Final Frontier 1.18 (Website and first FF-map released)
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The outgrowths are engines... and personally I would like to reserve design control for TLL for the time being... Im not gone, just got X3 the reunion and have been playing that extensively (it is addicting)... Ive also felt as though I was phased out of the decision making process here anywho.. which is one reason I havent payed much attention..
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
how can you work on 3do files? Which program do you use? I m not able to model a 3do file. Only texturing and scaling is possible with 3do builder here 
btw nice :)
ah and i have made another ship completely new and i tried to create it more like a normal arm ship.

does it look bad too?
Edit: Engines reduced a bit and sme different textures

btw nice :)
ah and i have made another ship completely new and i tried to create it more like a normal arm ship.
does it look bad too?
Edit: Engines reduced a bit and sme different textures
Last edited by Optimus Prime on 02 Feb 2006, 12:43, edited 3 times in total.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Ok here is the first ig test...

now i have only one problem left: I want to give it an inaccuracy, but that doesnt works. I removed guidance and tracking ability, but it still hits exactly the point it attacks...
Does anyone know how to fix that?
here is the weapontag:

now i have only one problem left: I want to give it an inaccuracy, but that doesnt works. I removed guidance and tracking ability, but it still hits exactly the point it attacks...
Does anyone know how to fix that?
here is the weapontag:
[Orion]
{
ID=173;
name=Tactical nuclear missiles;
rendertype=1;
model=rocket;
lineofsight=1;
turret=0;
vlaunch=1;
range=2800;
reloadtime=0.8;
weapontimer=2;
flighttime=5;
weaponvelocity=450;
startvelocity=300;
weaponacceleration=150;
turnrate=30000;
areaofeffect=180;
soundtrigger=1;
propeller=1;
energypershot=0;
metalpershot=20;
noautorange=1;
burnblow=1;
tolerance=1000;
pitchtolerance=1000;
accuracy=2000;
soundstart=longbow;
soundhit=bang2;
firestarter=70;
tracks=0;
selfprop=0;
shakemagnitude=5;
shakeduration=.2;
twophase=0;
guidance=0;
explosiongaf=fx;
explosionart=nuke1;
waterexplosiongaf=fx;
waterexplosionart=nuke1;
lavaexplosiongaf=fx;
lavaexplosionart=nuke1;
startsmoke=1;
smokedelay=.1;
smoketrail=1;
[DAMAGE]
{X}
}
-
- Posts: 327
- Joined: 09 Apr 2005, 11:40
Zoombie: The Longbow fires FORWARD. It is direct-fire, making it a front-line ship.... any of your own ships in front of it will get hit by it, or it won't fire, one or the other. The New Arm Ship here is INDIRECT FIRE so it can sit behind the lines and shoot OVER your ships.
I like both the models. If anything Smoth's looks more Core and Optimus' looks more Arm.
I like both the models. If anything Smoth's looks more Core and Optimus' looks more Arm.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
i like this one for core more (actual Name: Devastator):

just some *thoughts*:
making this unit as big as the piledriver and nearly as strong as it or
giving core a lvl 4 yard where they can build piledriver and this one
(with some more weapons) or making this unit a medium-big unit.
note that at the moment there is nothing clear about which unit will be
implemented and which not. I m just testing my modelerskills and learn
how to implement those units into the game.
ok here is a first ig screen. On this scene it was nearly as strong as 2 piledrivers...

just some *thoughts*:
making this unit as big as the piledriver and nearly as strong as it or
giving core a lvl 4 yard where they can build piledriver and this one
(with some more weapons) or making this unit a medium-big unit.
note that at the moment there is nothing clear about which unit will be
implemented and which not. I m just testing my modelerskills and learn
how to implement those units into the game.
ok here is a first ig screen. On this scene it was nearly as strong as 2 piledrivers...

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
ok i nearly finished all the work on that monster :)
you will need to build a BIG shipyard for that BIG ship
it is now fully armed with:
3 x Antifighetr Flak Guns
6 x Mounted Antimatter-Blaster
2 x Small Nuclear Missile Launcher
(of course the missiles reload correctly - that cost me half the day
)
I think thats enough for the beginning of a massacre
here is an actual screenshot:

you will need to build a BIG shipyard for that BIG ship
it is now fully armed with:
3 x Antifighetr Flak Guns
6 x Mounted Antimatter-Blaster
2 x Small Nuclear Missile Launcher
(of course the missiles reload correctly - that cost me half the day

I think thats enough for the beginning of a massacre

here is an actual screenshot:

- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05