The super cool fighter carrier is missing it's Borgified texture! That's the only one I've found so far.
The carrier uses the same borg texture as all the other units, it's a texture file called "vulcan_b.tga". I have just downloaded the 1.1 from a2files myself and confirmed that the texture is indeed included. Just make sure the file is present in your RGB folder and the Borg textures should work just fine :)
Maybe since it's a drag and drop style installation, I just missed copying it over somehow? I'll look for it, thanks, Dan!
The race is STILL not loading up in my game for some reason(s). Everytime I go into the INSTANT ACTION game selection, it crash out. I know of the race.odf file(I'm the modder for Dominion Ultimate). Just the one thing I can report fully now is: I see NO pods in the Storm 3D program for the Vulcan race. Are you sure you added them to the mod? Please respond back to: [COLOR="Red"]email@example.com[/COLOR] ASAP - thank you.
Email sent :)
I've finally started to install the Vulcan Full Race Mod as much as it doesn't have all the Vulcan ships that are canon or the Enterprise Era Vulcan ships which are the best shaped and some are even already at Warp 7 (Some Coridan ships could still run circles around them according to Trip if you remember for Coridan was building ships at Warp 7 by then.) For the Weapons.spr though, there's more than one section that says: @reference=128 @material=additive the same goes for: @reference=256 @material=additive These sections are in order: Star Trek Weapon Effects New Weapons End New Weapons ** It would be very nice and easier if where these are supposed to go wouuld be nice. What I mean is, many mods that have to edit the weapons.spr file don't tell you where the weapon needs to go, Because of this, the person adding the ship or station to their game that uses that weapon (or full race mod in this case) could put them in the wrong place, this could possibly be another reason why the game is crashing when I try to use weapons with other ships (when I'm testing them out). This could even cause a crash well the game is loading. This alot of times is my question when it comes to many of these new mods that I want to put in my game and then after they cause my game to crash, it makes me very unhappy. Please let me know where to add these weapons, and also be polite and include that information in other mods too. I bet many people will be happy if you did. Its only logical.
It really doesn't matter to be honest as long as the @reference 256 is correct.
you can have @reference 128 then @ reference 256 then go back to @reference 128
Some Modders assign a place to put their weapons at to make it easier to find.
The computer doesn't read or understand anything after // or #(for some files). So it doesn't know what new weapons or Star Trek weapons effects are.
So there is no order for these weapons... again, it's done in order to make it easier for the modder... as long as you don't put a file under the wrong reference.
You can mix them all up or put all the @reference 128's together and all the @reference 256 together
Ok thanks. I had to fix a few small problems but the race is working fine. Surprised they use the Romulan sounds then again Romulans are an offset of the Vulcan Species, its logical. Your T'Mir Class looks like the D'Kyr Type and the S'Rol Class looks like the Sh'Raan Type. Or it could be vice versa, I don't have the pics of those ships in fromt of me at the moment. I am adding the other Vulcan ships to this mod though, the ones from the Enterprise Era and the T'Pau Type. Nice mod though, I believe some of your ship designs came from ENT era ships that were carried on into other classes.