with a "tab". The techtree error should be fine. Cheers Balanced? How do you mean? See if you haven't forgot one of the quotes. Balanced ...
by Tommygun_BoG
Sat Sep 08, 2012 3:54 pm
Forum: General Modding
Topic: Armada 1 modding help
Replies: 15
Views: 3226

If you make a new map, it will be saved in the addon automatically. The one thing to watch out for is the bitmap file that's being generated. The bitmap has to be 128x128 pixels, but the file being generated is usually larger (depends on the resolution you're running at). Just resize the bitmap and...
by Tommygun_BoG
Fri Sep 07, 2012 6:15 am
Forum: General Modding
Topic: Armada 1 modding help
Replies: 15
Views: 3226

Hi, 1. As far as I know there is no limit. The most common reason for a black screen is a bug in the tech tree file. For example something like this: fstation1.odf 0 fstation2.odf See if you find something there. 2. The can be changed, but I've experienced that no new key or keymap labels can be def...
by Tommygun_BoG
Tue Sep 04, 2012 2:14 am
Forum: General Chat
Topic: how do use the downloads for armada 1
Replies: 3
Views: 5523

I don't understand the question...!?
by Tommygun_BoG
Mon Aug 27, 2012 3:13 am
Forum: General Modding
Topic: #include command
Replies: 2
Views: 1050

Ok, actually I was talking about my mod's ODF files, which are way more than the stock A1 files.
Well, this means modifying the ODF files...again...
by Tommygun_BoG
Fri Aug 24, 2012 6:12 am
Forum: General Modding
Topic: #include command
Replies: 2
Views: 1050

#include command

While looking for unused files and reduce existing ones in order to make A1 a little faster, I asked myself, if the #include command in ODF has influence on the game's performance. Thinking of a turret's ODF file for example: The fturret.odf has the command line #include "turret.odf". The turret.odf...
by Tommygun_BoG
Mon Aug 20, 2012 2:53 am
Forum: General Modding
Topic: Rotating turrets / classlabel = "sensor" (A1)
Replies: 6
Views: 1515

MrVulcan wrote:No problem. Wouldn't mind seeing the results when you get it to work :P
I'm planning to release some ingame videos in the near future.
Take a glance at my Mod's page from time to time: http://www.moddb.com/mods/bog
by Tommygun_BoG
Sat Aug 18, 2012 3:31 pm
Forum: General Modding
Topic: Rotating turrets / classlabel = "sensor" (A1)
Replies: 6
Views: 1515

Thanks so far!
Haven't tested it yet, but I'm sure it will work.

Btw, I've downloaded your Max Exporter script for newer Max versions and it works just fine! Thanks for your efforts on this!!!
by Tommygun_BoG
Wed Aug 08, 2012 9:52 am
Forum: General Modding
Topic: Rotating turrets / classlabel = "sensor" (A1)
Replies: 6
Views: 1515

Thanks Mr. V!
Hummm, tried that before, but it didn't work...

Does the turret need the classlabel 'wingman' as well in order to make it move?
And do I need to include a physics file like 'fastphys'/'destphys'?
by Tommygun_BoG
Tue Aug 07, 2012 4:47 am
Forum: General Modding
Topic: Rotating turrets / classlabel = "sensor" (A1)
Replies: 6
Views: 1515

Rotating turrets / classlabel = "sensor" (A1)

I've 2 questions regarding turrets in A1: 1. I really tried to get rotating turrets in A1 to work without any success. I know it's possible, but I just can't figure out how to manage this. I used the tips & tricks from the fleetops guide ( http://guide.fleetops.net/guide/modding/tutorials/tips-trick...
by Tommygun_BoG
Tue Aug 07, 2012 4:37 am
Forum: General Modding
Topic: new star trek armada blog
Replies: 1
Views: 917

Great idea!

Here's the link to my mod's page http://www.moddb.com/mods/bog if you're interested.
by Tommygun_BoG
Wed May 02, 2012 3:29 pm
Forum: Star Trek : Future Tense
Topic: APRIL 2012 FUTURE TENSE STATUS REPORT
Replies: 34
Views: 18859

Poly counts should in general not be a significant cause of these issues: Armada I uses a very outdated software render for explosions and cloaking, which causes significant slowdowns for multi-mesh models. The more meshes used in a model, the nastier stuff gets. Similarly, the bigger the texture/m...
by Tommygun_BoG
Mon Apr 30, 2012 2:39 am
Forum: Star Trek : Future Tense
Topic: APRIL 2012 FUTURE TENSE STATUS REPORT
Replies: 34
Views: 18859

Ok, thought you were facing similar problems. I hope there will be a fix for this some day.
by Tommygun_BoG
Fri Apr 27, 2012 6:09 am
Forum: Star Trek : Future Tense
Topic: APRIL 2012 FUTURE TENSE STATUS REPORT
Replies: 34
Views: 18859

I'm curious, do you face the same problem than I do: the game starts to lag extremly immediatly before vessels/stations explode which makes it pretty unattractive. My mod has a similar weight of 1,98 GB uncompressed, so I think it depends on the amount of textures and models that are used. Whre you ...