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Majestic's Star Wars Modelling Thread

Rifraf

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Don't think I'll find anything better regarding your turrets Majestic. They turned out awesome. Keep up the great work.

As for the Golan Defense Platform I completely forgot about it. There are 1 or 2 large weapon platforms per each race in the SWFC mod. I haven't actually built them yet though to see what they look like after all these years. I'll have to do that.
 

Majestic

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Don't think I'll find anything better regarding your turrets Majestic. They turned out awesome. Keep up the great work.

Sure thing mate, I will look at probably doing the Rebel ones this afternoon and then the Imperial warhead launcher that I showed you in the PM. Since is shares some of the same parts as the Rebel ones makes sense for me to texture that one first. Well off to regrouping and mapping. :D
 

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Well it's not fair that the Empire has turrets but not the Rebellion, so here are the rebel turrets, designs based off the Empire at War design, totally rebuilt and in some cases re-designed by me.

Base Platform
FOScreenShot_140624_112736.png

Laser Turret
FOScreenShot_140624_112732.png

Missile Platform
FOScreenShot_140624_112741.png

Sensor Station
FOScreenShot_140624_112745.png

These were a bit of a pain to actually map, not too difficult just time consuming. The idea behind these for A2 is to work like the Federation turrets in Fleet Operations and in universe I like to think of it as an old Republic sensor station that was automatic and salvaged by the Rebels modified into defense stations.
 

Rifraf

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Those turned out really good. I like the look of them. And the story fits perfectly and makes sense for the Rebels. One question though, what would the base station do?
 

Majestic

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Those turned out really good. I like the look of them. And the story fits perfectly and makes sense for the Rebels. One question though, what would the base station do?

As I mentioned in the above post these are designed to work like the Federation turrets in Fleet Ops. In a nutshell you build the base station and then upgrade it to the appropriate station, using the replace weapon command/special weapon that is used quite heavily in FO.
 

Rifraf

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Gotcha. I didn't pick up on that. Sorry :) I believe the FO commands would work the same even though I'm doing a stock A2 mod inside FO? At least that's how I understood Dominus_Noctis on an unrelated post in the past when he said the stuff in FO would work in a mod in FO. I'll have to verify.
 

Majestic

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Well the intention was to have it set that way, however people are free to use them however they like. ;)

I believe that if the mod is in FO, even if it's using an A2 base the code will still work.

Resource update: The new DP Gunship models have been released. As an added bonus the Quasar frigate has also been released.

You can get them both here:
http://www.msfc.com.au/community/index.php?resources/categories/star-wars.26/

Imperial warhead pad has arrived. I first started with the X-wing Alliance model and then decided it just didn't work for me. Having already came up with the idea that the Rebel turrets were salvaged Republic and Imperial tech slapped together I decided to grab the warhead launcher off the Rebel turret and slap it on an Imperial base. I also grabbed some parts of the base Rebel model as I wanted to show a little similarity from the Republic/Rebel design.

FOScreenShot_140625_123008.png FOScreenShot_140625_123043.png FOScreenShot_140625_123109.png

Now all the Imperials need is a sensor station.

EDIT: Imperial Sensor Array is here. I did look at making a more original station, even got one half modeled until I decided it wasn't really working for me. Sometimes simple is best approach and so this is a kitbash of the Warhead Pad and Rebel Sensor Array. Not a fan of kitbashes but this I think does the job.

FOScreenShot_140625_150112.png FOScreenShot_140625_150121.png

EDIT 2:

Rifraf sent me the other day a list of stations that are needed for this project. While I had done 4 Imperial turrets (quad, turbo warhead and sensor) I had only done 3 rebel turrets, So using a rejected Zhan turret that I was working on a almost a week ago, I recycled it, changed it and bit and stuck in on the rebel turret base. I hereby like to introduce the Rebel ion cannon.

FOScreenShot_140628_133803.png FOScreenShot_140628_133830.png
 
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Rifraf

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These all look really good. Very nice work. This is gonna be so fun to put it all together.
 

