Churchill class starship

The undisputed winner in this year's modding contest was the fantastic design called the Churchill class starship. We watched for weeks in t...

Download

Uploading...
Do not refresh or leave this page!

File Description

The undisputed winner in this year's modding contest was the fantastic design called the Churchill class starship. We watched for weeks in the forums as this one came together, one poly at a time, and it seemed like we were witnessing something epic coming to life. Sure enough, the Churchill is every bit as good as we'd hoped, and it's for that reason that we award it the title as 2008 Modding Contest Winner in the category of Best New Ship. We hope you'll agree.

:cool:

Read More

Screenshots
Readme
Churchill Class by Michael/Fireball

Background
----------
This is the Churchill Class Battlecruiser. This ship is slated to be in the TMP era, sometime after the Excelsior and the explosion of the Klingon moon Praxis. The Klingon's have become agressive and the Federation was
in need of a new starship that could be deployed along the neutral zone. This ship would be the Churchill, created using mostly Constitution Refit and Miranda class parts, the Churchill is nothing new when it comes to the
technology on-board, although it is far more rugged than either The Constitution Refit or the Mirands. The vessel has incredible defensive systems while possesing a very potent weapons array.
This mod includes TMP Photon Torpedoes and Phasers, the model also contains 130 hardpoints, a new damage emitter, and hull burns/damage when the ship gets system damage. 


Whats Included
--------------
odf - yes
button - yes
wireframe - yes
admirals log - yes
install instructions - yes

credits
--------
model/mesh - fireball/mike
textures - fireball/mike
build buttons, wires and weapons - fireball/mike
emitters - fireball/mike
Special Thanks - To Anarion for making this wonderful design.
Permission to make the design was not given, was unable to get through to
Anarion through email.

INTSALL INSTRUCTIONS:
---------------------

******************************************
1:
Drag and drop the contents of the ZIP file directly
into your Armada II directory to add the new files
to your game.


******************************************
2:
open your weapon.spr
in your sprites folder

under

@reference=512
@tmaterial=additive

If you can not find the above line in your weapon.spr file,
add the following line:

@reference=512


If you can find this line, proceed.


put theese lines

# Federation TMP Single Red Phaser
wfr1phas	wfr2phas	0	0	512	64	@anim=tex1x4

# Federation TMP Single Red Phaser Phase
wfr1phasa	wfr2phas	0	256	512	64	@anim=tex1x4


# Federation Red Torpedo
wfrtmphot	wfrtmphot	0	0	128	128	@anim=tex4x4

----------------------
ok your done in the weapons.spr

******************************
3:
now open your gui_global.spr

under federation build buttons
and under
@refrence=64

put this line

b_FChurchill			GBChurchill		0	0	64	64

-------------------------
then go all the way down to federation wireframes,
under 
@reference=256

put this line

FChurchillw1			FChurchillWF	160	0	80	80
FChurchillw2			FChurchillWF	0	80	80	80
FChurchillw3			FChurchillWF	80	80	80	80
FChurchillw4			FChurchillWF	80	0	80	80
FChurchillw5			FChurchillWF	0	0	80	80

*****************************

4:
This one gets a bit complicated to stay with me, this is for the new emitters included in the mod.
in your sprites folder open up emitter.spr
There are three sections to this file.
the 
#texture definitions,
# sprite_node definitions
and the actual emitters.

now, for the first part.
under
#texture definitions and also under @refrence=128
add these lines: 

wsteam		xgsmoke		0	0	32	32	@anim=tex4x4_smoke

----------------------
Okay, next under *sprite_node definitions
add these lines:

@sprite_node whsmoke wsteam fade3 (2,2) (1,1,1) billboard

----------------
Fininshed, now under
##### Damage emitters #########

add these lines:

# White Steam #

@emitter wxsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=0.6
firing_period=0.15
lifespan=2.999
velocity=5.0
spread_angle=5.0
@end_emitter

@emitter wsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter wmed
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter wlrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter wxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

---------------
Okay thats it, all done that part!

*****************************
5:
Go to your ODF folder in the base Armada II directory.
Proceed to the Stations folder.
Open the ODF of a shipyard of your choice
and add the Churchill to build there

(x representing the build item)

buildItemx = "FChurchill"

*******************************
6:
Go to the techtree folder in the Armada II directory.
Open tech1.tt
Look under federation ships
and put the following line:

FChurchill.odf 3 fbase.odf fyard.odf fyard2.odf

********************************

and after that all you have to do is sit back and enjoy :)

- Fireball

I am not responsible for any damage this may cause to your system.
If your have problems, are looking for permission to use my mod or would like to alter it and put it in your mod you can contact me at:

furious_fireball_101@yahoo.ca or via Armada2files.com

This is an Armada 2 only mod.

Read More

Comments on this File

There are no comments yet. Be the first!

FIREBALL_IV


50 XP


Registered 21st February 2008

12 Files Uploaded

Share This File
Embed File