Topic: Relentless Conquerors  (Read 5640 times)

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Offline Wicked Zombie

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Re: Relentless Conquerors
« Reply #20 on: May 02, 2005, 03:16:04 pm »
The hardpoints are 'dummy' objects placed throughout the model that the game uses when assigning weapons and systems to a ship. Those can only be moved or altered in a 3d program, just as if you were moving a section of the ship itself around.

If you're talking about the physical guns and disruptors themselves, those have to be modeled or at least represented in textures. You then assign a hardpoint to that area so the game will know to emit a weapon blast from it. Unless one doesn't mind if phaser and torpedo fire comes out of bare hull plating...
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Offline Centurus

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Re: Relentless Conquerors
« Reply #21 on: May 02, 2005, 03:48:14 pm »
I was referring to the actual places in the model where the weapons fire from.  I've done some re-hardpointing before when I was working on the Mark 6 project.  Came out quite nicely.  Going to have to add some hardpoints to the Mark 6 again cause I'm doing some work on her again. 

Good thing for me I've got a working copy of Max 5.
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Offline Fedman NCC-3758

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Re: Relentless Conquerors
« Reply #22 on: May 02, 2005, 04:47:27 pm »


Thanks guys.  Now this is what I'm talking about. A work of art.  ;)
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Offline Wicked Zombie

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Re: Relentless Conquerors
« Reply #23 on: May 02, 2005, 05:48:32 pm »
Well there are limits to what can be done. SFC doesn't discriminate between hulls or objects on the ship so phaser fire (like in that pic) ends up passing through the saucer. A top mounted hardpoint will still fire through the bottom of the hull so the realism only works from certain angles.
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Offline USS Mariner

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Re: Relentless Conquerors
« Reply #24 on: May 02, 2005, 07:30:56 pm »
BC does, but then again, it's really complicated for me to play. I can't be bothered to actually fly the ship myself, because I have no good joysticks and I'm a lazy son-of-a-bitch.

If only the ambience from the weapons would ONLY affect the parts of the hull that it came from, and not the whole model.
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Offline Rogue NineCH

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Re: Relentless Conquerors
« Reply #25 on: May 02, 2005, 08:05:18 pm »
Well there are limits to what can be done. SFC doesn't discriminate between hulls or objects on the ship so phaser fire (like in that pic) ends up passing through the saucer. A top mounted hardpoint will still fire through the bottom of the hull so the realism only works from certain angles.

That's why when I do phaser HPs for the saucers, I tend to put them in the center of the saucer or close to it.  That way it gives the illusion that it's firing from the correct point, top or bottom.  Of course, if you look up close you'll see that's not the case, but to change that would require major modifications to the game engine, and since no Trek games are coming out any time soon, I doubt that will be an issue. 

I did hear that they are doing a MMPOG for Trek, but I haven't checked to see if it's still being developed or not.

Offline Centurus

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Re: Relentless Conquerors
« Reply #26 on: May 03, 2005, 01:01:05 am »
That new Trek game in development will be in beta testing in 2006 I think.  What I hate is the pay-2-play feature.  Stupid, very stupid. 
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Offline ModelsPlease

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Re: Relentless Conquerors
« Reply #27 on: May 03, 2005, 05:03:08 am »
Hey WZ any chance on you doing a few weapon textures for SFC II / OP ? I love to see a TOS Romulan plasma mortar. I kinda envision it starting out looking like a plasma cannon ball but as it looses energy it expands instead of fading away like the plasma in game does now.
And a plasma torpedo as depicted in Nemesis..... A more concentrated appearance than the in game plasma is now. And finally..........the Defiants phasers ( the only texture for that was lost in the SFC site crash. Just a suggestion if ya wanna try something different. I personally am not good enough to attemot stuff like this yet.

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Offline Wicked Zombie

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Re: Relentless Conquerors
« Reply #28 on: May 03, 2005, 09:52:47 am »
I released a weapons texture pack a few months ago, and have a few other sound and effects sets posted. I figured it would've been common knowledge by now but I suppose I should've put a big flashing "Look Here!" sign on the download page just to be sure.

As for the plasma mortar, I'm not sure how that one would be set up. I doubt it could use the plasma texture as a base since the 'shrinking' effect that it has over distances is controlled by the game.

I got the impression from Nemesis that those were standard photon torpedoes and all you'd really have to do is turn a photon texture green. Either that or downsize one of the plasma textures.
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Offline CC22

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Re: Relentless Conquerors
« Reply #29 on: May 04, 2005, 08:35:54 pm »
I figured it would've been common knowledge by now but I suppose I should've put a big flashing "Look Here!" sign on the download page just to be sure.

 :rofl: Oh how I do like your biting sardonic humour lol.
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