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Taldrenites => Starfleet Command Models => Topic started by: Greenvalv on May 28, 2005, 03:11:51 pm

Title: QAW mod needs active volunteers......
Post by: Greenvalv on May 28, 2005, 03:11:51 pm
Modding is my specialty, I stink at texturing and modelling.  So QAW could use another modeller (Poor Mr. Tricorder's being pelted with requests ;D ) and an active texturer.
Title: Re: QAW mod needs active volunteers......
Post by: Centurus on May 28, 2005, 04:24:40 pm
If any of the ships I slapped together can be of use, you have my permission to use them.  But, as the readme states, best to get WZ's permission as well since he's the one who made the original model/parts.

I'll provide download links if interested.  3 of the 5 ships I built are up now.
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on May 29, 2005, 03:00:08 pm
F_W, would you take model requests on demand?
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on May 30, 2005, 04:06:28 pm
*Bump*
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on May 30, 2005, 08:42:00 pm
Can you alter weapon textures?  I got a few conversions I'm wanting to do....
Title: Re: QAW mod needs active volunteers......
Post by: GotAFarmYet? on May 30, 2005, 09:04:16 pm
lol you should see what i made for MP he almost had a need to change his pants

Did you ever release them?
Title: Re: QAW mod needs active volunteers......
Post by: Mr_Tricorder on May 30, 2005, 09:16:31 pm
i dont deal with meshes i can do textures but you would have to find someone to mapp them to the meshes you want
I'm a lot better at making meshes than textures.  Perhaps I could some meshes for the mod while you make the textures for my meshes.
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on May 31, 2005, 02:29:10 am
sounds like a fair trade off to me i think MP will agree and help me out but it will be slow going as MP and i are in the moddle of moving to respective new houses

I'm GTG with that. I already sent ya a batch of weapons textures Green. The only ones ya don't have are my new TNG weapons ( one set of which I worked on with F_W ;)) But I can tell ya this....in game testing of my new textures look fantastic and wait till ya see what they can do to a ship LMAO. During the intial test of my new TNG PPD I set the game speed on 1 had it set for a 2 person skirmish. Set the target ship up with completely re-enforced shields. And without using any other weapon other than my PPD........it ripped through the ships shields and did considerable damage on the first wave alone. Needless to say there wasn't much left of the ship after being hit by only 2 PPD's. I'm not sure why it works as well as it does. It was just a matter of ship edit with more charge to the battery and power systems and in turn a reduction of other systems to keep it balanced but it works better than I hoped it would. Finally the ISC really has some teeth. I'll post a screenie in a few so you can all see the prelim(not as yet finished by a long shot ) TNG PPD with continuous wave capacity can do  ;D
-MP
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on May 31, 2005, 03:22:00 am
Ok as promised, I took this screenie right after the first wave hit the ship. You judge for yourself.
Note : I did nothing to alter the target ship other than to re-enforce all it's shields and this is what the Continuous wave PPD capacitor did. And again you can see that all I did was fire 2 of them . :o. I really like the more ST II WoK style heavy weapons that can rip thru shielding !F_W and I aslo discussed possible BIO-Weapon textures as well. I'm also going to experiment with S'ona weapon representation in game. Next up I'm gonna do my TNG era Gatlin Hellbore so stay tuned. ;)

(http://webzoom.freewebs.com/manitobashipyards/untitled.jpg)

Hehehehe this one's gonna be fun in game. Hope everyone likes the preview.
 ;D :thumbsup:
-MP
Title: Re: QAW mod needs active volunteers......
Post by: Mr_Tricorder on May 31, 2005, 09:26:14 am
... I really like the more ST II WoK style heavy weapons that can rip thru shielding ...
-MP
one little nitpic
In STII Wok, you never see one ship firing on another with the shields up.
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on May 31, 2005, 09:38:41 am
Very true...................cudos for catching my error.ST VI you do. But the effect is the same. Shields or not......heavy weapons will penetrate. And that's my take on it. Personally it's far more fune to me  not knowing whether  I will win or loose in battle especially if I know, going inti it, my enemy can ruin my day If I'm not smarter than he/she/AI is.
-MP
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 01, 2005, 08:34:51 am
I already sent ya a batch of weapons textures Green.
Looked at 'em there good, but wasn't what I was looking for, would you take requests?
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 01, 2005, 10:53:58 am
I already sent ya a batch of weapons textures Green.
Looked at 'em there good, but wasn't what I was looking for, would you take requests?