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;)Rifraf sent me the other day a list of stations that are needed for this project. While I had done 4 Imperial turrets (quad, turbo warhead and sensor) I had only done 3 rebel turrets, So using a rejected Zhan turret that I was working on a almost a week ago, I recycled it, changed it and bit and stuck in on the rebel turret base. I hereby like to introduce the Rebel ion cannon.

View attachment 10684 View attachment 10685
Considering the power of the ground variant, it makes a lot of sense to have a space version of the same. Awesome stuff Maj!
 

Majestic

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These all look really good. Very nice work. This is gonna be so fun to put it all together.

Indeed it should turn out to be quite a project when all done.

Considering the power of the ground variant, it makes a lot of sense to have a space version of the same. Awesome stuff Maj!

Thanks Zelph, I thought about this weapon a bit when making it and decided on the quad setup to match the Imperial heavy quad turret. My idea was that due to the ground based one being powered by a reactor from a Star Destroyer this one wouldn't be as powerful and so it would fire faster instead with four barrels but be weaker than the standard laser but the mass of fire it puts out makes it a heavier turret overall, quantity over quality.

I got some more stations on the way, I have a Rebel station that I think would work best as a research station, two rebel shipyards and an imperial shipyard. I also have the Millennium Falcon that MAP sent me that I need to finish texturing. I haven't been doing a lot of texturing of late. Been taking a break from it and doing modeling instead.

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"The Rebel Alliance is too well equipped. They're more dangerous than you realize."
―General Cassio Tagge

The Rebel Alliance was always struggling against the Empire, they had no vessels that could go toe to toe with the Imperial Star Destroyers until aid came in the form of the Mon Calamari, natives to Dac who had converted their large star liners and exploration cruisers into warships to fight the tyranny that is the Empire.

So it wouldn't be right to not have the Mon Calamari cruisers in Rifraf's upcoming mod. These models aren't mine but were done by EvilleJedi, a modeler from the old Homeworld series who's models have made it into multiple games including Empire at War. I did get permission from him a few years back to use them in my A2 mod, I have sent him another request and so until I get permission these ships won't be released just yet. I have modified the textures a fair bit and done some minor work on the meshes mainly mapping all the different groups into one mesh group.

They are higher than my Imperial models, I'm no good at organic modeling and to be honest with all the curves etc they would end up with high poly's even if I did model them. Since they have multiple redundancies like dual layer shields etc it would make sense that they are stronger than Imperial Star Destroyers in defense.

Included here is the MC30 frigate (a little high on poly's for a frigate so I think it would best be used as a limited run elite frigate), the MC40 light cruiser and the MC80 (Liberty type, ie the one with the wings) and MC80a battleships.

MC30
FOScreenShot_140701_141311.png FOScreenShot_140701_144432.png FOScreenShot_140701_144440.png

MC40
FOScreenShot_140701_144456.png FOScreenShot_140701_144506.png

MC80 and MC80a
FOScreenShot_140701_141258.png FOScreenShot_140701_141304.png FOScreenShot_140701_141323.png FOScreenShot_140701_144358.png FOScreenShot_140701_144408.png
 
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Majestic

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Today I started mapping the first of my stations (not including the earlier turrets) and it dawned on me that the textures that I had developed for the Consortium and Rebels are far superior to my Imperial ones. So before I went any further I wanted to see what they would look like if I darkened them a bit and made an Imperial version. So using the infamous Imperial class as my guinea pig here are the results.

Images taken in MS3D, the Imperial I has the old and the Imperial II has the updated textures. I'd like some feedback here should I go and update all the Imperial textures to this new version? It should only take about an hour or two to do so no huge issue.

ImperialTextures3-07-2014_001.png ImperialTextures3-07-2014_002.png ImperialTextures3-07-2014_003.png

And here is a game shot, the Immobilizer has the old Imperial type textures and the Star Destroyer has the new ones. Quasar added for comparison.

