[MOD - WIP] Star Trek Addon
-
- Posts: 15
- Joined: Sat Sep 15, 2012 8:46 am
[MOD - WIP] Star Trek Addon
Discontinued, switched to playing and modding Kerbal Space Program, sorry guys
Last edited by Natalie on Fri Oct 12, 2012 6:32 pm, edited 5 times in total.
-
- Posts: 172
- Joined: Tue Sep 18, 2012 9:42 pm
Re: [MOD- WIP] USS Enterprise A
Not bad! Although some of the doors are a little funky.
-
- Posts: 15
- Joined: Sat Sep 15, 2012 8:46 am
Re: [MOD- WIP] USS Enterprise A
Yeah the TXT that defines the rooms took a while to understand, for some reason doors are one "block" lower than the room blocks for me... Also originally I thought like with a 3D model the origin point would be in the lower left but the devs actually put it in the upper left* so it was inverted XD
But I fixed most of that, current progress:
http://www.rootzilla.org/~moep/ss/ncc1701a02.jpg
But I fixed most of that, current progress:
http://www.rootzilla.org/~moep/ss/ncc1701a02.jpg
- Kieve
- Posts: 952
- Joined: Tue Sep 18, 2012 2:21 pm
Re: [MOD- WIP] USS Enterprise A
Not too shabby! I do like how this one seems a bit more graphically "in tune" with the existing artwork. I might suggest at the very least a photoshop "Find Edges" overlay for a black border, but it looks pretty decent even without. Good job
-
- Posts: 151
- Joined: Sat May 05, 2012 12:42 pm
Re: [MOD- WIP] USS Enterprise A
Good idea. Thought I would put the med bay nearer the centre as on the deck plans it's on deck 5 just SE of the bridge... Sorry geek alert!
-
- Posts: 15
- Joined: Tue Sep 18, 2012 7:34 pm
Re: [MOD- WIP] USS Enterprise A
Sweet!
This looks really cool
I didn't think we would be having new ships this early.
This looks really cool
I didn't think we would be having new ships this early.
Xenolith: The Mod Database
Easy Mod management, easy downloading and instant notifications when updates arrive!
Now supports FTL!
Easy Mod management, easy downloading and instant notifications when updates arrive!
Now supports FTL!
-
- Posts: 15
- Joined: Sat Sep 15, 2012 8:46 am
Re: [MOD- WIP] USS Enterprise A
Update!
-Removed the U.S.S. Enterprise name on the model so you can call it whatever you want without feeling silly!
-Removed the NCC Registry number for the same reason,
-Switched around drones medbay and weapons to put medbay in the southern part of the saucer and weapons where the Torpedo bay would be.
-Removed Artillery Beam
Added destruction gibs see screenshot:
http://www.rootzilla.org/~moep/ss/ncc1701adestroyed.jpg
-Removed the U.S.S. Enterprise name on the model so you can call it whatever you want without feeling silly!
-Removed the NCC Registry number for the same reason,
-Switched around drones medbay and weapons to put medbay in the southern part of the saucer and weapons where the Torpedo bay would be.
-Removed Artillery Beam
Added destruction gibs see screenshot:
http://www.rootzilla.org/~moep/ss/ncc1701adestroyed.jpg
-
- Posts: 15
- Joined: Sat Sep 15, 2012 8:46 am
Re: [MOD- WIP] USS Enterprise A
bleh
Last edited by Natalie on Fri Oct 12, 2012 6:32 pm, edited 1 time in total.
- Kieve
- Posts: 952
- Joined: Tue Sep 18, 2012 2:21 pm
Re: [MOD- WIP] USS Enterprise A
The custom sounds intrigue me! That's very cool
Would've liked to see a demonstration of the "gibs" as well, though intentionally getting blown up is never fun...
As for the airlock doors, are their target rooms set to -1? That seems to be game code for "empty space."
Would've liked to see a demonstration of the "gibs" as well, though intentionally getting blown up is never fun...
As for the airlock doors, are their target rooms set to -1? That seems to be game code for "empty space."
Code: Select all
DOOR
<x> [How many tiles from 0 the door is on the X-axis]
<y> [How many tiles from 0 the door is on the Y-axis]
<room (left/up)> [The room ID to the left (vertical) or above (horizontal) this door]
<room (right/down)> [The room ID to the right (vertical) or below (horizontal) this door]
<vertical/horizontal> [0 = vertical, 1 = horizontal : Door snaps to the left or top wall of that tile always]
-
- Posts: 15
- Joined: Sat Sep 15, 2012 8:46 am
Re: [MOD- WIP] USS Enterprise A
And a little update, spend most of the time I had to work on the mod modifying the User Interface switching it to LCARs, once i finished the UI overhaul I'll see if I can get the GMM .ftl thingie working with it.
Likely going to split the Mod up a bit though so people can get Ships without the UI or the UI without ships or things like that
Have some screenshots:
http://www.rootzilla.org/~moep/ss/FTLlcars2.png
http://www.rootzilla.org/~moep/ss/FTLlcars3.png
Likely going to split the Mod up a bit though so people can get Ships without the UI or the UI without ships or things like that
Have some screenshots:
http://www.rootzilla.org/~moep/ss/FTLlcars2.png
http://www.rootzilla.org/~moep/ss/FTLlcars3.png