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Re: Battlestar Galactica
Posted: 10 Feb 2008, 13:21
by daan 79
somethings that came in handy. Just to check if i say that when adding a tag like laserbeam this means spring will automaticully add a fx to thins and demands a texture defined in resources and also a texture files. I try to understand that noweapon means all get overrided. { the codes between thse things } i wunders. Could those codes be other orderd by placing on code earlier in the file than others. Also with the fbi BrakeRate=0.6;
Acceleration=4;
MaxVelocity=17;
turnRate=450;
CruiseAlt=250;
wantedHeight=250;
maxHeightDif=125;
Is this order just to keep one cronology or is it just random,
greetz daan
Re: Battlestar Galactica
Posted: 10 Feb 2008, 13:22
by AF
Maybe this is a stupid question but what about the two .h files.
Tx for expainetary Argh. I heard about those two .h files but i might read it up somewhere. Besides this ihave a raider that doesnt wanna show himself. Normally it should be seen in game with the textures i worked with. Noting changed same alpha. Could this have to do with the way i saved the model in upspring? this reminds me of the need of invisible features on the map. Means make a device that can read the nutural unit and maybe capture it for own use. That was just an idea.
Testing the bin thingy
No mortally wounding insult was intended
Re: Battlestar Galactica
Posted: 10 Feb 2008, 13:27
by daan 79
AF you make me smile you bite on everything :D
forgive me for my strange humor
Re: Battlestar Galactica
Posted: 10 Feb 2008, 18:32
by Argh
Um, sorry for the length, I figured it was more likely to be read by everybody who might actually need this code if it was posted in full view.
Also with the fbi BrakeRate=0.6;
Acceleration=4;
MaxVelocity=17;
turnRate=450;
CruiseAlt=250;
wantedHeight=250;
maxHeightDif=125;
Is this order just to keep one cronology or is it just random,
I just do it in that order, and mark it off so that it's obvious it's special code, because it makes it easier to maintain.
Just to check if i say that when adding a tag like laserbeam this means spring will automaticully add a fx to thins and demands a texture defined in resources and also a texture files.
If you have something defined in your [SFXTypes]{}, then a valid Custom Explosion Generator must exist in your Gamedata/Explosions file, or Spring will fail to load the Unit. And any CEGs should refer to textures that are named in Resources.tdf, yes.
Re: Battlestar Galactica
Posted: 15 Feb 2008, 18:52
by daan 79
http://cuneiforme.nl/phpBB3/viewforum.php?f=3
here is our new forum since we wanted some stuff to be only for moddephelopers. This forum is gonna function more as dephelopment. ANyway if ya willing to look around i got a pasword and so does the #2003 channel
Re: Battlestar Galactica
Posted: 15 Feb 2008, 19:53
by smoth
I could have given you a section and even given you control of a user group that could have rights to see it.
Re: Battlestar Galactica
Posted: 15 Feb 2008, 20:30
by daan 79
oh and i needed a site and a pirosite so it was just better this way. But i still am very happy for the time you provided me a topic smoth. I really had use of it and i think now i will just use this forum for polywars and texture and script teasesions the other treasds will still be used for making anouncements.
greetz daan
Re: Battlestar Galactica
Posted: 23 Feb 2008, 00:21
by daan 79
hello,
It seems we are a bit stuck. We thought we would figure out a way to get easy the units in game.
We did most of that part well but the textures need some work.
Somehow i know spring handles tga to be flipped to get good texture.
We converted the texture in dds and that didnt solve the problem.
http://cuneiforme.nl/phpBB3/viewtopic.php?f=3&t=2
here is a tread about this isseu. I not sure but from what i could make up from Wisse's post he tried to flip textures all ways.
As you will see when reading the forum the model for basestar consist out two same objects, so it might uses textures twise.
This is my so far conclusion and you probelly understand is getting us nowhere. Besides the battlestar isnt maybe using
symmetry to use more uvmap to keep possible resulution higher. Well any input is very welcome. good weekend.
