Author Topic: Star Trek (Academy) - working title  (Read 57372 times)

Star Dragon

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Star Trek (Academy) - working title
« Reply #15 on: March 05, 2006, 09:59:26 PM »
Yes Star Fleet Academy is like 5 disks and Klingon Academy is like 7, I still have both games... I even tried to port some of the meshes from them with mized results (either too low poly to be worth it, or difficulty in conversion process..)

I am hopeful that PCs 2 will continue to be under development so it will combine the best of all the other tools plus be a tiny bit more powerful/forgiving. Plus more auto features would be great!

I hate spendinf hours turreting a ship only to screw it up half way and then have to sart over cause I didnt save the ship, I saved the turret on it! OPs! (bye bye ship, hope it wasn't teh original file) :( ...
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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evilotto

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« Reply #16 on: March 06, 2006, 12:17:43 AM »
I remember in the SFA the controls were so many too,it came with a cardboard key map so you could control the ship and weapons,that was so cool very much like the tv series.never tried the Klingon version but think I will look for that one on E-bay.

Star Dragon

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« Reply #17 on: March 11, 2006, 09:45:53 PM »
I am waiting on table permission from B5team but for the moment here are thw reworked fighter phasers.

"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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evilotto

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« Reply #18 on: March 12, 2006, 12:57:58 AM »
Pretty phasers for sure... kinda mesmurizing:cool1:

Star Dragon

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« Reply #19 on: March 12, 2006, 01:19:30 AM »
Yeah well, they are the same pic as regular phasers just do a heck of a lot less damage!

As you can see you get 10 micro-photons in that fighter. I have a problem with pof for weapons that are not fs2 with teh 3.6 build (the last SCP build I can get to run with mods sucessfully, that's why all my mods are done with it) so I made the photons and all torpedo weapon PRIMARIES but with the ballistic tag, that way you can impose ammo limits (and rearm). Cap ships wont re-arm once they run out that's too bad! (meaning I make it that way, more realistic than infinite ammo)
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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The Trivial Psychic

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« Reply #20 on: March 12, 2006, 04:32:48 AM »
Quote from: Star Dragon
As you can see you get 10 micro-photons in that fighter. I have a problem with pof for weapons that are not fs2 with teh 3.6 build (the last SCP build I can get to run with mods sucessfully, that's why all my mods are done with it) so I made the photons and all torpedo weapon PRIMARIES but with the ballistic tag, that way you can impose ammo limits (and rearm).

The drawback to Torpedoes as primaries, is that they won't track.  What kind of mod errors are you getting?
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Star Dragon

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« Reply #21 on: March 12, 2006, 03:53:57 PM »
New secondary models won't enable half the time (like the tables can't find them) secondaries missing textures (ie invisible).. I posted this in SCP long ago with pictures of quadrano missile.. only from the rear you can see the glows I added to help you track them.

I did all the sugggestions, JPG, TGA ect.. blah..  Learned to live with it as 3.7 will not run correctly other than FS2 no matter what I tried (see DERELICT thread for most recent problems I posted). At least with 3.6 it recognizes my mods and runs them...

I dont care about fighter weapons not trackign as much, the regular cap ship (full sized torpedoes DO TRACK!)

Here are the AA Phasers I tweaked... Regular phasers can track and destroy these secondaries but the AAA are a lot faster!

« Last Edit: March 12, 2006, 03:56:19 PM by Star Dragon »
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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Star Dragon

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« Reply #22 on: March 18, 2006, 03:05:45 PM »
Not Trek, but I was bored and about to enter the world of mutil-part turrets..(Shudder) :nervous:

First unturreted look... Here's a hint, it's a destroyer...


"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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Star Dragon

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« Reply #23 on: March 25, 2006, 12:48:31 PM »
New Klingon Birdie in town.  Thanks to SKINMAN  (another fine Modler - mostly of SFC series), first look at the Dark B'rel. A small ship with lots of bite!


"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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Star Dragon

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« Reply #24 on: March 25, 2006, 04:07:18 PM »
yet another Ludi ship conversion (with no read me)... But For now I will use it as it is very nice and hopefully I can find the maker...

Originally it had bright green textures that (to me) made it look "cartoony". Also the windows were bright yellow. I decided to change that making the windows white, and the hull textures more grey/greenish. Hopefully this makes it look more realistic than a toy... Thoughts?

Not quite finished yet, I need to add spotlights as it's too dark ATM.

« Last Edit: March 25, 2006, 04:11:43 PM by Star Dragon »
"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
 Coordinator Robotech Mod II
Coordinator FS2 Star Fleet Academy

My powers outside the Robotech section are weak. (as it should be)

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evilotto

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Star Trek (Academy) - working title
« Reply #25 on: March 28, 2006, 10:56:01 PM »
I think it's cool,nice and big too.

Star Dragon

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« Reply #26 on: March 31, 2006, 01:13:00 AM »
Thanks

Update:

Above pic of that white ship was Federation Destroyer from Gundam series...


Anyway after a short talk with karajorma I went back to square one for my cloaking idea. I couldn't figure out why the basic green255 map with white border wouldn't work so I said F-it and randomly looked for a nameplat to test my theory... It works!

I fredded a dark BOP to be in game cloaked, then in 30 seconds uncloak.  this is how it appears in game while "cloaked" not exactly see-through BUT at least it has a ghostly white look and not pure white.. Close enough I say! (this is from Trashman's Archangel, mind if I adopt this for all ships Trashman?).

Needs more testing but I think I am well on the way to nailing down Trek style cloaking and decloaking...


"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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Star Dragon

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« Reply #27 on: April 01, 2006, 12:54:23 AM »
And just to mess with your heads


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Star Dragon

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« Reply #28 on: April 22, 2006, 12:36:31 AM »
An old friend the Romlan Nightwind (by Kt'Hyla) is back in action. Retail vesion would not work in 3.6 (original had too many textures) fixed the problem and tweaked the glows.

The Tal Shi'ar wanted a shuttle that can "handle itself"...

"Don\'t think of it as being out-numbered, think of it as having a WIDE target selection!"
 
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My powers outside the Robotech section are weak. (as it should be)

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karajorma

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« Reply #29 on: April 22, 2006, 11:43:40 AM »
That's a really nice hammerhead model. It's such a pity DG's attempt at a S:AAB mod fell apart.