General Jack Oneill's Stargate Mod -1 reply

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#1 11 years ago

ok so heres where i stand. using models from various sources, a couple of which i am only awaiting permission to use in Bridge Commander, it will most likely in fact be me who will be doing any further modding on the Stargate Mod pack released by dave. with daves permission i will be adding to the ships he has already released.

currently heres my list of stuff that will be completed: fixes: - fix the static effect of the active supergate (and possibly all the gates dave will release) - fix the mvan scripting so that when the stargates shuts down the event horizon doesnt just disappear - fix the mvam scripting so that when the stargates dial in/out there is a series of of blinkers to simulate the "Kawoosh" effect - fix the fact that once you launch shps from the supergate they cant retun - fix the milkyway gat so it launches both puddle jumpers, needle threaders and ori fighters new features: - ability to dial the milyway gate from the puddle jumper - ability to dial the pegasis gate from the puddle jumper and wraith dart New Ships: Atlantis - this will not be an extremely high detail model due to thae fact that dave had one planned but scrapped it from his pack due to the fact that his game crashed the minute it took damage, however as dave had said there will be three versions available DC404 - this is a ship that i saw made for Armada 2 that i currently am unable to release any info about due to the fact that i am awaiting permission from ColdDarkParanoia to use his model in my mod pack Ori fighter - same as daves Ori fighter except now there are two versions, the one dave released and one that has a ring platform on the bottom of it. Dave mad a statement a while back that he wouldnt make a version with the ring platform because A. you cant use the rings in Bridge Commander, and B. anyone who would use them would get killed instantly. thus they would serve no purpose. however i would like to poin your attention to the enterprise series Klingon ship pack found here: Enterprise Series Klingon Pack, Bridge Commander Downloads, Bridge Commander Enterprise Series-All Races in this pack there are two versions of the D-5 class ship. one with tanks and one without the tanks. and guess what the tanks on it server no purpose other than more thing to shoot at on the ship properties list. unlike dave i try to keep as realistic as possible with the ships i plan on releasing (with the exception of the X404). Any ideas will be supported.

if anyone wants to assist in the making of this mod i am in need of someone who knows how to make a working system pack for bridge commander. i will provide all the system details and planet names to whoever wants to take up this part of the mod.

currently heres my list of stuff that will be completed: fixes: - fix the static effect of the active supergate (and possibly all the gates dave will release) - fix the mvan scripting so that when the stargates shuts down the event horizon doesnt just disappear - fix the mvam scripting so that when the stargates dial in/out there is a series of of blinkers to simulate the "Kawoosh" effect - fix the fact that once you launch shps from the supergate they cant retun - fix the milkyway gat so it launches both puddle jumpers, needle threaders and ori fighters new features: - ability to dial the milyway gate from the puddle jumper - ability to dial the pegasis gate from the puddle jumper and wraith dart New Ships: Atlantis - this will not be an extremely high detail model due to thae fact that dave had one planned but scrapped it from his pack due to the fact that his game crashed the minute it took damage, however as dave had said there will be three versions available I.S.S. - a model of the international space station that is in orbit around earth ([COLOR=red]Complete[/COLOR][COLOR=black])[/COLOR] DC404 - this is a ship that i saw made for Armada 2 that i currently am unable to release any info about due to the fact that i am awaiting permission from ColdDarkParanoia to use his model in my mod pack ([COLOR=red]Complete with mvam[/COLOR][COLOR=black])[/COLOR] Ori fighter - same as daves Ori fighter except now there are two versions, the one dave released and one that has a ring platform on the bottom of it. Dave mad a statement a while back that he wouldnt make a version with the ring platform because A. you cant use the rings in Bridge Commander, and B. anyone who would use them would get killed instantly. thus they would serve no purpose. however i would like to poin your attention to the enterprise series Klingon ship pack found here: Enterprise Series Klingon Pack, Bridge Commander Downloads, Bridge Commander Enterprise Series-All Races in this pack there are two versions of the D-5 class ship. one with tanks and one without the tanks. and guess what the tanks on it server no purpose other than more thing to shoot at on the ship properties list. Systems: Pegasus Galaxy - a multi-system galaxy that will include several plant systems from atlantis and possibly the black hole from the SG-1 episode "The Pegasus Project" Milkyway Galaxy - a multi-system galaxy that will include a new Earth (one that will be more accurate to Sg-1 rather than Star Trek) there will be a few stationary objects in this galaxy that cant be changed such as the International Space Station Midway system - just as the name implies a single system tha will be midway between the Milkyway Galaxy and the Pegasus Galaxy, this system will have Dave's Midway Station permenently fixd here Ida Galaxy - this will be a galaxy of three systems: Halla, Orilla, and Othalla (Aka the asgard home worlds) Ori Galaxy - this galaxy will also consost of three systems: Celestis (the ori homeworld), Ver Eger, and Ver Isca unlike dave i try to keep as realistic as possible with the ships i plan on releasing (with the exception of the X404). Any ideas will be supported