Sure man, what did ya have in mind ?
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 01, 2005, 12:47:22 pm
I already sent ya a batch of weapons textures Green.
Looked at 'em there good, but wasn't what I was looking for, would you take requests?

Sure man, what did ya have in mind ?
Dominion weapons: Convert the Romulan Disruptors into Polaron Beams (In the Dominion Wars mod, they changed the Cutting Beams to Polaron) also make the Polaron torpedoes blue as well.
 
Species 8472 weapons: Give the Ion Cannon, Tachyon Beam, and Shield Inversion Beams a bio look like that from Voyager.
 
That's all I can think of right now, my game isn't installed (Just did a Reformat).  Make 'em cannon looking, please.
 
Thanks a mil,
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 01, 2005, 07:20:17 pm
If you could post me some screenie of these weapons it would be most helpful
-MP
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 02, 2005, 03:25:06 pm
Dominion Polaron torpedo.......
 
(http://www.strategyplanet.com/starmada/weapons/canon_att_6.jpg)
 
Dominion Polaron Beam.....
 
(http://www.strategyplanet.com/starmada/weapons/canon_att_1.jpg)
 
(http://www.strategyplanet.com/starmada/weapons/canon_att_2.jpg)
 
Species 8472 Bio weapons.......
 
(http://3rdfleet.org/patriot/alien/images/8472-ship.jpg)
 
(http://www.startrek.com/imageuploads/200303/voy-184-a-species------bio-shi2/320x240.jpg)
 
(http://www.unimatrixzone.de/borg/bilder/kubus.jpg)

 
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 04, 2005, 01:02:19 pm
*Bump*
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 04, 2005, 11:45:56 pm
I'll get the dominion weapons to ya in an hour or so Green via my Yahoo account. Hey Miles ya wanna tackle those Bio weapons ? If not I'll attempt to put something together.

-MP

Update........Ok sent ya the Dom weapons and the Bio beam. Haven't done these two.........

(http://www.startrek.com/imageuploads/200303/voy-184-a-species------bio-shi2/320x240.jpg)

(http://www.unimatrixzone.de/borg/bilder/kubus.jpg)

So F_W if ya wanna give 'em a go. Please by all means do.
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 05, 2005, 11:04:14 am
when you catch me send me what youve done as yours will be tested and i will help improve them maybe have an attack at that torp

I already sent Green the first three textures, just need those other 2 done.
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 05, 2005, 01:02:29 pm
Thanks MP, they're perfect, at least outside the game, the green bio texture for the Tachyon Beam looks nice....
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 05, 2005, 02:02:36 pm
Ok, two problems.......
 
One: I don't know which texture is the Beam Disruptor.
 
Two: Look at what the Polaron Torp looks like.......
 
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 06, 2005, 12:04:07 am
WOW the Torp lost it's glow.........how did that happen ?

I'll rework the Torp and resend. We'll see if that helps. I'm not familiar with SFC III so perhaps someone who is can help ya there.
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 08, 2005, 12:21:06 pm
*Bump*
 
How things going?
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 08, 2005, 07:11:23 pm
Ok, two problems.......
 
One: I don't know which texture is the Beam Disruptor.
 
Two: Look at what the Polaron Torp looks like.......
 


As I stated earlier I'm not familiar with SFC3 so I dunno which textures ya need to replace. Also I'm not sure why the quantum looks like that. It worked fine in SFC II/OP I was hoping since the last post, someone familiar with SFC3 would address this issue and guide us on how to procede.

-MP
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 09, 2005, 09:40:00 am
Forwarded them to ya'.
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 11, 2005, 02:24:52 pm
*Bump*
 
How's it coming?
Title: Re: QAW mod needs active volunteers......
Post by: ModelsPlease on June 11, 2005, 05:12:58 pm
Hey Green, I noticed yesterday that someone uploaded SFC 3 weapons texture packs to the EFFECTS folder over at Battleclinic , ya might wanna check them out.

-MP
Title: Re: QAW mod needs active volunteers......
Post by: Greenvalv on June 12, 2005, 08:35:46 am
I've looked at all the Texture files in the SFCIII Texture folder, I can't find which one is for the Romulan Disruptor.