Search found 635 matches

by MrVulcan
Tue Sep 15, 2015 2:17 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: Hardpoints question
Replies: 8
Views: 2118

Re: Hardpoints question

Find

fed.odf
borg.odf
rom.odf
kling.odf

These files contain the default starting units for minimal, standard and "super" side tech. Add/remove lines as needed.

Cheers
by MrVulcan
Tue Sep 08, 2015 9:36 am
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: Hardpoints question
Replies: 8
Views: 2118

Re: Hardpoints question

Great :) Glad you got it working. Cheers
by MrVulcan
Sat Sep 05, 2015 6:43 pm
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: Hardpoints question
Replies: 8
Views: 2118

Re: Hardpoints question

I export sod from Milkshape with plugin provided with program... This tells me that something is incorrect in the way the nodes (HP's, etc) are set up in Milkshape. I'm not an expert in Milkshape, but I suspect that all objects/nodes must also be connected under one "tree". Make sure that spelling ...
by MrVulcan
Fri Sep 04, 2015 10:14 am
Forum: 3DS MAX, Light Wave, Milk Shape, Paintshop Pro and Photoshop
Topic: Hardpoints question
Replies: 8
Views: 2118

Re: Hardpoints question

Are you using the Sod exporter script? or the official sod plugin? A1 or A2? Make sure that the hardpoints are actually attached to the hierarchy. With the script, the export begins from "root" node and goes through the entire tree, but will ignore anything that's not attached to this tree. You can ...
by MrVulcan
Thu Sep 03, 2015 10:44 am
Forum: General Chat
Topic: anybody still around ?
Replies: 95
Views: 27279

Re: anybody still around ?

There is a settings file ARMADA.PRF in the root directory

If the game is unable to access of save the settings file, it will keep resetting to default.
by MrVulcan
Thu Aug 27, 2015 9:08 am
Forum: General Chat
Topic: anybody still around ?
Replies: 95
Views: 27279

Re: anybody still around ?

Thanks for the info. I get what you mean by having to visualize it in your head. I still haven't had a chance to give this a try at home. Will make a post on it once I get it running. I'm hoping the game can create the settings file armada.prf. If it does, then I'll just upload the file so there wou...
by MrVulcan
Thu Aug 27, 2015 8:54 am
Forum: General Modding
Topic: Armada I, Armada II (FleetOps) and Windows 10
Replies: 9
Views: 19313

Re: Armada I, Armada II (FleetOps) and Windows 10

You do not have to "install" armada. You can navigate to the setup folder on the CD and copy-paste the game files into a folder on your drive someplace. I don't recall the exact location, but you will know it when you see it. It should have folders like "addon", "sod" as well as the Armada.exe file....
by MrVulcan
Wed Aug 26, 2015 9:39 am
Forum: General Chat
Topic: anybody still around ?
Replies: 95
Views: 27279

Re: anybody still around ?

Cursor implementation in Armada is very archaic, even for directx7 version. I ran Armada on pretty much all versions of windows since Win98, and the cursor always felt different (slow/fast/torn/blinking/stuck when crashing). dgVoodoo author mentioned someplace in the readme that parts of directdraw ...
by MrVulcan
Mon Aug 24, 2015 2:14 pm
Forum: General Chat
Topic: anybody still around ?
Replies: 95
Views: 27279

Re: anybody still around ?

I was able to run Armada with dgVoodoo once. Since then I have been trying to load the settings screen with different options in the dgVoodoo setup. So far no success. It appears to hang after clicking any of the settings buttons (graphics, sound, gameplay). But it doesn't actually hang; something a...
by MrVulcan
Mon Aug 17, 2015 10:09 pm
Forum: General Modding
Topic: A1 - Dark Alliances Mod - Glow
Replies: 10
Views: 2681

Re: A1 - Dark Alliances Mod - Glow

Ok, so I finally got a close look at this ship. It uses "oreglow" sprite for the background glow. This sprite entry is in "lights.spr" #Dilithium Moon Glow Sprites @sprite_node oreglow dmoonglow moonpulse (40,40) (0,0,0) billboard The lightning flashes are odd because they are numbered up to lightni...
by MrVulcan
Sat Aug 15, 2015 12:38 pm
Forum: General Modding
Topic: A1 - Research Station Weapons?
Replies: 12
Views: 2697

Re: A1 - Research Station Weapons?

There appears to have been some progress over at fleetops forums. Thundercherro kept contact with a developer for dxwnd; some progress was made. I just upgraded to win10 64bit on my machine, so I'll be poking around too.
by MrVulcan
Sat Aug 15, 2015 12:26 pm
Forum: General Modding
Topic: A1 - Dark Alliances Mod - Glow
Replies: 10
Views: 2681

Re: A1 - Dark Alliances Mod - Glow

I agree with that analysis :-P

As for what kind of sprite, and if there are several; I'll import the sod into 3dsmax and let you know.

My guess is that it's using the red nebula lighting flashes, and the dilithium moon back glow. The effect is overlayed.
by MrVulcan
Tue Aug 11, 2015 12:15 pm
Forum: General Modding
Topic: A1 - Dark Alliances Mod - Glow
Replies: 10
Views: 2681

Re: A1 - Dark Alliances Mod - Glow

I'm still not sure which model it is exactly. Can you tell me which SOD it is? storm3d tells you the texture for the currently selected mesh (some models have more than one mesh, and more than one texture). There are two possibilities for the glow part. 1. It is a separate mesh with a different ligh...
by MrVulcan
Mon Aug 10, 2015 10:50 pm
Forum: General Modding
Topic: A1 - Dark Alliances Mod - Glow
Replies: 10
Views: 2681

Re: A1 - Dark Alliances Mod - Glow

Have you opened the model in storm3d? You can get the utility here . Press F2 for advanced mode. Press n or o, can't recall. Then pgup or pgdown to cycle through all available nodes. Mesh objects will flash between normal and wireframe view when selected via pgup/down. Sprite nodes are shown as tri-...
by MrVulcan
Sun Aug 09, 2015 9:39 pm
Forum: General Modding
Topic: A1 - Research Station Weapons?
Replies: 12
Views: 2697

Re: A1 - Research Station Weapons?

As far as I know, research stations do not have special weapons. A workaround of sorts is to "research" a pod that has the desired weapon. The weapon is NOT a special weapon. To make this weapon fire on command as though you pressed a special weapon button, you need to one more weapon to the pod: on...