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ST:BC Problems, Errors and Help
Bridge Commander not working? Dissapearing mods? Blank Screen of Death? Porblems with QBR, BCMP, foundation, or BCMI? In here!"

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Old May 24th, 2007   #11
CGI Rendering and Animation
 
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quote:

"Now the only question is, with KM 1.0 coming out soon, will I want to mod anything else before then"?

You can still release the mod before KM is and always make a version 2.0 or something later.
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Old May 25th, 2007   #12
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Huh?! Release it?! My friend, I am nowhere close to finishing this.:lol: And even if I were, there is protocol to consider. I'm taking bits and pieces of other people's ships and various other mods and putting them into one combined mod rebalanced by me. It's one thing to do that solely for your own personal Bridge Commander game, it's quite another to make that mod public without asking permission of the guys who do the really hard work of modeling, texturing, and programming new gameplay elements. That stuff is way beyond my talents. Without the efforts of those modding gods, I wouldn't be able to do anything at all. Basically, this is just a rebalance of KM 0.9 with a whole bunch of extra ships, particularly from the TMP era. The biggest visual difference from KM 0.9 is in the TGL work. That is an element many modders neglect, and I think I have something to offer in that department.

If I were to actually release this at some future date, I would do so via Defiant and the other major players behind the KM project - meaning I would want them to approve my work before going public. It's their mod. But I'm getting ahead of myself. That's still many months away.

(and we're getting off-topic here)
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Old May 25th, 2007   #13
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I must have misunderstood you. I thought you meant you were making this from scratch and that having them complete when released was the decisive factor, not permission from original authors.(something you should always get)

Last edited by MScott; May 25th, 2007 at 09:14 PM. Reason: I was'nt paying attention...
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Old May 27th, 2007   #14
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Thumbs up Torpedo Script structure

The Torpedo colours are 4 values between 0 and 1, in the order RED GREEN BLUE ALPHA
Alpha set the transparenty 0 is transpaent
the following creats the torpedo
pTorp.CreateTorpedoModel(
Core Texture,
Core Colour,
Core Mim Radius (I Think),
Core Max Radius (I Think),
Glow Texture,
Glow Colour,
Glow radius (I Think),
Glow Fluxation (I Think),
Glow Fade Rate (I Think),
Flare Texture,
Flare Colour,
Number of Flares,
Flare Length,
Flare Radius or Diameter, possibly width)

The best way to work it out is to change one value at a time by a large amount and see what happens.
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Old May 27th, 2007   #15
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A lot of torpedoes, phasers, shields etc. set the color value from 0.0 to 255.0 for the RBGA entry. While I've seen 0 to 1 as the range, I have'nt seen it as often.
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