[MOD - WIP] Star Trek Addon

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Natalie
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[MOD - WIP] Star Trek Addon

Postby Natalie » Thu Sep 20, 2012 2:45 am

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.
Grognak
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Re: [MOD- WIP] USS Enterprise A

Postby Grognak » Thu Sep 20, 2012 4:43 am

Not bad! Although some of the doors are a little funky. :)
Natalie
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Re: [MOD- WIP] USS Enterprise A

Postby Natalie » Thu Sep 20, 2012 5:17 am

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
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Kieve
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Re: [MOD- WIP] USS Enterprise A

Postby Kieve » Thu Sep 20, 2012 5:53 am

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 ;)
curithwin
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Re: [MOD- WIP] USS Enterprise A

Postby curithwin » Thu Sep 20, 2012 8:57 am

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!
Zushii
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Re: [MOD- WIP] USS Enterprise A

Postby Zushii » Thu Sep 20, 2012 9:02 am

Sweet!

This looks really cool :D

I didn't think we would be having new ships this early.
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Natalie
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Re: [MOD- WIP] USS Enterprise A

Postby Natalie » Thu Sep 20, 2012 11:52 am

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
Natalie
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Re: [MOD- WIP] USS Enterprise A

Postby Natalie » Thu Sep 20, 2012 4:33 pm

bleh
Last edited by Natalie on Fri Oct 12, 2012 6:32 pm, edited 1 time in total.
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Kieve
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Re: [MOD- WIP] USS Enterprise A

Postby Kieve » Thu Sep 20, 2012 4:48 pm

The custom sounds intrigue me! That's very cool :D
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]
Natalie
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Re: [MOD- WIP] USS Enterprise A

Postby Natalie » Fri Sep 21, 2012 1:53 pm

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

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