Ahhhh..... every day i learn more. Thanx a lot.There is a FOV variable in the vegasrike.config file the interior of bases can also have a separate FOV that i believe is controlled by the python script that generates it. Oh and
I have found this in the vegastrike.config file which can be found in the main vegatrek directory:
So this looks as if we have 90 degrees. I will have a look how it changes if i choose 60 degrees.<var name="fov" value="90.0"/>
<var name="aspect" value="1.333"/>
<var name="znear" value="4"/>
Well, as star trek starbases are huge and usually have hundreds of windows I suggest a window painted at the surface and a decent glowmap (have a look at some of the models in the units folder to see what i mean). You may have one or several docking bays, but thats up to you.Now another question: How (un)detailed should the models be? E.g. every window really a transparent surface with 'active' light, or only a window painted on the texture? I attach a rendered image of a model I made some time ago, when I just began with Blender. It's rather a phantasy base than a real class. I made it as a graphic for a story about a small scientific station called "Aslan". Oh, and I am aware that bases aren't yellow normally
http://hometown.aol.de/atreuter/raider.zipWell, Esgaroth, I don't know which pack it is, as I just use what can be downoaded from http://sourceforge.net/project/platform ... _id=191689.
Here you can download the first changes. I have changed the flight dynamics of the danube a bit (made it a bit more manoeuverable) and have added a new ship, the maquis raider. Just put the raider folder and the units.csv in the units folder and the faction_ships.py in the modules folder.
If there is no Hud image, you dont get the status of their shields etc. I am working on this.But what is most irritating, I do not have any readings about their state. Only "Theta Class/pirates"