FOScreenShot_140703_125139.png
 
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Hellkite

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looking good my friend :thumbsup:
 

CABAL

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I quite like those new textures, though the old ones are good too. The old ones have less detail, but that and the lighter color makes them look fresh, like they just came off the assembly line. On the other hand, the darker ones look more sinister and like they've seen some action.
 

Majestic

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looking good my friend :thumbsup:

Thanks mate, your support is always appreciated. :D

I quite like those new textures, though the old ones are good too. The old ones have less detail, but that and the lighter color makes them look fresh, like they just came off the assembly line. On the other hand, the darker ones look more sinister and like they've seen some action.

Indeed, the aim was to try and make them look more sinister as the Imperials are the bad guys plus making them based off the Rebel textures does make them fit in better imo and gives them more detail without having to spend hours adding in detail by hand. I'll see how it all goes, as I can always lighten them up a bit more fairly easily if I find they are too dark.

Well the entire Imperial line up is complete with updated textures. Aren't they a sight that would tear even the hardest Rebel's heart.

FOScreenShot_140703_180940.png FOScreenShot_140703_180947.png FOScreenShot_140703_180952.png FOScreenShot_140703_181000.png FOScreenShot_140703_181105.png FOScreenShot_140703_181150.png
 
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Zelph

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Thanks mate, your support is always appreciated. :D

Indeed, the aim was to try and make them look more sinister as the Imperials are the bad guys plus making them based off the Rebel textures does make them fit in better imo and gives them more detail without having to spend hours adding in detail by hand. I'll see how it all goes, as I can always lighten them up a bit more fairly easily if I find they are too dark.

Well the entire Imperial line up is complete with updated textures. Aren't they a sight that would tear even the hardest Rebel's heart.
Fear entered my heart even from here! :D

They look fantastic mate! Look the dark, battle-hardened look.
 

Majestic

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Thanks Zelph and thanks for replying. I love hearing feedback. Gives me motivation to continue forward. :D

Moving on here is the first of the Imperial research stations the X7 Factory from the old X-wing games. It could be used to build fighters too, if I rotate the pod door hardpoints.

FOScreenShot_140704_125423.png FOScreenShot_140704_125429.png FOScreenShot_140704_125517.png

Thanks to EvilleJedi for building the original version for Homeworld 2, that I used to make my model.

EDIT 1: Kuat Drive Yards Center (4/07/14)

Here we have the next research station, though like the X7 could be used as a fighter station. This is a model by Warb Null, who kindly allowed me to use it. I rebuilt part of it, removed some parts that I replaced with the texture detail and well obviously remapped and textured it.

Due to one of the stations in SWFC being called the KDY Center, I thought this was an excellent choice for that role as it does have the wedge shape of the Star Destroyers and Kuat did design and made those so it seemed to fit for me.

FOScreenShot_140704_181923.png FOScreenShot_140704_181945.png FOScreenShot_140704_182000.png

EDIT 2: Industrial Complex (6/07/14)

Here is my latest station this took a good few days to complete. Mainly due to motivation issues and excessive tiredness.

For something that is just a bunch of cylinders I think it has been the most challenging station I have done for Star Wars. It turned out alright in the end thanks to some tricks in the texturing and it fits in with the other stations I have done.

Due to being a higher poly count than the other stations it's recommend that this be another research station, or as intended to be one of those borg type stations that auto-generates resources.

FOScreenShot_140706_175742.png FOScreenShot_140706_175750.png FOScreenShot_140706_175758.png FOScreenShot_140706_175809.png

EDIT 3: Rebel Transport (7/07/14)

Something I modeled last week but didn't get a chance to texture till this evening, it's now midnight here. It's the Rebel Transport a little gem I found in Star Wars Galaxies. Rebuilt by yours truly using parts from my CR70 model. I couldn't find a name for this design so for now I am going with CR40 or Rebel Transport. My idea is that this is an older model from the CR series very outdated, was considered old when the Clone Wars started.

