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Armada Tactical Assault

This is a discussion on Armada Tactical Assault within the ST:A2 Modding, Mapping and Editing forums, part of the Star Trek: Armada II category; I've never liked how the Borg are portrayed, at least, how they appear. Why does nobody include Lightmaps on The ...

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  #81  
Old February 6th, 2008
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Default Re: Armada Tactical Assault

I've never liked how the Borg are portrayed, at least, how they appear.

Why does nobody include Lightmaps on The Borg? In theory, the only part of a Borg ship we should see in the dark, is the Green Glow, yet on every project that has them, we see everything.

Everything looks good, don't get me wrong, I just think the Borg should have lightmaps / alpha channels too.
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  #82  
Old February 6th, 2008
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Default Re: Armada Tactical Assault

I agree, I've done it in my game, since all my borg units use the same texture, I just added lightmaps to the green sections. It improved the look of them a lot imo.
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  #83  
Old February 6th, 2008
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Default Re: Armada Tactical Assault

Is that a Cube and intercepter?
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  #84  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

release date for part 1 of mod is 24th this month

Spoiler:
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  #85  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Wow that was fast, I love that Tactical Cube. Looking forward to the release
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  #86  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Yes, yes! I can't wait.
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  #87  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Quote:
Originally Posted by Tycoon View Post
I've never liked how the Borg are portrayed, at least, how they appear.

Why does nobody include Lightmaps on The Borg? In theory, the only part of a Borg ship we should see in the dark, is the Green Glow, yet on every project that has them, we see everything.

Everything looks good, don't get me wrong, I just think the Borg should have lightmaps / alpha channels too.
My Borg have alpha channels, its the only way to go, lol.

EO
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  #88  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Quote:
Originally Posted by Epytron_Omega View Post
My Borg had alpha channels, its the only way to go, lol.
As they should.
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  #89  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Yacuzza...ever since i installed your new explosions..i've been having these unexplained crashes...now I haven't added any new weapons or ships...and i can't narrow down where the problem is. Have you experienced any problems with the explosions? I'll show you my explosions.spr file if I have to...


**********************************************

sprite_table
##### Explosion Sprites #####
## SPRITE DEFINITIONS ##
# @reference=texture size in pixels from which the u,v,w, and h values
# were measured. This value will effect all subsequent textures until
# a different value is specified.
# texture cutsize and animation
@reference=128
@tmaterial=additive
bigorange Xcritical01 0 0 32 32 @anim=tex4x4_1.1
sparkball1 Xcritical06 0 0 32 32 @anim=tex4x4_1.3
sparkball2 Xcritical07 0 0 32 32 @anim=tex4x4_1.5
## Added by Elrond:
shldhit01 xshldx01 0 0 32 32 @anim=shieldanim
shldhit02 xshldexp 0 0 32 32 @anim=tex4x4
#---------------------------------------------------------
# NanoFX Explosions Norm Cardasian & Federation *********
#---------------------------------------------------------
@reference=128
@tmaterial=additive

@reference=256
@tmaterial=additive
Explosion4Norm Explosion4Norm 0 0 64 64 @anim=tex4x4_1.1
Explosion5Norm Explosion5Norm 0 0 64 64 @anim=tex4x4_1.1
Explosion7Norm Explosion7Norm 0 0 64 64 @anim=tex4x4_1.1
Explosion8Norm Explosion8Norm 0 0 64 64 @anim=tex4x4_1.1
Explosion9Norm Explosion9Norm 0 0 64 64 @anim=tex4x4_1.1
@reference=512
@tmaterial=additive
Explosion1Norm Explosion1Norm 0 0 128 128 @anim=tex4x4_1.1
Explosion3Norm Explosion3Norm 0 0 128 128 @anim=tex4x4_1.1
Explosion6Norm Explosion6Norm 0 0 128 128 @anim=tex4x4_1.1
Explosion10Norm Explosion10Norm 0 0 128 128 @anim=tex4x4_1.1
Explosion2Norm Explosion2Norm 0 0 128 128 @anim=tex4x4_1.1
Explosion11Norm Explosion11Norm 0 0 128 128 @anim=tex4x4_1.1
@reference=1024
@tmaterial=additive

