Truly amazing guys. Really bring this ageing game up with modern times. congratz to all working on it (y).
Ice
Truly amazing guys. Really bring this ageing game up with modern times. congratz to all working on it (y).
Ice
Have you made new explosion effects ? eg, you may need to enter them in explosions.ini in the EFX folder.
just a thought
Brilliant, thanks alot
Could someone please re-upload the 3db exporter, link on first page says “You do not have access to this forum” or words to that effect.
Thanks in advance
Congratz on the new appointments, Im sure you`ll do us all proud and keep this game going as it should
Ice
Thats great Adoxa !!!
The equipdrag opens a lot of oppotunities, thx m8
Iceman
With the higher poly models, they can cause milkshape to crash anyway due to the amount of poly`s it is trying to deal with. Thats where multi part .cmp comes into it.
On a side note, I just had a quick look at the models you up`ed and noticed some of the textures are rectangular. FL only recognises SQUARE textures. Took me a while to find that out when my textures look rubbish in game but fine in max + milkshape. Just add a section of pure black(alpha) to the shortest side of the texture to make it up to a square.
Iceman
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Hi m8,
FL also uses cone emitter and a host of others but cone cube sphere are the most common.
Most of the lines in ALE are read in -
time , action or in the case of colours
time , R, G, B
some lines read time, action, time, action etc etc meaning at a certain time in the effect, the size will be blah, then at time x the effect will be bigger/smaller etc.
frequency is how many particles come out of the emitter.
pressure is how far those particles go away from the emitter
initial_particles is how many particles the effect starts with
in general (but not with all effects) each effect has a “general” basic appearence section and a specific appearence section(cone/cube etc)
Best way to find out what each one does is to change it and test it so trial and error as with most things. hope this helps a little.
Ice
[d]Like this idea alot. Just one question. does it work with negative values ?[/d] With a little infocard editing the Sheildmount could be named a “Weight Reduction Kit” or something like and improves the speed of the ship. hhmmm, lots of possibilities.
Ice
Edit - open your eyes Iceman, it says it in the first post :roll:
Arh, the “good old days”
Hi mates,
This is a question aimed at Why485 but hoping anyone maybe able to give the answer. Im currently trying to recreate the reverse thruster effect shown in a previous post and come up with a problem. With the engine powered up (not killed) everything works fine, the ship goes forward with the engine and reverse when thrusting. The problem I found was when the engine is killed, the thruster works as normal ie. it powers the ship forward. Is this a known problem ? Any advice would be appreciated.
Ice
Just to let you know guys as well that if you put the effect in loadout.ini , the effect name is fx_nomadwormhole
for example;
[Loadout]
nickname = ice_solar_06
equip = fx_nomadwormhole, HpRunningLight01
Cheers
Iceman
Hi peeps,
SolCommand, you know Im a massive fan of your work as we have discussed on Tekagis. Just wanted to share this with everyone to show how awesome these models can look in game
Keep up the good work buddy
Iceman