Ferian Warship Facings
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- Miner
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I'm just requesting an updated version of the ferian warship mod with 40 facings for the ship as with other 0.98c ships. Many thanks in advance .
- dvlenk6
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http://dvlenk6.blackraven3d.com/dvlenk6 ... arship.zip
I had to change the exhaust. The playership will have orange exhaust, instead of blue.
I had to change the exhaust. The playership will have orange exhaust, instead of blue.
If it's not too late, I made the blue exhaust with 40 facings and uploaded on the UTF heredvlenk6 wrote: The playership will have orange exhaust, instead of blue.
http://z8.invisionfree.com/Transcendenc ... ry11359820
so you can include it in your mod and update, if you want to.
EDIT: modified the URL for accessibility
Last edited by darksider on Sat Oct 20, 2007 2:26 am, edited 1 time in total.
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will that blue exhaust affect all of my ships like my freighter and saphire as well?
- dvlenk6
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No.Lord Trogg wrote:will that blue exhaust affect all of my ships like my freighter and saphire as well?
It won't do anything to the game in and of itself.
It is just a pair of images and you have to change the image call for the ships that you want to use it with.
There are three things you need to change.
This goes at the top of a mod w/ the other ENTITIES. It only needs to be in one mod, and if you put it in more than one mod, you will get a 'duplicate UNID' error.
Code: Select all
<!ENTITY rsDriveExhaust2B "0xYYYYZZZZ">
ZZZZ is the Entity ID
This goes somewhere at the top of mod. Put it right after <TranscendenceExtension... > to avoid potential problems.
Code: Select all
<Image UNID="&rsDriveExhaust2B;" bitmap="DriveExhaust2b.jpg" bitmask="DriveExhaust2bMask.bmp" backColor="0x00000000"/>
Code: Select all
<DriveImages>
<NozzleImage imageID="&rsDriveExhaust2B;" imageX="0" imageY="0" imageWidth="48" imageHeight="48" imageTicksPerFrame="0"/>
<NozzlePos x="XX" y="YY"/>
<NozzlePos x="XX" y="YY"/>
</DriveImages>
Any playership with that will then use the new drive image.
This can be put into any number of mods, as long as one of the mods has the ENTITY declaration and the &rs... UNID above. All of the mods will then reference those.
Put the mod and the new images into your 'extension' folder.
Thing is, George is the only one that has the original ship models, and so he is the only one that can make official changes to them. I could make the Smuggler grey, but the lighting has to be changed if the ship were to be converted into 40 facings. If the image were to just be rotated slightly, you could technically make a ship have 40 facings, but the lighting would still only have 20 positions. The ship would turn smoothly, but the lighting would look choppy.
- dvlenk6
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I never made a model for the smuggler ship.
I made it in photoshop.
I would have to make a model to try to match the molotok. I could get close, but it wouldn't be identical. There is no way to match it perfectly.
It's also a lot of work and I am very busy right now with RL work, and making a scale model of Dordrecht, Holland for a collaboration project.
I made it in photoshop.
I would have to make a model to try to match the molotok. I could get close, but it wouldn't be identical. There is no way to match it perfectly.
It's also a lot of work and I am very busy right now with RL work, and making a scale model of Dordrecht, Holland for a collaboration project.
Its not like the lighting gets any more choppy than it starts off, it just means that it doesnt get better with everything else...The ship would turn smoothly, but the lighting would look choppy.
Test example from way back before we could actually implement any of this stuff:
http://members.westnet.com.au/kaypy/testspin.gif