#--------------------------------------------------------------------------------
@sprite_node Explosion1Norm Explosion1Norm explode1.1 (432,372) (1,1,1) billboard
@sprite_node Explosion1NormA Explosion1Norm explode1.1 (332,272) (1,1,1) billboard
@sprite_node Explosion2Norm Explosion2Norm explode1.1 (580,510) (1,1,1) billboard
@sprite_node Explosion3Norm Explosion3Norm explode1.1 (350,310) (1,1,1) billboard
@sprite_node Explosion4Norm Explosion4Norm explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion5Norm Explosion5Norm explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion6Norm Explosion6Norm explode1.1 (372,312) (1,1,1) billboard
@sprite_node Explosion7Norm Explosion7Norm explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion8Norm Explosion8Norm explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion9Norm Explosion9Norm explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion10Norm Explosion10Norm explode1.5 (102,102) (1,1,1) billboard
@sprite_node Explosion11Norm Explosion11Norm explode1.1 (500,500) (1,1,1) billboard
@sprite_node Explosion4NormA Explosion4Norm explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion5NormA Explosion5Norm explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion6NormA Explosion6Norm explode1.1 (230,230) (1,1,1) billboard
@sprite_node Explosion7NormA Explosion7Norm explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion8NormA Explosion8Norm explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion9NormA Explosion9Norm explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion10NormA Explosion10Norm explode1.5 (70,70) (1,1,1) billboard
@sprite_node Explosion1NormB Explosion1Norm explode1.1 (432,372) (1,1,1) billboard
@sprite_node Explosion2NormB Explosion2Norm explode1.1 (580,510) (1,1,1) billboard
@sprite_node Explosion3NormB Explosion3Norm explode1.1 (550,510) (1,1,1) billboard
@sprite_node Explosion6NormB Explosion6Norm explode1.1 (372,312) (1,1,1) billboard
@sprite_node Explosion10NormB Explosion10Norm explode1.5 (152,152) (1,1,1) billboard
#--------------------------------------------------------------------------------
#---------------------------------------------------------
# NanoFX Explosions Green Borg **************************
#---------------------------------------------------------
@reference=128
@tmaterial=additive

@reference=256
@tmaterial=additive
Explosion4Gre Explosion4Gre 0 0 64 64 @anim=tex4x4_1.1
Explosion5Gre Explosion5Gre 0 0 64 64 @anim=tex4x4_1.1
Explosion7Gre Explosion7Gre 0 0 64 64 @anim=tex4x4_1.1
Explosion8Gre Explosion8Gre 0 0 64 64 @anim=tex4x4_1.1
Explosion9Gre Explosion9Gre 0 0 64 64 @anim=tex4x4_1.1
@reference=512
@tmaterial=additive
Explosion1Gre Explosion1Gre 0 0 128 128 @anim=tex4x4_1.1
Explosion3Gre Explosion3Gre 0 0 128 128 @anim=tex4x4_1.1
Explosion6Gre Explosion6Gre 0 0 128 128 @anim=tex4x4_1.1
Explosion10Gre Explosion10Gre 0 0 128 128 @anim=tex4x4_1.1
Explosion2Gre Explosion2Gre 0 0 128 128 @anim=tex4x4_1.1
@reference=1024
@tmaterial=additive

