drat u pontiac!
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drat u pontiac!
krud, u got there first. anyway, here's my prometheus
I'm was in the middle of putting in phaser banks and other various bumps n stuff when I saw pontiac's version guess I'll get to work on that ferengi D'Kora
I'm was in the middle of putting in phaser banks and other various bumps n stuff when I saw pontiac's version guess I'll get to work on that ferengi D'Kora
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once you finalize the model and make sure that the 3 subunits can each exist alone, playbalanced and all, I'll add a keystroke to enable vector attack mode
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Pesonally i like your model much better FlyingAce, especially because i haven't finished mine.... i started it some time ago, but i never got enough time to complete it.
When PeteyG mentioned in the forum he would love to see a prometheus model in his mod i sent it to him.
In my model you can see, that the alpha-part has an extension in the back. i haven't removed it, so i looks a bit different than it should like.
Also i haven't added any details to the model (bottom of the ship,warp-engines,...) .
The only thing i think it's better on mine is the bridge
Pontiac
PS:Glad the hard edges worked
When PeteyG mentioned in the forum he would love to see a prometheus model in his mod i sent it to him.
In my model you can see, that the alpha-part has an extension in the back. i haven't removed it, so i looks a bit different than it should like.
Also i haven't added any details to the model (bottom of the ship,warp-engines,...) .
The only thing i think it's better on mine is the bridge
Pontiac
PS:Glad the hard edges worked
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about playbalancing- The prometheus is basically the intrepid, except stronger, faster, and better. it has 18 phaser banks, 5 p-torps, and it very agile when it is separated. wheras intrepid has 13phasers and 4 p-torps. So it's kinda difficult to balance something that's inherently better on all aspects. however, when whole, the prometheus has 12 phasers and 2photon torps, so...
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The easiest way to do this is to give every ship his own/factions shield.FlyingAce wrote:yet another thing- how will shield meshes work? there would need to be seperate meshes for each section's shield and there would need to be another for when it's whole/
I think this is possible even with the last release.
Search for ShieldMesh in:
http://www.joeredcloud.com/kandarwiki/i ... tUnitFiles
EDIT: This thing with showing whole/part of the shield could be solved by makeing everything of the shield transpartent except for the region where the beam/whatever hits.
@hellcatv: is this possible
Pontiac
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the way the shield would work is that each section could have a shield mesh that covered its part of the ship.
then when all put together it'd line up
the only trick would be to make the texture fade out towards the 'seams' so that it wouldn't show that the bottom thing got hit and the top didn't
I could also make the shots less "bright" when they hit a particular part of the ship...that would make it light up less of the ship than it does now
then when all put together it'd line up
the only trick would be to make the texture fade out towards the 'seams' so that it wouldn't show that the bottom thing got hit and the top didn't
I could also make the shots less "bright" when they hit a particular part of the ship...that would make it light up less of the ship than it does now
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you can either make the phasers autotracking with direction near to where they would fire... then set the maxtrackingcone variable in the radar so that it doesn't fire at too wide an angle
otherwise you can make it on a turret and restrict the turet to a right arc
otherwise you can make it on a turret and restrict the turet to a right arc
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