H
Huet
Deleted Due to Inactivity
Former MSFC Member
^ QFTwantwantwantwantwantwantwantwantwantwant...
Love the rommie ship, feels very pre-Fed somehow
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^ QFTwantwantwantwantwantwantwantwantwantwant...
Thanks Starfox!Very nice work
wantwantwantwantwantwantwantwantwantwant...
Thanks man!Beautiful man, just beautiful.
Hello:
And I agree, that stations looks great and very plausible design.
Awesome!
Beautiful work Fireball, she looks great in-game.
The bird's nest is looking real awesome Fireball, love all the fine details you've put into the design. Enough to make it look plausible and subtle enough to keep the drolly eyed purists in line!
^ QFT
Love the rommie ship, feels very pre-Fed somehow
That's a very interesting design for sure.
Awesome! Those two really fit together!
Concerning the Romulan stations, are you planning to have some of them cloakable? That was an interesting Rommie feature in FO - sort of CnC-like...
Yeah pictures do help.
Great work, the Romulans are shaping up nicely. I feel TOS cloak should be a very expensive and limited technology. Plus with Stock A2 cloak stays on till deactivated, unlike in FO where it can run dry then need a re-charge. I noticed them when I played against the Romulan's once and their stations could cloak for long.
Well the stock cloak has no cost coded into it but I don't think thats a hard coaded thing. nice station
Well the stock cloak has no cost coded into it but I don't think thats a hard coaded thing. nice station
Looking great in-game. It's always fun to blow things up. I think I would shoot my foot to get my hands on an older 3D Max with the exporter so I could do animations.
Any ideas on what Romulan you are going to do next?
Stock cloak has just a basic specialEnergyCost coded - if you used phasecloak you could get the energyDrainRate
http://guide.fleetops.net/guide/modding/fo-odf-commands/weapon/cloakingdevice
Yup, a phase cloaked ship is still detectable - sadly A1/A2 never did have more than one level of anti-cloak. Beware of course that a phase-cloaked ship can travel through obstacles (hence why originally suggested for the buildings, as that shouldn't affect gameplay) . Of course, (dare I say it) could always transfer to Fleet Ops ...
Nope, actually with the latest improvements, you shouldn't need anything special to get it to work. Bumpmapping is just something the devs did, it is not mandatory, and odf's have all been changed back to their stock coding, so any odf should work for the most part. It is really good now because a lot of possibility have been opened up for those that still mod stock, because you should be able to transfer your mod to FO and run it normally, and then go back and take advantage of some of the weapon code, ranks, and all of the other things FO can do. Or, you can just leave it as is, and you would still be taking advantage of the improved engine.
Oh boy, I"m advertising for FO again... Sorry guys.
Reporting you nao... RAWR. *chases Z through the forum*Oh boy, I"m advertising for FO again... Sorry guys.
[...]and odf's have all been changed back to their stock coding, so any odf should work for the most part. It is really good now because a lot of possibility have been opened up for those that still mod stock, because you should be able to transfer your mod to FO and run it normally, and then go back and take advantage of some of the weapon code, ranks, and all of the other things FO can do.
Well then, FO might just be for you.
If you need help if you decide to do it, please feel free to ask. If i don't know how to answer your question, I should know who else to ask.
Looks good!
Reporting you nao... RAWR. *chases Z through the forum*
Just to clarify something here, in 3.1.5 there are still a few commands that have not been reverted to Stock standards (you can find them here), so you'll need to replace them (which isn't too hard imo) before importing a mod . It is not certain yet, but it may be by 3.1.6 that all name changes will be reverted.
Oh boy, I"m advertising for FO again... Sorry guys.
Reporting you nao... RAWR. *chases Z through the forum*
around 250 polys and 1, 1024x1024 texture.
I'm starting to enjoy the continuity of design I'm getting with these stations, I love when things just look like they belong together.
Enjoy!
Terra_Inc said:When it comes to combat ships, will you go the SFM route?
Looks good!
Reporting you nao... RAWR. *chases Z through the forum*
Looks epic man, great work!
When it comes to combat ships, will you go the SFM route? Like, go from the Cabbage to the BoP? Just thinking, since you included the D-series from SFM as the early Klinkers.
I find I do that sometimes, not really advertising but recommending it to people to take advantage of the advanced features of that mod, which I know that is all you're doing as well.
You make me laugh at times Terra.
Really looking great mate, you have really nailed down the Romulan stations well.
I'm curious about this as well.
Oh noes! *runs to other room and hides under table*
I've seen a lot of his stuff brought to A2, but I've never been able to find his original works. Mind providing me with a link?I agree Atolm has done some amazing work, I too am looking at his work for my ENT era Romulan's actually. I find his 2D concepts to be really interesting.
I've seen a lot of his stuff brought to A2, but I've never been able to find his original works. Mind providing me with a link?
Cool, it's fitting in with the other Rommy designs, construction and repair yard right?
I agree Atolm has done some amazing work, I too am looking at his work for my ENT era Romulan's actually. I find his 2D concepts to be really interesting.
Awesome.
I've seen a lot of his stuff brought to A2, but I've never been able to find his original works. Mind providing me with a link?
Demon Renegade Studios, Sci-Fi meshes and Dynaverse forums (just Google them) are the three best places to find his work. On the latter two just search for Atolm and you'll get pretty much everything you need.