Search found 1681 matches

by MajorPayne
Thu Feb 09, 2012 6:49 am
Forum: General Modding
Topic: Possibility of a New Stargate Mod.....
Replies: 20
Views: 5774

Whilst that would be a nice thought Maj I actually was quite surprised with the results. When I first started working on texturing this I did nearly give up as it just looked utter rubbish, but I'm quite happy with the results. Considering I chopped up sections from the original Orthos I have of RJB...
by MajorPayne
Wed Feb 08, 2012 9:42 pm
Forum: General Modding
Topic: Possibility of a New Stargate Mod.....
Replies: 20
Views: 5774

No problem.

Besides. You never know. I might need help with this project once the models are nearing completion.....
by MajorPayne
Wed Feb 08, 2012 9:18 pm
Forum: General Modding
Topic: Possibility of a New Stargate Mod.....
Replies: 20
Views: 5774

jetnova. As I said before, theres no need to stop your mod as any modding you do is always good experience. As for models. Its up to you, but I will need to know who the original author is.
by MajorPayne
Wed Feb 08, 2012 6:59 pm
Forum: General Modding
Topic: Possibility of a New Stargate Mod.....
Replies: 20
Views: 5774

So whats been happening?? Well aside from having a few minor problems with another mod that I won't go into right now, everything is on track. Mod making can have its high and low points. I think the lowest point a modder can get to is lacking the motiviation to continue. Also encountering problems ...
by MajorPayne
Wed Feb 08, 2012 6:26 pm
Forum: General Modding Discussion
Topic: where do find the Freetech and Tech01 files etc
Replies: 5
Views: 12434

Which Armada game??
by MajorPayne
Mon Feb 06, 2012 6:06 pm
Forum: General Modding
Topic: ? about the A1 Borg Transwarp Gate
Replies: 5
Views: 2141

Hmmmm, this is something I've never, in all my armada playing and modding days, come across. However, you could look into the ODF's for the transwarp gate animated wormhole and remove its animation capabilities. Failing that give them something else that might work instead. I'm not entirely sure wha...
by MajorPayne
Wed Jan 18, 2012 1:02 pm
Forum: General Modding
Topic: Possibility of a New Stargate Mod.....
Replies: 20
Views: 5774

Possibility of a New Stargate Mod.....

Now before anyone gets excited in any way read below: As many will know I'm generally well known for my BI mods but I decided to go for a different angle. Due to the recent suggestion by Jetnova16 and the fact that I've started gathering resources I've been toying with the idea of a solid new starga...
by MajorPayne
Wed Jan 18, 2012 12:35 pm
Forum: General Chat
Topic: Why is no one on here anymore?
Replies: 10
Views: 8410

There is limited posting due to the small fact that there is simply not many people left in the armada community. Its small size is reflected in both the amount of postings and the amount of new downloads available (which currently stands at zero for well over a week).
by MajorPayne
Tue Jan 17, 2012 4:59 am
Forum: The Modelling wishlist
Topic: Narada for Armada 2?
Replies: 10
Views: 3614

An update to this. If you look through my BI:Aftermath mod there is a version I built based on baz1701 Bridge Commander version in my mod. Pepperman. I spoke with baz1701 concerning his model and he agreed that whilst his is the only other game model its far from accurate. Mine is 8192 polys but is ...
by MajorPayne
Sat Jan 07, 2012 5:41 am
Forum: General Modding
Topic: New SOD Exporter for 3DS Max =ALL VERSIONS=
Replies: 14
Views: 4979

Well one thing to note in your documention. Animated hardpoints are about the only thing that do not work for either armada game. This was something that Deemon found out with his own model conversions, and he tried for months to get them working.
by MajorPayne
Thu Jan 05, 2012 1:23 pm
Forum: General Modding
Topic: New SOD Exporter for 3DS Max =ALL VERSIONS=
Replies: 14
Views: 4979

Primarily the changes between the two are the use of base lightmaps which are texture orientated. If the lightmap is removed the texture and model still looks fine but can't be reused in A1. For team colours and as I can't remember the last time someone used them you could try looking at stock A1 SO...
by MajorPayne
Tue Dec 20, 2011 5:22 am
Forum: General Modding
Topic: Klingon Academy Tholian War (KA upgrade) Total conversion
Replies: 13
Views: 4590

Well I can tell you now that A1 isn't so much played but if the downloads of my latest mod are anything to go by its more a very small circle of players and modders that would use your project. I've not had a massive amount of downloads myself and I would suggest you know the same. Looking over your...
by MajorPayne
Thu Dec 15, 2011 5:56 pm
Forum: Star Trek : Future Tense
Topic: Star Trek Future Tense Staff Opening Apply within *Spoilers*
Replies: 59
Views: 22319

Ah yes. Didn't read the comment properly.
by MajorPayne
Thu Dec 15, 2011 12:12 pm
Forum: Star Trek : Future Tense
Topic: Star Trek Future Tense Staff Opening Apply within *Spoilers*
Replies: 59
Views: 22319

What last post?? According to your posting stats this is your first post.
by MajorPayne
Sun Dec 11, 2011 6:38 pm
Forum: General Modding
Topic: Atlantis - The ultimate in holiday destinations.
Replies: 5
Views: 1896

Exactly 20061 polys. Ingame testing is done. Remember that the models I convert do not have lightmaps but it still looks fine in game. Test done against the stock Klink AI and when the 100 negh'vars came there was a very small amount of lag when the station was destroyed. I built 18 atlantis station...