It's only 2492 poly's and I designed it to serve as a Rebel freighter. We all know how we like to crowd those moons with freighters and this thing is so low poly that we can do that in either stock or FO. :D

FOScreenShot_140706_235536.png FOScreenShot_140706_235549.png

EDIT 4: Gallofree GR-75 (7/07/14)

Another Rebel ship has been completed, this model was originally by Evillejedi of the Homeworld 2 Warlords group. I have made some mesh additions and changes, and remapped and retextured the model.

It's designed to be the Rebel construction ship though can serve as a combat ship, or freighter.

FOScreenShot_140707_151627.png FOScreenShot_140707_151656.png

EDIT 5: Imperial Tartan Corvette (7/07/14)

One of my earlier models that I have procrastinated about mapping and texturing due to the difficulty of modeling her, I finally decided today to give her a shot and I must say mapping her was easier, a lot easier than modeling her, who knew!

She is a small corvette, comparable with the CR90 the Rebels use.

FOScreenShot_140707_182029.png FOScreenShot_140707_182013.png
 
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Rifraf

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Man, everything that you've done while I was away looks so cool Majestic. I'll start with the Mon Cal ships, very cool. I love the textures like dirty, battle hardened metal. It is kind of hard to see if there are any windows on the ships if you even did them? That smaller frigate is an awesome design too, that may be my favorite now. The larger ones look great as well. Love the open hangar deck.

On to the new Imperial textures. I can't decide which I like. I like the original ones, brighter, cleaner like what we say on screen. Though the darker ones look great too and more sinister. The whole fleet together looks spectacular.

The stations look very good. I love that industrial complex with all the cylinders. You did an awesome job. I always liked the look of the X7 factory too. And great idea to rotate it if it's used as a fighter shipyard.

The rebel con ship and freighter look great. I love that con ship. I always though the design of the rebel transport from Empire Strikes Back was so neat. The Tartan Patrol Cruiser looks cool too. Just like in EAW.

All in all you've done a wonderful job on these. Everything looks amazing. :drool:
 

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The ships look fantastic as always Maj! A tip about the glows; sprites really slow the game down, so if you are using a glow sprite for every engine, even on ships like the Corvette, you might consider using just two or even one larger glow instead just to improve performance. That was an issue I ran into anyway. :thumbsup:
 

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I have a question, on the rebel turrets. Does the cannons rotate like how the Stock A2 Romulan pulse turret did to point its cannon to the target?
 

Rifraf

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Correct me if I'm wrong, but the turrets in stock A2 never rotated to face the enemy. They were all fixed emplacements hence why they didn't really have a defined barrel or such where the weapon fired from so it looked better graphically.

I've never tried rotating turrets, but it can be done. I think Majestic said to check out his Clash of Empires mod. His Cardassian turrets did this very thing in that mod. I'll have to check it out as well since these new turrets have defined barrels for points of weapon exit it may look odd if they don't rotate to face their target.
 

Majestic

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You may have noticed I have been a little quiet here on this thread, I was waiting till I had something of substance to post before replying. However quite a conversation has occurred here and I've decided to respond to individual posts.

You might also notice that after posting a post if there are no responses I'll continue to edit a post until I hit the 20 attachment limit. This is done as I don't want to see this thread becoming post after post from just me. I have enough posts on this site, look at my post count, and I don't need to add to it via multiple posts if I can avoid it.

Man, everything that you've done while I was away looks so cool Majestic. I'll start with the Mon Cal ships, very cool. I love the textures like dirty, battle hardened metal. It is kind of hard to see if there are any windows on the ships if you even did them? That smaller frigate is an awesome design too, that may be my favorite now. The larger ones look great as well. Love the open hangar deck.

On to the new Imperial textures. I can't decide which I like. I like the original ones, brighter, cleaner like what we say on screen. Though the darker ones look great too and more sinister. The whole fleet together looks spectacular.

The stations look very good. I love that industrial complex with all the cylinders. You did an awesome job. I always liked the look of the X7 factory too. And great idea to rotate it if it's used as a fighter shipyard.

The rebel con ship and freighter look great. I love that con ship. I always though the design of the rebel transport from Empire Strikes Back was so neat. The Tartan Patrol Cruiser looks cool too. Just like in EAW.