Dave975

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#2 11 years ago

I hate to be pescemistic but I pointed out to you already that half of those ideas aren't possible in BC. Mvam doesn't support animations, and blinkers can't be set as a ship (and even if they could, using them as a kawoosh would mean you end up with several blinkers flying around after the mvam sequence), so there's no chance of doing anything like that for the Mvam gates. If it was currently possible I would have done it.

Atlantis didn't just have a problem wit hthe amount of detail, it was the size that caused the majoruty of the problems...I was able to get a 65,000 poly version working just fine, as long as it was only about the size of a Ha'tak. If you make it the correct size (or even close to the correct size) you'll still have massive problems.

And as pointed out before, I keep my mods as accurate to the show as BC will allow, so please don't discredit my work by saying I don't keep things realistic when I pay closer attention to detail than most people do! That's just rude!




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#3 11 years ago

also i am recruiting people to make bridges for the stargate ships. i can provide pretty high res screencaps for reference




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#4 11 years ago

i wout out that dave likes to keep things as realistic as possible to the point of obsessiveness BUT he will not add in something that is completely pointless. His scripting is about as accurate as humanly possible and the reason why he is not including atlantis is that his models and textures are of the highest quality possible, which his why his ships are so high res. As for the changes to the gates all i can say is good luck but from how i understand it (from various sources) this will be impossible. I'm not putting down this pack. I believe it is better that you release your own pack than to continue to bother dave. all i am saying is that you can't get much more accurate than what dave has already done....believe me. i've tested it. Anyway. as i said before good luck to you and your endeavours.




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#5 11 years ago

well dave i made that comment about one ship that was the ori fighter. and i mainly made that comment because i asked if you were going to make a version with the rings an you told me "no it would be pointless." thus the realisticness of the ori fighter goes down because you didnt make both versions




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#6 11 years ago

By the way GJO have you got any screen shots of what you've got so far? Just out of curiosity.




Darth_Harry

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#7 11 years ago

about the gate animations. the only thing i could give a chance here is making the gate close diferently rather than just disapearing. KM 1.0 will suport animations (at least enaugh to make the Scimitars Wings move)




Dave975

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#8 11 years ago

From what I understand that splits something into several model parts...a blinker isn't a ship model like the stargates, so mvam probably still won't support it.




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#9 11 years ago

feel free Darth_Harry i would be glad to have you help me to complete this mod. even if your only working on the supergate and regular gate deactivation sequence. if you need any screen shots from the show email me at [EMAIL="axel590@hotmail.com"]axel590@hotmail.com[/EMAIL]

as soon as i get my site up and running i hope to be able to post som screen shots of the new stuff. and as far as i know there is a mod that allows you to tell another ship to use mvam. its the target seperate mod all you really need to do to be able to dial the gate is change the scripting a little. besides its not as if i am going to actually take all the symbols and glyphs from stargate and try to make a menu that would allow you to imput seven symbols then push a button on the side to activate the gates like the puddle jumpers do




JimmyB76 Filer

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#10 11 years ago
General Jack Oneil;3762085also i am recruiting people to make bridges for the stargate ships.

i can tell you right now, that wont happen... we've already been thru this...

also - please use the "edit" button instead of making multiple posts...