Daan
Re: Battlestar Galactica
Posted: 22 Apr 2008, 17:44
by daan 79
http://www.cuneiforme.nl/piro/index2.html
We will still come maybe after 40 year off silence :D
Re: Battlestar Galactica
Posted: 26 Apr 2008, 14:51
by daan 79
hi
I want to lift this mod off the noob level. So if ther are skilled cobbers out ther or scripters give me a call when you are in communication range.
Finally the concept of gameplay as been written down. The humans fleet is almost come to full fleet, textured and s3o format. Units pics added.
For next stage i think a small group of dephelopers could start getting the nuggets to real pilots. Wether to use gunship tag or fighter tags on fighters.
Some techinical questions at last. Is the resurrection range of a ressurection unit limited? Can vessels be set to be in formation when not attacked?
Greetz
Re: Battlestar Galactica
Posted: 27 Apr 2008, 14:35
by daan 79
well if anyone wanting to see this happen let me know i could hand it over i think this is not wanted or not happening
Re: Battlestar Galactica
Posted: 30 Apr 2008, 11:13
by Gota
Its a shame after all this work.
Spring lacks a very good nice looking space game.
Re: Battlestar Galactica
Posted: 30 Apr 2008, 18:32
by SinbadEV
I think it looks awesome, I just can't help.
Re: Battlestar Galactica
Posted: 30 Apr 2008, 20:19
by smoth
Dude, no you should keep going, what is your current roadblock?
Re: Battlestar Galactica
Posted: 01 May 2008, 01:13
by daan 79
hi
Todo
A lot testing with space combat(fighter-fighter)(fighter-big ship)
Lua scripts for jump reps, mining astroids, and drone script.
Lua objects(astroids,radiation) on maps(syporv2 mine that exclude me)
Gui design to select fast certain units/weapons
Probelly alot of addeting o the units and textures we have in svn
Model some mines, beacon's and ressurectionship.
crazy ideas about fueling
Crazy ideas about resurrectionship
Making the bos and cob scripts
Getting test rounds around by spreading a beta
I am not sure if any finds it fun to contribute to this. If so you see it kinda is a win win situation.
The progress so far with some luck with some textures:

Re: Battlestar Galactica
Posted: 06 May 2008, 11:14
by daan 79
http://pastebin.com/d3cc73ea4
This script almost runs, but it still got an error in line 16.
unexpected indentifier body
Last time i had an error it was because i didnt add piece befor e the list of pieces in the object. This really makes me wunder whats wrong now.
Those info in the script is very handy argh tx.
Re: Battlestar Galactica
Posted: 06 May 2008, 11:24
by daan 79
A tx to kdr i found the bug
Ther should be piecenum= be ther since otherwise its no command
Re: Battlestar Galactica
Posted: 06 May 2008, 15:13
by SpikedHelmet
The Battlestar texture needs a lot more contrast; it looks like a dark grey blob even close up.
http://www.shipschematics.net/bsg/image ... actica.jpg
See, there's lots of detail that needs to have better, brighter lighting.
Re: Battlestar Galactica
Posted: 06 May 2008, 18:28
by daan 79
today i tried to make a fbi. I made soem empty pieces in the model. Adn the bos and cob are i think in place.
The s3o structure is like this.
Body
-middle
-flare_l
-flare_r
I tried to make a working fbi of what argh gave me some time ago to experiment.
http://pastebin.com/d251f2aa1 ofcource i changed the unit names and i added a line with Side: Humans. But the script soemhow isnt in order to work.
Than i had soem more questions about those weapons and fxes. The ones in that script for i recall should all have a tdf file to work right? Also ther should be implimented a few bitmaps to also let the stuff work.
If non of those files are present does the model still load?
greetz Daan
Re: Battlestar Galactica
Posted: 06 May 2008, 23:08
by daan 79
Yes the uv map of the battlestar is borked somehow. I made from 3 models one model. And there are also 3 fitting textures. Today i tried to uvmap the galactica. Somehow spring and upspring do very strange things to the uvmap. Its like all the uvmap get projected 20 times on the model.
Anyway if ther are some ppl that wanna give it a try we have some textures you could use. ITs just that the model needs a new uvmap and the textures should be reapplied.