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How many would try out a new space mod for BFME?


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Poll: Would you be willing to play it if it did not conflict with your existing game?

Would you be willing to play it if it did not conflict with your existing game?

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#21 ambershee

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Posted 19 May 2005 - 02:04 AM

The space textures are made by me in PS. They are just placecard textures. I'll do better later on. Nebulae are easily done using the existing textures with an edge out button click.


Placecard textures? New term for me. But if they're just normal textures, they're a bit more limited in scope than what I was after myself anyway; ZH is limited to 1024x1024 textures, so I'm instead building overlays up to fifty/sixty times the size and importing them through worldbuilder hacks - not the easy way round, but it's working, slowly, I just need to get the detail up.

The nebulae will be impassable terrain. But advanced ships will have locomotors that will allow you to travel through them later in the game.


Sounds familiar to what I'm up to; although for nebulae effects, I modified water, which you can animate nicely *hint* ;)2!!

#22 Bart

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Posted 19 May 2005 - 08:45 PM

maybe you could use solar and nuclear power plants to replace farms and blacksmiths

maybe you could have that since they generate more power, you could have them increase the building speed of all units. and the asteroids could make units cheaper

like my ideas?
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#23 Hostile

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Posted 24 May 2005 - 12:32 AM

Ok, more screenshots of the Galactica being damaged and blowing up ingame. Hope you like. It's a long road to finish a TC. I think we're doing ok. :)

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#24 ched

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Posted 24 May 2005 - 12:45 AM

Ok, more screenshots of the Galactica being damaged and blowing up ingame. Hope you like. It's a long road to finish a TC. I think we're doing ok. :cool:

<{POST_SNAPBACK}>


you guys are only 3 working on that right ? cause if so, then are really doing great ;)
that explosion is awesome :)
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#25 Hostile

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Posted 24 May 2005 - 01:16 AM

Well, it's me so far on coding and model rigging. I'm doing my best till the others have more time. But I have to give credit to Screaming cricket for his models, skinning, and breakup of the BSG model animation.

How can you touch it? I'v coded a sarumans fireball, and wizard blast for the BSG that I will customize soon to become a megalaser and nuke missile. And it docks/launches fighters and such already...

#26 Athena

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Posted 24 May 2005 - 08:29 AM

That looks nice :).
Well, making a TC is not something that happens overnight, it takes a lot of time ;).
Keep up the good work!

#27 Allied General

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Posted 24 May 2005 - 12:12 PM

pretty sweet looking mod :)

i wonder what the "hero" ship abilities will be ;)
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#28 RedNalDron

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Posted 24 May 2005 - 05:26 PM

Ok, more screenshots of the Galactica being damaged and blowing up ingame. Hope you like. It's a long road to finish a TC. I think we're doing ok. :ohmy:

<{POST_SNAPBACK}>


you know you can make the ships flying (like eagles or nazguls) to prevent the half explosion thingy....
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#29 Hostile

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Posted 24 May 2005 - 09:27 PM

The eagle coding has no place in this mod. It it so outragiously buggy and limiting. None of that nonesense! :ohmy:

#30 nickthemenace

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Posted 25 May 2005 - 09:19 PM

couldnt you lift the unit up.,. (say in renx) and then the effecty would go below them aswell? ..?
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#31 pabtyf

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Posted 25 May 2005 - 10:24 PM

Or... You could simply edit the "IsEmitAboveGroundOnly" line in the particle effects !

#32 Hostile

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Posted 25 May 2005 - 10:27 PM

The terrain is not invisible so even if it is emitted below ground you will not see it through the terrain texture. But I wonder what would happen if you apply an alpha channel to the terrain texture. What will show through from underneath? Probably the water level. :rolleyes:

#33 ambershee

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Posted 26 May 2005 - 10:10 PM

Can't you specify objects to simply be a certain distance off the floor in their locomotor settings etc? I'm sure I've done it before :/

#34 Hostile

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Posted 26 May 2005 - 11:00 PM

I suppose, but I'll cross that bridge when I come to it. I'm moreso interested in getting things working. Tweaking comes later...

#35 Kwen

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Posted 30 May 2005 - 01:23 AM

this mod is really coming alone, good work hostile! i dont watch that show, what your doing is making me want to :)

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#36 Hostile

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Posted 07 June 2005 - 03:02 AM

Well hyperspace is done, on to shields now!

#37 halbarad

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Posted 22 June 2005 - 07:04 AM

the easiest way is to simply add a height to the unit in renx then u dont have to fiddle around with ini code
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#38 Hostile

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Posted 22 June 2005 - 11:53 PM

the easiest way is to simply add a height to the unit in renx then u dont have to fiddle around with ini code

<{POST_SNAPBACK}>

Not so easy to figure Z axis for units. Vert test and trial. So for simple sake. I'll be just coding from the fefault z axis fo now. We can touch those thing up later. ;)

#39 Kelso

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Posted 23 June 2005 - 01:31 AM

Just count the units in RenX and then set up a z axis offset in the object code that is equal to the same number of units. It's difficult at all.
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#40 Drewry

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Posted 27 July 2005 - 11:19 PM

awesome it all is looking very nice
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