All in all you've done a wonderful job on these. Everything looks amazing. :drool:

Thanks mate, glad you like the progress done. The Mon Cal ships do have windows they just aren't lit. Those textures were originally from Exillejedi like the models, I just made it so all the Mon Cal ships used the same base skin to show they are built from the same source. I may at a later date go back and redo the textures on them making them from scratch.

I was thinking of using the industrial complex (cylinder station) as a auto-resource station. She would fit the purpose, might be a little high on the poly count however, I can't remember off hand what her count was.

The X7 is designed to be a research station like the Kuat Drive Yards station by Warb Null.

The ships look fantastic as always Maj! A tip about the glows; sprites really slow the game down, so if you are using a glow sprite for every engine, even on ships like the Corvette, you might consider using just two or even one larger glow instead just to improve performance. That was an issue I ran into anyway. :thumbsup:

Thank mate, I wasn't aware about the glow issue, I'll reduce them to only a couple of glows as you know how I hate lag! :lol:

I'll probably have to do that with the Yesteryears models as well, so you saved me a bit of time there thanks again. :D

I have a question, on the rebel turrets. Does the cannons rotate like how the Stock A2 Romulan pulse turret did to point its cannon to the target?

It's up to the individual coder, that physic files and weapons they put in them. I don't include ODF files in my releases, just a txt file with hardpoint locations. I'm of the opinion that I've done the hard work doing the model and textures and anyone with notepad (every window user) can make and/or edit an odf file. Though I recommend notepad++ (it's free just google it) for odf, tt and sprite editing.

Also if you download please rate and comment on the file, as I am starting to no longer offer support unless a member has rated and commented on my files. I add this to every description on every file I have uploaded on the new MSFC. Many models including mapping and textures take 12+ hours (BSG ones are like 48 hours, I hate doing those sometimes) and I feel it's the least one can do for the time and effort I put into these. After they have been rated and commented on I am very happy to offer help and advice on the files in question.

Correct me if I'm wrong, but the turrets in stock A2 never rotated to face the enemy. They were all fixed emplacements hence why they didn't really have a defined barrel or such where the weapon fired from so it looked better graphically.

I've never tried rotating turrets, but it can be done. I think Majestic said to check out his Clash of Empires mod. His Cardassian turrets did this very thing in that mod. I'll have to check it out as well since these new turrets have defined barrels for points of weapon exit it may look odd if they don't rotate to face their target.

Yeah rotatable turrets are in Clash of Empires, not really a new concept but they work. Just remember to make the weapon arcs very narrow so the turret will turn totally towards the target, the weapons in COE were still a little multi-directional and so they didn't turn the entire way. It was after all a little incomplete as far as mods go, Terra_Inc really helped in making it playable rather than a collection of models and odf files.
 

CABAL

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Yeah rotatable turrets are in Clash of Empires, not really a new concept but they work.
There are about half a dozen ways to implement them, too. For A1, I worked out a method involving building a mining station so that the AI could handle it and it would have a footprint. Which reminds me, did the AI get updated in A2 or FO so that it could build ships from construction ships?
 

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Also if you download please rate and comment on the file, as I am starting to no longer offer support unless a member has rated and commented on my files. I add this to every description on every file I have uploaded on the new MSFC. Many models including mapping and textures take 12+ hours (BSG ones are like 48 hours, I hate doing those sometimes) and I feel it's the least one can do for the time and effort I put into these. After they have been rated and commented on I am very happy to offer help and advice on the files in question.
Sorry for falling behind on those. My ODF skills...well, it's been a while, so they're a tad rusty haha. I'm getting things in game slowly though, so I'll have some good feedback coming up in a bit. :)

On that subject, wasn't there a project a few years ago to make a program that could produce ODFs?
 

Rifraf

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Thanks mate, glad you like the progress done. The Mon Cal ships do have windows they just aren't lit. Those textures were originally from Exillejedi like the models, I just made it so all the Mon Cal ships used the same base skin to show they are built from the same source. I may at a later date go back and redo the textures on them making them from scratch.

