Search found 809 matches

by Achilles
Mon Aug 15, 2005 6:00 am
Forum: General Modding
Topic: making an intro movie ?
Replies: 4
Views: 803

best way I have seen is using the video post function in 3dsmax and then using the bink conveter.
by Achilles
Sun Aug 14, 2005 7:34 pm
Forum: General Modding
Topic: Post Nemesis Klingon BOP (WIP)
Replies: 80
Views: 9023

you can use the fusion weapon to go from one sod to another, if you had anim on them and play once in the odf you could even have it animated.
by Achilles
Sun Aug 14, 2005 2:09 pm
Forum: General Modding
Topic: Post Nemesis Klingon BOP (WIP)
Replies: 80
Views: 9023

impressive, nice textures. Though I'd like to see a better angle ;)
by Achilles
Sun Aug 14, 2005 9:07 am
Forum: General Modding
Topic: Retextured Venator.........A finished unit.
Replies: 14
Views: 1760

meh, looks a bit bare, was the original model you showed me that bare? Also you have stretched textures around the sides :P
by Achilles
Sat Aug 13, 2005 6:09 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: texturing
Replies: 10
Views: 2085

I hate to state the obvious but check these sections

Chapter 12
The Basics of Texturing page 180
by Achilles
Sat Aug 13, 2005 3:50 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: texturing
Replies: 10
Views: 2085

there's a section in the bbom that covers everything.
by Achilles
Thu Aug 11, 2005 7:20 pm
Forum: General Modding
Topic: Naval Unit Wips
Replies: 13
Views: 2038

West actually had animated textures but chose not to use them because the overall effect was irritating :)
by Achilles
Wed Aug 10, 2005 10:41 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: textures with light maps in alpha channel how ?
Replies: 7
Views: 1763

well exporting to sod from ms3d is something I know zip about, I know MaP is pretty good at it but dont think he uses alpha chanels in anything. Sorry buddy but my recomendation is do it through Max and follow the bbom.
by Achilles
Wed Aug 10, 2005 8:56 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: textures with light maps in alpha channel how ?
Replies: 7
Views: 1763

are you using the A2 exporter? if this is relevant to A2, also there is a whole lot of settings to adjust when using a alpha channel light map in Max, maybe the same in ms3d, It might say in the bbom, it definately does for 3dmax.
by Achilles
Wed Aug 10, 2005 8:14 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: textures with light maps in alpha channel how ?
Replies: 7
Views: 1763

cutting the paint teams pay?

sorry bud that's crazy? I'd resave all tga's, reapply them in ms3d and check all those little bars under the material name on in the right place (ms3d :roll: ), and export again?
by Achilles
Tue Aug 09, 2005 6:32 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: textures with light maps in alpha channel how ?
Replies: 7
Views: 1763

hmm, not too sure with psp5 but you should create a new mask layer and progress from there, make sure to click save alpha chanel to image before saving the texture...
by Achilles
Tue Aug 09, 2005 6:29 am
Forum: General Modding
Topic: Special Weapons help
Replies: 9
Views: 1335

meh... sure ODF 1 is pclone.odf ----------------------------------------------------------- ordName = "pclono" // gives the name of the ordinance odf wpnName = "Paradox Clone" tooltip = "Paradox Clone (^F^3) - Premonition" verboseTooltip = "Creates a temporal duplicate of the Premonition for a limit...
by Achilles
Mon Aug 08, 2005 5:22 pm
Forum: General Modding
Topic: Post Nemesis Klingon BOP (WIP)
Replies: 80
Views: 9023

If memory serves correct the reason behind the mass building of the bop was to make cheap ship that could strilke opportunistic targets and restore a sense of the warrior to the empire. The sizing issues with the bop always struck me as stupid and I consider Chang's bop to be accurate and the others...
by Achilles
Mon Aug 08, 2005 4:00 pm
Forum: General Modding
Topic: Post Nemesis Klingon BOP (WIP)
Replies: 80
Views: 9023

it's a pretty good looker but how big is it supposed to be, I mean given the width of the neck it's either massive or weak and akward.
by Achilles
Mon Aug 08, 2005 9:39 am
Forum: General Modding
Topic: Special Weapons help
Replies: 9
Views: 1335

This should not take much editing to work in A2, as a side not this does not work on an AI used ship, it will crash. It should work if you add needTarget = 1. AI seems to have trouble using weapons that are meant to target others on itself, now the ai will target an enemy ship and clone itself. ODF ...