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Flash525

The Carbon Comrade

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14th July 2004

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#1 9 years ago

I've got a few questions and queries here, that I'm hoping some of you guys will be able to help me out with. The last couple of days, whilst waiting on some models for Zero Hour, I've been poking around in other areas of the Armada II install, looking at which files connect to each other, trying to work out various purposes and suchlike. Suffice to say, I don't think the install is the most organized of setup's, but there you have it.

Anyway, I'll start with planets. I'm looking to add twelve planets to my game, none of which need to be colonize-able. Some of these planets would have rings, others not. I am wondering whether it is possible to create a spherical object (in Milkshape) slap a texture on it, export it and then (using sprites) create an atmosphere to orbit the planet at a different rotation to what the planet would be moving at. Is this possible, and if so, how?

Secondly, Nebula's; I would have thought, to change the look of a Nebula, all you'd need do is overwrite the existing .TGA file for whichever Nebula you plan on using. It seems that this doesn't work, and results in crashing the game. Does anyone know how to replace the stock Nebula's? All I want is a simple replacement for some of them.

Thirdly, Asteroids. Now from my understanding, their rotation is done with an animation program, and as such all that can be changed (stand-alone) is their texture. I want to add three different types of Asteroids to my install, so am asking if there is anyone out there willing to export them again for me? - That is, unless I have the entire Asteroid process wrong, in which case feel free to correct me.

And lastly, for now, special weapons. The research stations I'm likely to be using aren't going to be equipped with pods. I am curious how one would go about creating blank .SOD's to fulfil the pods placements. This way, you'd do the research, but with no visible changes to your research station (though the blank sods would be there, you'd just not see them).

That'll be all for now. :)




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#2 9 years ago

not sure about the first two questions...but i have blank sods on my research stations..check out BIVR thats where i got mine from...




Freyr VIP Member

A2Files Staff

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6th February 2005

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#3 9 years ago

Aerilon;5314560I've got a few questions and queries here, that I'm hoping some of you guys will be able to help me out with. The last couple of days, whilst waiting on some models for Zero Hour, I've been poking around in other areas of the Armada II install, looking at which files connect to each other, trying to work out various purposes and suchlike. Suffice to say, I don't think the install is the most organized of setup's, but there you have it.[/QUOTE]

It's not that bad really. There is a load of junk left over from battlezone and before in places, but it could be considerably worse.

Aerilon;5314560 Secondly, Nebula's; I would have thought, to change the look of a Nebula, all you'd need do is overwrite the existing .TGA file for whichever Nebula you plan on using. It seems that this doesn't work, and results in crashing the game. Does anyone know how to replace the stock Nebula's? All I want is a simple replacement for some of them.

Yep, it's possible. You need to overwrite the existing .TGA file for whichever Nebula you plan on using.

I think I can make a claim to having crashed A2 the most with texture errors as a result of my work with the Upgrade Project, so let me make a wild guess. You didn't realise that the LOD's need to be the correct size, or it'll crash.

eg;-

nebula (at 512*) nebula_1 (at 256*) nebula_2 (at 128*)

will work, where as;-

nebula (at 512*) nebula_1 (at 64*) nebula_2 (at 32*) will crash. Off the cuff i'd guess that's the issue, as I suspect you didn't use a 128* texture or consider changing the LOD's.

[QUOTE=Aerilon;5314560] And lastly, for now, special weapons. The research stations I'm likely to be using aren't going to be equipped with pods. I am curious how one would go about creating blank .SOD's to fulfil the pods placements. This way, you'd do the research, but with no visible changes to your research station (though the blank sods would be there, you'd just not see them).

That'll be all for now. :)

No idea. I'd just use the blank .sod from the pink blob begone mod or similar.




apoclaydon

Modding Beginner

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7th October 2006

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#4 9 years ago

simple way to make a blank sod in milkshape. 1) make a polygon (3 vertexes) 2) make a black texture with a black alpha 3) appy texture 4) export in a1 format as a1 dsnt recoise alphas saving in tis format makes any black areas in the texture alpha see thru




Jetfreak

The Real Awesome

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20th April 2007

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#5 9 years ago
Anyway, I'll start with planets. I'm looking to add twelve planets to my game, none of which need to be colonize-able. Some of these planets would have rings, others not. I am wondering whether it is possible to create a spherical object (in Milkshape) slap a texture on it, export it and then (using sprites) create an atmosphere to orbit the planet at a different rotation to what the planet would be moving at. Is this possible, and if so, how?

So in short, just a background object?

I remember revamping some of Yacuzza's planets for the same purpose but I omitted the layer with the atmosphere. I decided to merge the surface and cloud textures into a single texture file. I'll have some pics when I get the time.




Guest

I didn't make it!

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#6 9 years ago

Their is a line in the planet odfs teling the planet what atmoshere texture to ues so it shouldn't be a problem.