I was thinking of using the industrial complex (cylinder station) as a auto-resource station. She would fit the purpose, might be a little high on the poly count however, I can't remember off hand what her count was.

The X7 is designed to be a research station like the Kuat Drive Yards station by Warb Null.

I like the industrial complex as the auto-resource station. Great idea. Since we won't need a fighter manufacturing facility that works great. I assume you can build multiple resource gen stations to get more resources faster?
 

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Alright.... so I would like to ask, what are your next plans for the Star Wars series? I am planning on having a BSG vs SW mod among my private projects.
 

Majestic

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There are about half a dozen ways to implement them, too. For A1, I worked out a method involving building a mining station so that the AI could handle it and it would have a footprint. Which reminds me, did the AI get updated in A2 or FO so that it could build ships from construction ships?

In FO one of the Dominion ships are build from a construction ship and I believe I did it once in stock A2 using a few models I downloaded before I learnt to model myself.

In COE I just gave the turret engines, had a speed of 0 in it's physics file so it could turn but not move away from where it was built so each time it had a target it would turn to face it.

Here is a video that I found on my harddrive:


Sorry for falling behind on those. My ODF skills...well, it's been a while, so they're a tad rusty haha. I'm getting things in game slowly though, so I'll have some good feedback coming up in a bit. :)

Hey I'm happy with, thanks, great work as a comment. Doesn't need to be much just a bit of communication and to know people appreciate my work. While I do this firstly because I want, comments do help to motivate me to continue.

On that subject, wasn't there a project a few years ago to make a program that could produce ODFs?

I know the FO dev's have one though they have stated it isn't really user friendly and so they have never released it. I think there one a stock A2 one, maybe it was one of the files Terra_Inc released. But it does sound familiar.

I like the industrial complex as the auto-resource station. Great idea. Since we won't need a fighter manufacturing facility that works great. I assume you can build multiple resource gen stations to get more resources faster?

I think that role would fit the station perfectly. Yes you can build as many as you want or limit it via the ODF so only a handful can be built. If I recall the Borg ones can also be upgraded to gain resources faster as well. Been a while since I played FO or really had a look into the code.

Alright.... so I would like to ask, what are your next plans for the Star Wars series? I am planning on having a BSG vs SW mod among my private projects.

Nothing really, first off I was finishing off my older models and releasing them as in all honestly they were made years back and I felt there was no point just having there sit there collecting dust. However now Rifraf and I are making a Star Wars mod out of them, reviving my old Galaxy in Chaos mod, though changing it a fair bit. After this project is done I will go back to working on Yesteryears and then probably retire fully from A2 modding and modeling.
 

Rifraf

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In COE I just gave the turret engines, had a speed of 0 in it's physics file so it could turn but not move away from where it was built so each time it had a target it would turn to face it.
Here is a video that I found on my harddrive:

That is so cool. I've never seen it in action before. Can't wait to get that in game.

I think that role would fit the station perfectly. Yes you can build as many as you want or limit it via the ODF so only a handful can be built. If I recall the Borg ones can also be upgraded to gain resources faster as well. Been a while since I played FO or really had a look into the code.

If your model is high poly then the upgrade route could work better so you don't have to keep building them everywhere. Though I think a lot of stuff in FO is high poly anyway. Don't think I've ever experienced lag though?
 

Majestic

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Yeah it wasn't too high poly just higher than I hoped for when starting the model. It's 5742 poly's compared to the X7 which is 3592. However considering some ships are nearing the 6k mark and I have some YY models that are around that too I think it would work find in it's designed role.
 

Rifraf

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There are about half a dozen ways to implement them, too. For A1, I worked out a method involving building a mining station so that the AI could handle it and it would have a footprint. Which reminds me, did the AI get updated in A2 or FO so that it could build ships from construction ships?
Hey Cabal, is the AI in FO capable of building the base turret and then choosing which photon/phaser/torp turret to turn it into? Is that a replaceweapon command? If not then I would just have several AI only buildable turrets so they would just build the one I choose and for go the base one.
 
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