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 Forum: Freelancer Tutorials   Topic: Magic Number 2, making fields show in mission statements

Posted: Fri May 18, 2012 5:09 pm 

Replies: 12
Views: 13278


Excuse the gravedig on this. Working on a vanilla based mod, so far added in two new asteroid fields that have missions in them. Applied the info in this excellent tutorial and it still won't show the the asteroid field names. Now i know this all works in my other TC mod, so it's not the information...

 Forum: General   Topic: Turret turn rates

 Post subject: Turret turn rates
Posted: Sat Apr 21, 2012 2:02 am 

Replies: 0
Views: 7501


Don't know if this has been discussed before but here's something i randomly found out while testing a new ship with a massive turret on it. I wanted to get it so the turret would turn really slowly due to its size and weight on the model. All it did was turn quickly like a normal turret. I then dec...

 Forum: General   Topic: Things that go boom...

 Post subject: Re: Things that go boom...
Posted: Mon Apr 09, 2012 1:19 am 

Replies: 6
Views: 5126


The torp effects are the only addon effect taken from Why485's effects pack. The explosions on the other ships are made with custom fuses which are really not that hard to do. As to the nomad explosions, they are all standard. No idea why they are not used for the ships in game, but they look a lot ...

 Forum: General   Topic: Things that go boom...

 Post subject: Re: Things that go boom...
Posted: Sun Apr 08, 2012 9:10 am 

Replies: 6
Views: 5126


@RECON Regarding the music, you are clearly a man of taste :D Regarding bloom, do you mean the torpedo effect or actual bloom effect? Only reason i ask is because there isn't any bloom in the mod. I do however add various visual effects through my gfx card and force it on FL, like 16x anti alias for...

 Forum: General   Topic: Things that go boom...

 Post subject: Things that go boom...
Posted: Fri Apr 06, 2012 10:16 am 

Replies: 6
Views: 5126


Here are some new explosions i've been working on for my new Genesis mod.

http://www.youtube.com/watch?v=hQzNtXfM ... e=youtu.be

I suggest watching the video in HD on Youtube and fullscreen to get the desired effect

 Forum: General   Topic: Typhoon VHF

 Post subject: Typhoon VHF
Posted: Sun Mar 18, 2012 2:40 am 

Replies: 2
Views: 4008


http://i5.photobucket.com/albums/y155/Wargibbon/Genesis/Typhoon.jpg Angryfly ships collection: http://www.turbosquid.com/Search/Artists/Angryfly Seeing as i like his ships so much, i found a freebie to get the ball rolling which i've called the Typhoon. It's completely ready to go, just download it...

 Forum: General   Topic: Elite Dodo Station

 Post subject: Re: Elite Dodo Station
Posted: Sun Mar 18, 2012 2:37 am 

Replies: 4
Views: 4196


Thanks guys

 Forum: General   Topic: Elite Dodo Station

 Post subject: Elite Dodo Station
Posted: Thu Mar 15, 2012 12:29 pm 

Replies: 4
Views: 4196


For those of you that remember ELITE, here's a little something i put together. Model and textures by Griff, FL conversion by me

http://www.youtube.com/watch?v=UsPsgE6JSqA

 Forum: General   Topic: New tradelane model

 Post subject: New tradelane model
Posted: Sun Mar 11, 2012 11:43 am 

Replies: 3
Views: 4940


Original model by JSNCalif. Used some of his ships for years as i've always liked his models, and he released this one yesterday. I had to rebuild it from scratch as he made it very square which meant the tradelane FX didn't work properly, so i realigned it all and now it's as it should be. http://w...

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Sat Mar 10, 2012 11:36 am 

Replies: 10
Views: 8011


I wouldn't worry about any credit here Robo as this has been discussed to death on numerous forums from TLR to Starport and many others. WTS do a string of custom engines themselves in their mod, there's some piccies on Starport somewhere that F!R posted a long time ago. I've simply been too lazy to...

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Sat Mar 10, 2012 7:06 am 

Replies: 10
Views: 8011


Ended up with 15 different engines comprised of all the tachyon gun fx which are excellent for engines, so that will add some variety for sure. Some of them you have to define in effects ini as completely new as they were never put in there, even though the effect exists in the engines_ale.ini

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Fri Mar 09, 2012 3:12 pm 

Replies: 10
Views: 8011


Depends how you look at it. As we all know there are many unused effects in FL, mostly weapons but there are quite a few others. Now it's also possible to add weapon effects to engines, you just need to be sure you add the right ones as some look really silly. The one i've used is from an unused kus...

 Forum: General   Topic: New engine effects

 Post subject: New engine effects
Posted: Fri Mar 09, 2012 1:10 pm 

Replies: 10
Views: 8011


http://www.youtube.com/watch?v=V6o7Dp7rbEo&feature=youtu.be A little something i put together. A few other people have messed with this concept of adding weapon effects for engines. This is one of the many unused weapon effects lurking in the FL main code used for an engine The youtube code does...

 Forum: The UnderVerse   Topic: Underverse 2.27 NPC BS Encounter Sneak Peek

Posted: Wed Feb 22, 2012 2:34 am 

Replies: 6
Views: 8077


I can understand the logic of that, but visually i can't get to grips with it. Goes against the grain for me, as i think capships should have big explosions, but that's just me. I've been making them much bigger with my project, even found a load of proper nomad explosions lurking in the code i've a...

 Forum: The UnderVerse   Topic: Underverse 2.27 NPC BS Encounter Sneak Peek

Posted: Tue Feb 21, 2012 5:12 pm 

Replies: 6
Views: 8077


You going to sort out the explosions? As in make them nice and big? Some custom fuses and modified explosions should sort those
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