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#451
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The Stuff in the PFX Folder are usually only Graphical Particle FX. and not for something like Increasing the Radius of an rocket.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#452
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Thanks Goblin, with your Help I created probably the most OP ship in SW History...
![]() ![]() Im actually trying to import EVE Ships into SW, and its working now to your Help ![]()
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#453
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Looks really nice. Are you importing ships only or it'll be a total conversion with new pilots, storyline, etc.?
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#454
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Thanks but, I Think thats far and far out of my capabilities ^^.
I Don't even know how to make actual Quests, like for example Fly from selected Station in System "A", to selected Station in System "B" Would love to hear or get some Advice if you have any ![]() I Guess for now I only be Importing Ships, But holy... these collision spheres drive me Insane... so many... btw: Just recently valv_id from StarRover released an Massive Enhancement Upgrade/Patch & GUI Mod, whatever you want to call it, for SW3, Pretty Nice, Incase you didn't know about it. and another thing: They have allready Retrospection v6 out?, I Thought they would be still on v4... I missed alot, Wow... Are there any other Secret Mods or Stuffs going on there ![]()
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#455
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IIRC Retrospection v5 was already in testing more than year ago so I'm not surprised that an actual version is 6. AFAIK The v4 was the last version released as simple downloadable archive. Now they work in Dropbox cloud. You have to synchronize your Dropbox folder with their and you always have the latest update (if you want to be a beta tester just ask about it on their StarRover forum and eventually they'll give you all the needed stuff). I've tried to do this and failed. They work on Russian version of the game which doesn't cooperate well with English version. But it was more than year ago and maybe it's easier now (or maybe you'll need Russian version). Retrospection has a lot of EVE ships so it may save you a lot of time
![]() About collision spheres - this remind me something. You've asked about lots of "?????" that imd plugin shows. IIRC some of those options are about importing/exporting collision spheres. You've probably already figured that out but.. I'm trying help as much as I can. I'd like to remember more. P.S. Don't forget to post more screenies of your ships ![]() |
#456
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Yeah I figured some of the Question Marks out.
About the Screenies: { Image = 1 } { Image = 2 } { Image = 3 } { Image = 4 } { Image = 5 } { Image = 6 } { Image = 7 } { Image = 8 } { Image = 9 } { Image = 10 } If anybody wants to have the Finished Ships here they are: https://mega.co.nz/#!s1JwhLpJ!8lTW8H...utbKu9G3yB0lvo IMD's + Textures. Currently there are only 2 finished Ships: Hurricane and Abaddon. Carcasses.xml Content: Abaddon Code:
<BigShip name="EVE_Abaddon"> <short_name>Abaddon</short_name> <hint>Abaddon</hint> <short_desc>Placeholder</short_desc> <long_desc>Placeholder</long_desc> <mesh_name>eve_abaddon</mesh_name> <flat_image>Lion_Cruiser_MK1</flat_image> <hit_points>500000</hit_points> <mass>280000</mass> <disable_trade>false</disable_trade> <cost>1500000</cost> <technology/> <EPR>50</EPR> <explosion_script>Bomb</explosion_script> <work_sound/> <silence/> <max_energy>80000</max_energy> <energy_restore>20</energy_restore> <max_speed>13.5</max_speed> <maneurability>9</maneurability> <steering_power>35100</steering_power> <sensor_resolution>0.42</sensor_resolution> <sensor_length>450</sensor_length> <threat>85</threat> <mapping_name>SBlock</mapping_name> <HolderProperties> <big_guns>0</big_guns> <small_guns>0</small_guns> <rockets>0</rockets> <systems>6</systems> <turrets>51</turrets> <gk_guns>2</gk_guns> <gk_turrets>14</gk_turrets> </HolderProperties> <engine_sound>Engine-Bigship.wav</engine_sound> <engine_start_sound/> <destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroyed</destroyed_mesh_name> <cargoCapacity>6500</cargoCapacity> <BigShipHangar> <hangar_count>8</hangar_count> <max_hangar_count>8</max_hangar_count> </BigShipHangar> </BigShip> Code:
<BigShip name="EVE_Hurricane"> <short_name>Hurricane</short_name> <hint>Hurricane</hint> <short_desc>Placeholder</short_desc> <long_desc>Placeholder</long_desc> <mesh_name>eve_hurricane</mesh_name> <flat_image>Lion_Cruiser_MK1</flat_image> <hit_points>1000000</hit_points> <mass>320000</mass> <disable_trade>false</disable_trade> <cost>1500000</cost> <technology/> <EPR>50</EPR> <explosion_script>Bomb</explosion_script> <work_sound/> <silence/> <max_energy>150000</max_energy> <energy_restore>40</energy_restore> <max_speed>16.5</max_speed> <maneurability>15</maneurability> <steering_power>46100</steering_power> <sensor_resolution>0.43</sensor_resolution> <sensor_length>500</sensor_length> <threat>95</threat> <mapping_name>SBlock</mapping_name> <HolderProperties> <big_guns>10</big_guns> <small_guns>0</small_guns> <rockets>4</rockets> <systems>6</systems> <turrets>135</turrets> <gk_guns>2</gk_guns> <gk_turrets>24</gk_turrets> </HolderProperties> <engine_sound>Engine-Bigship.wav</engine_sound> <engine_start_sound/> <destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroyed</destroyed_mesh_name> <cargoCapacity>6500</cargoCapacity> <BigShipHangar> <hangar_count>8</hangar_count> <max_hangar_count>8</max_hangar_count> </BigShipHangar> </BigShip> ![]() *Note: No GUI Slots because: How do I fit more than 100 turrets in one small part of the Screen?, Just double click Turrets and they will fit. you need to think of an way to remove the turrets afterwards tho >.> -- Are there currently any other Projects running other than Retrospection?, I've allready found valv's "Engine Patch" & GUI Patch, But are there other things, of which maybe I have no clue of ![]() -- I Would like to Help them out by Beta Testing, but I fear there would be some communication Problems <.< BTW: I just asked about Retrospection v6 because I saw this Comment in some Script File of the "Engine-Update" from valv "--/* library function: math, table, string, os, debig, ... --************************************************** ******* --* version: 2014-10-19 --* author: StarRover Team, valv [valv@valv.od.ua] --************************************************** ******* --*/ StarWolves2."Retrospection" v6.0" Amazing stuff what they are Doing, whole Script Libraries and everything... I Hope they keep the good work up. ... I Wonder if they finish Retrospection, will they Make another Mod for SW2, or Jump to SW3?, hmm. Oh dear, I'd like to not write such long-text blocks but... thats me heh. - One More thing I want to ask you: Do you maybe know how add Perks that executes a Function?, I Tried using SummonKFNI, and tried to get both of these to Work: File: Game\specials.xml Code:
<!-- Save Location --> <SummonKFNI> <prerequisites> <AtLeast> <specialActionType>SummonKFNI</specialActionType> <specialActionLevel>0</specialActionLevel> </AtLeast> </prerequisites> <internal_name>StarJump_Save_Perk</internal_name> <name>Star-Jump(R) Save Location Device</name> <description>Save your Current Location!</description> <icon>SpecSummonKfni3</icon> <level>1</level> <charges>99</charges> <rechargeTime>6</rechargeTime> <auraFX>hack</auraFX> <upgrade_cost>0</upgrade_cost> <summonKfniFunction>StarJump_SaveCurrentLocation</summonKfniFunction> </SummonKFNI> <!-- Jump to Saved Location --> <SummonKFNI> <prerequisites> <AtLeast> <specialActionType>SummonKFNI</specialActionType> <specialActionLevel>0</specialActionLevel> </AtLeast> </prerequisites> <internal_name>StarJump_Load_Perk</internal_name> <name>Star-Jump(R) Jump to Saved Location Device</name> <description>Jump to your Saved Location!</description> <icon>SpecSummonKfni3</icon> <level>1</level> <charges>99</charges> <rechargeTime>6</rechargeTime> <auraFX>hack</auraFX> <upgrade_cost>0</upgrade_cost> <summonKfniFunction>StarJump_To_SavedLocation</summonKfniFunction> </SummonKFNI>
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 01-21-2015 at 07:40 PM. |
#457
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EDIT Thanks for screenies. ![]() |
#458
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I think the best option for this is to make an Dialog Appear just like the one of the Maintance Station. But it needs to be an New Dialog, Like an nerfed version of the Maintance Station dialog. Do you maybe know what Code I need to make an Dialog appear which works mostly like the one the Maintance Station uses?
Would be really nice to know, Because Im working on Better followers... well atleast Better Mercs, Which I can tell to Escort the MS, Patrol 4 points at the last Position of the Mothership, and to Move to the MS Position. It works, but I only need an Idea to make the Player select these Options anytime in somekind of Dialog, which of course would be Activated by the Perk... -- The Problem is with the simple use more SummonPerks: They get overwritten with the Originals. I Don't want the player to loose their Perks because of that. And Thanks ![]()
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#459
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Please give all models + textures to download.
I try add this to my Star Wolves 1. |
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You can only have one of a particular perk class at a time, so yeah, one will overwrite the other. You can use alternating ones, one Berzerk and one Precursor, for example and it will work.
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