Search found 759 matches

by pepperman
Mon Nov 26, 2012 4:38 pm
Forum: General Modding
Topic: Reman dreadnaught WIP
Replies: 15
Views: 4539

Those are generic enough to fit most any race for sure. I took a look at his site and was hoping to finf a top view/side view of these but came up day. Much easy to model that way. Let me finish the dreadnaught and I'll think these over.
by pepperman
Sat Nov 24, 2012 4:21 pm
Forum: General Modding
Topic: Reman dreadnaught WIP
Replies: 15
Views: 4539

Most impressive work, pepperman! I'm not a huge fan of the Scimitar design, so your dreadnought is a great alternative to it. Off topic: Have you ever thought of doing a Reman freighter or construction ship? I thought of that while watching Nemesis because of the Reman dilithium mines: Why should R...
by pepperman
Mon Nov 19, 2012 7:34 pm
Forum: General Modding
Topic: Reman dreadnaught WIP
Replies: 15
Views: 4539

Working on the weapons pod ....
by pepperman
Sun Nov 11, 2012 6:29 pm
Forum: General Modding
Topic: Reman dreadnaught WIP
Replies: 15
Views: 4539

Reman dreadnaught WIP

Taking a stab at Atolm/Azel's Reman dreadnaught. Unless she gets a serious haircut I doubt I can get this one in the game as she is currently running at 5000 polys. She's a beasties for sure.
by pepperman
Fri Nov 02, 2012 4:40 pm
Forum: General Modding
Topic: Rail guns (stargate)
Replies: 7
Views: 2100

// disrpth.odf //Object Definition File for the Reman Disruptor Cannon (Heavy) // Include parameters that are not listed in the current file #include "pulse.odf" //Name of the ODF file for the ordinance for this weapon ordName = "disrupto" //Display name for this weapon wpnName = "Reman Disruptor Ca...
by pepperman
Tue Oct 30, 2012 8:49 pm
Forum: General Modding
Topic: Rail guns (stargate)
Replies: 7
Views: 2100

Something along these lines .... // Object Definition File for the Multiple Targeting Disruption Cannon // Include parameters that are not listed in the current file #include "disrpth.odf" //Display name for this weapon wpnName = "Multiple Targeting Disruption Canon" tooltip = "Multiple Targeting Di...
by pepperman
Sun Oct 21, 2012 9:03 pm
Forum: General Modding
Topic: Animation Woes - 3dMax
Replies: 6
Views: 1658

If anyone is interested in the final result, you canm download it here:

http://armada2.filefront.com/file/Romua ... ity;121345
by pepperman
Wed Oct 10, 2012 7:37 pm
Forum: Star Trek : Future Tense
Topic: Modding on older computers
Replies: 3
Views: 1361

Its available under the download section of this site. Looks under the tutorials sub section as there are a Word version as well as a pdf version.
by pepperman
Wed Oct 10, 2012 5:24 pm
Forum: General Modding
Topic: Animation Woes - 3dMax
Replies: 6
Views: 1658

These dummy pivot nodes are indeed the way to go. Just did two of the welders and it worked perfectly in Storm. Now I need to figure out how to make the welding beams only come on when the rotational animation starts. I am thinking this has to be done via the animated sprites somehow.
by pepperman
Tue Oct 09, 2012 9:02 pm
Forum: Star Trek : Future Tense
Topic: Dead? Please no!
Replies: 12
Views: 5240

What a clever idea Mr. V! Those Excel spreadsheets could be very valuable aid in game balancing to be sure. I'd release them. At this point anything that might help keep a few modders interested in the game is goodness.
by pepperman
Tue Oct 09, 2012 7:01 pm
Forum: General Modding
Topic: Animation Woes - 3dMax
Replies: 6
Views: 1658

Thanks Mr. V. I saw a reference to using point helpers in my research but wasn't quite sure how to hook it up in the hierarchy. I will certainly give this a go and report back the results. Tommygun_BoG: I am using version 5 of Max and I tried both versions (i.e., Mr V's script and the exporter). Bot...
by pepperman
Mon Oct 08, 2012 9:15 am
Forum: General Modding
Topic: Animation Woes - 3dMax
Replies: 6
Views: 1658

Animation Woes - 3dMax

I am trying to setup a couple of objects to emulated automated welders within a shipyard. The diagram below represents a top view of the respective setup. Now keep in mind, I am green as grass when it comes to 3dMax but I am slowly learning. <img src='http://localhost-textreplaced/a/img26/6020/testd...
by pepperman
Sat Sep 22, 2012 9:32 am
Forum: General Modding
Topic: 3d Max Question
Replies: 2
Views: 1057

3d Max Question

For the various mods that include updates to planets, how do you control the rotational speed on the respective layers (surface, clouds, atmosphere). I have been trying (key word is trying) to learn Max and can't seem to get this to work properly. The concept seems simple enough: (1) create their sp...
by pepperman
Fri Sep 14, 2012 9:18 pm
Forum: General Modding
Topic: Question: A1 odf command
Replies: 10
Views: 1871

I was quasi successful in getting this to work. 1. Took a research station and added an pod node to the hierarchy and centered it at 0, 0, 0. 2. Created a pod odf which used the research station as its sod and included the isUpgrade = 1 command in this odf. 3. Changed the maxHealth and rangeScan val...
by pepperman
Thu Sep 13, 2012 5:02 pm
Forum: General Modding
Topic: Question: A1 odf command
Replies: 10
Views: 1871

Just as a real quick test I placed the command isUpgrade = 1 into one of the stock Romulan pods and didn't change anything else. I tested it to see what it would do and when I researched that particular pod. It researched as you might have expected however the sod for the pod wasn't observable. In o...