Topic: A little help!  (Read 6650 times)

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Offline Smiley

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A little help!
« on: January 12, 2007, 12:13:23 pm »
Hi People,

Please can someone back me up on this thread? http://www.stlegacyalliance.com/showthread.php?p=1404&posted=1#post1404

The guy that I am trying to explain .gf files to is very wrong!!!

Ta

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Offline manitoba1073

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Re: A little help!
« Reply #1 on: January 12, 2007, 01:27:02 pm »
Well to help id have to register there. not sure which one you are there.

 But the .gf files deals with arcs and not the actual  position of the hardpoint in the model. Which is also the same as the defaultcore.txt file.



Offline ModelsPlease

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Re: A little help!
« Reply #2 on: January 12, 2007, 01:31:05 pm »
Well to help id have to register there. not sure which one you are there.

He's Daniel5042 a.k.a. Smiley  ;)

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Offline Greenvalv

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Re: A little help!
« Reply #3 on: January 12, 2007, 01:45:07 pm »
Well, just gave my two bits...

Offline Smiley

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Re: A little help!
« Reply #4 on: January 13, 2007, 01:12:06 pm »
Thanks Guys :)

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Offline ModelsPlease

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Re: A little help!
« Reply #5 on: January 13, 2007, 02:09:21 pm »
Hey Smiley, that Excelsior and Drydock in your sig............did you ever release them ? They look pretty cool  :)

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Offline Smiley

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Re: A little help!
« Reply #6 on: January 14, 2007, 04:25:55 am »
Hey Smiley, that Excelsior and Drydock in your sig............did you ever release them ? They look pretty cool  :)

The Excelsior isn't mine, it's from a screenie that someone did of my Dominion Cruiser that they took while playing BC - the drydock is a model that I made for Armada 2, I'm not sure that it's up to other games' standards!

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Offline Sapharite

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Re: A little help!
« Reply #7 on: January 14, 2007, 06:14:08 am »
Hmmm Drydock is indeed very good one :)
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Offline ModelsPlease

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Re: A little help!
« Reply #8 on: January 14, 2007, 09:59:27 am »
Hmmm Drydock is indeed very good one :)

Yes I concur ........... send it on over and I'll port it for ya and get it posted to your page  ;).

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Offline Wicked Zombie

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Re: A little help!
« Reply #9 on: January 14, 2007, 02:02:51 pm »
That's the Terran Empire version of the Relentless, MP.
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Offline Smiley

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Re: A little help!
« Reply #10 on: January 14, 2007, 03:24:41 pm »
Hmmm Drydock is indeed very good one :)

Yes I concur ........... send it on over and I'll port it for ya and get it posted to your page  ;).

Alrighty! I want to make a few tweaks (the current model uses an alpha channel for transparency in places - SFC can't do that) and then I'll send over the model and textures. What format is best for you MP?

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Offline ModelsPlease

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Re: A little help!
« Reply #11 on: January 14, 2007, 04:31:52 pm »
Hmmm Drydock is indeed very good one :)

Yes I concur ........... send it on over and I'll port it for ya and get it posted to your page  ;).

Alrighty! I want to make a few tweaks (the current model uses an alpha channel for transparency in places - SFC can't do that) and then I'll send over the model and textures. What format is best for you MP?

.MOD or 3d is fine  ;)

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Offline Smiley

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Re: A little help!
« Reply #12 on: January 15, 2007, 01:43:40 pm »
SFC3 can do transparency :P, its quite a flexible game to mod

Pah! On a scale of 1 to 10 of moddability, based on current Star Trek games that we can mod, SFC isn't exactly high up that scale - especially when it comes to the models themselves :p
Anyway, can it use an alpha map to do transparency? I was under the impression that you could have a partially transparent material, but that the transparency or rather the opacity was constant across the material.

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intermech

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Re: A little help!
« Reply #13 on: January 15, 2007, 02:29:40 pm »
SFC III can use alpha maps for varying transparency. I have used this method for everything from windows, to running lights, to buzzards and grills. The alphas are limited to 256 grayscale color scheme.

Offline Smiley

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Re: A little help!
« Reply #14 on: January 15, 2007, 05:58:44 pm »
SFC III can use alpha maps for varying transparency. I have used this method for everything from windows, to running lights, to buzzards and grills. The alphas are limited to 256 grayscale color scheme.

*Confused!*

The objects that you describe sound more like items that you would want to be illuminated rather than transparent. Have you got a model uploaded anywhere that uses this at the moment that I can take a look at please Interstellar Machine?

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Offline GotAFarmYet?

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Re: A little help!
« Reply #15 on: January 15, 2007, 08:41:08 pm »
That's the Terran Empire version of the Relentless, MP.

Thanks WZ was wondoering where I saw that one before.
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Offline ModelsPlease

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Re: A little help!
« Reply #16 on: January 16, 2007, 12:08:23 am »
That's the Terran Empire version of the Relentless, MP.

Thanks WZ I thought it looked familiar.

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intermech

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Re: A little help!
« Reply #17 on: January 16, 2007, 06:06:20 am »

*Confused!*

The objects that you describe sound more like items that you would want to be illuminated rather than transparent. Have you got a model uploaded anywhere that uses this at the moment that I can take a look at please Interstellar Machine?


I personally do not have any published that use this effect, but I think that there is an Asguard ship out there and also a TOS style Miranda that use it. Here are two example of transparency being used for non-glowing applications:

http://www.dynaverse.net/forum/index.php/topic,163369043.msg1122733239.html#msg1122733239

http://www.dynaverse.net/forum/index.php/topic,163361677.msg1122744573.html#msg1122744573

Offline Smiley

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Re: A little help!
« Reply #18 on: January 16, 2007, 02:01:09 pm »
Ok, next question:

How do you get Max to recognise the alpha channel for transparency instead of using it for illumination?

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intermech

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Re: A little help!
« Reply #19 on: January 16, 2007, 02:13:53 pm »
I am not a max user, so I may have to defer. Also, I am not sure if you are asking for Armada, or SFCIII.

For SFC III, you just export your ship like normal, with a texture, and a light map. Then, the SFCIII engine always uses alpha maps for tranparency or translucency. "Transparency" is best used in the main texture. Alphas in lightmaps or damage maps are sorta pointless.

In Armada, I believe you have to tag your texture as "addative_texturename" to get it to be translucent/transparent based on the alpha. But I am not sure about that. I use Milkshape for both games and I always have to refference the Armada pluggin readme to get it right.