#------------------------------------------------------------------------------
@sprite_node Explosion1Gre Explosion1Gre explode1.1 (432,372) (1,1,1) billboard
@sprite_node Explosion1GreA Explosion1Gre explode1.1 (332,272) (1,1,1) billboard
@sprite_node Explosion2Gre Explosion2Gre explode1.1 (580,510) (1,1,1) billboard
@sprite_node Explosion3Gre Explosion3Gre explode1.1 (350,310) (1,1,1) billboard
@sprite_node Explosion4Gre Explosion4Gre explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion5Gre Explosion5Gre explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion6Gre Explosion6Gre explode1.1 (372,312) (1,1,1) billboard
@sprite_node Explosion7Gre Explosion7Gre explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion8Gre Explosion8Gre explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion9Gre Explosion9Gre explode1.1 (130,130) (1,1,1) billboard
@sprite_node Explosion10Gre Explosion10Gre explode1.5 (102,102) (1,1,1) billboard
@sprite_node Explosion4GreA Explosion4Gre explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion5GreA Explosion5Gre explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion6GreA Explosion6Gre explode1.1 (230,230) (1,1,1) billboard
@sprite_node Explosion7GreA Explosion7Gre explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion8GreA Explosion8Gre explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion9GreA Explosion9Gre explode1.1 (60,60) (1,1,1) billboard
@sprite_node Explosion10GreA Explosion10Gre explode1.5 (70,70) (1,1,1) billboard
@sprite_node Explosion1GreB Explosion1Gre explode1.1 (632,572) (1,1,1) billboard
@sprite_node Explosion2GreB Explosion2Gre explode1.1 (780,710) (1,1,1) billboard
@sprite_node Explosion3GreB Explosion3Gre explode1.1 (650,610) (1,1,1) billboard
@sprite_node Explosion6GreB Explosion6Gre explode1.1 (572,512) (1,1,1) billboard
@sprite_node Explosion10GreB Explosion10Gre explode1.5 (252,252) (1,1,1) billboard
#------------------------------------------------------------------------------
#---------------------------------------------------------
# Explosion Light ************************
#---------------------------------------------------------
@reference=512
@tmaterial=additive
efect_glow3 efect_glow3 0 0 128 128 @anim=tex4x4_1.1
efect_glow4 efect_glow4 0 0 128 128 @anim=tex4x4_1.1
#------------------------------------------------------------------------------
@sprite_node liexplod1 efect_glow3 explode1.1 (350,350) (0.55,0.45,0) billboard
@sprite_node liexplod2 efect_glow3 explode1.1 (900,900) (0.55,0.45,0) billboard
@sprite_node liexplod3 efect_glow3 explode1.1 (850,850) (0.55,0.45,0) billboard
@sprite_node liexplod4 efect_glow3 explode1.1 (650,650) (0.55,0.45,0) billboard
@sprite_node liexplod5 efect_glow3 explode1.1 (600,600) (0.55,0.45,0) billboard
@sprite_node liexplod6 efect_glow3 explode1.1 (200,200) (0.55,0.45,0) billboard
@sprite_node liexplod7 efect_glow4 explode1.1 (350,350) (0,0.55,0) billboard
@sprite_node liexplod8 efect_glow4 explode1.1 (900,900) (0,0.55,0) billboard
@sprite_node liexplod9 efect_glow4 explode1.1 (850,850) (0,0.55,0) billboard
@sprite_node liexplod10 efect_glow4 explode1.1 (650,650) (0,0.55,0) billboard
@sprite_node liexplod11 efect_glow4 explode1.1 (600,600) (0,0.55,0) billboard
@sprite_node liexplod12 efect_glow4 explode1.1 (200,200) (0,0.55,0) billboard
#------------------------------------------------------------------------------
# @sprite_node name sprite animation (width,height) (r,g,b)
# RGB Colour values range from 0 (none) to 1.0 (full intensity)
#exposion sprite nodes
## Added by Elrond:
@sprite_node shldhit shldhit01 explode1.1 (35,35) (1,1,1) //billboard
@sprite_node shldexp shldhit02 fade4 (5,5) (1,1,1) billboard
@sprite_node critical2 shldhit01 explode1.3 (35,35) (1,1,1) billboard
@sprite_node critical3 shldhit01 explode1.3 (35,35) (1,1,1) billboard
@sprite_node critical4 shldhit01 explode1.3 (35,35) (1,1,1) billboard
@sprite_node critical5 shldhit01 explode1.3 (35,35) (1,1,1) billboard
@sprite_node critical6 shldhit01 explode1.5 (35,35) (1,1,1) billboard
@sprite_node critical7 shldhit01 explode1.5 (35,35) (1,1,1) billboard
@sprite_node critical8 shldhit01 explode1.5 (35,35) (1,1,1) billboard
@sprite_node critical1 bigorange explode1.1 (40,40) (1,1,1) billboard

******************************************

so there we are...if you see any errors..let me know so I can change them...
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  #90  
Old February 7th, 2008
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Default Re: Armada Tactical Assault

Sisko, I just checked the same files and I get CTD aswell, but it's the strangest thing, it only happens when the 4th or 5th ship blows up, I will take a good look when I get some time.
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