Search found 20 matches

by CavemanX
Tue Oct 09, 2007 6:50 pm
Forum: Starshatter Modding Forum
Topic: I'm creating a ship editor for 3d studio max
Replies: 0
Views: 533

I'm creating a ship editor for 3d studio max

<r> It's been quiet lately. Milo is floating somewhere in space and I hadn't touched Starshatter in months. But then I had inspiration of creating tools for ship creation under 3ds max. I've been detailing the progress on <LINK link="http://starshattermods.com/forum/viewthread.php?forum_id=8&thread ...
by CavemanX
Mon Jul 16, 2007 11:30 am
Forum: Starshatter: The Gathering Storm
Topic: Ask for information
Replies: 13
Views: 525

RE: Ask for information

<t> I'm not really in need of any patches and loads of new features, Starshatter is already a tremendous one-man effort as it is. But I can't help but feel we're left alone here, Milo never posts anymore. Just to show he cares about his brainchild. Maybe he's burned out from all that work, I wouldn ...
by CavemanX
Mon Mar 19, 2007 1:43 pm
Forum: Starshatter: The Gathering Storm
Topic: The FoaS Ship Thread
Replies: 55
Views: 1358

RE: The FoaS Ship Thread

Professional, unique work! Can't really offer critiques or suggestions this early, though. Except "make more".
by CavemanX
Wed Feb 07, 2007 1:54 pm
Forum: Starshatter Modding Forum
Topic: I made a mod too!
Replies: 3
Views: 166

I made a mod too!

<r> This was not a serious mod project, but I'd figure I should at least show it here. I asked the users of the <LINK link="http://somethingawful.com"><s>[link=http://somethingawful.com]</s>Something Awful<e>[/link]</e></LINK> forums to pitch in ideas for a spaceship so that I could create it.<br ...
by CavemanX
Tue Jan 30, 2007 3:05 pm
Forum: Starshatter Modding Forum
Topic: 3D software
Replies: 10
Views: 476

RE: 3D software

I'm using 3DS Max 8 and OBJ format to export. You can run into a bunch of problems when exporting-importing, but I&nbsp;wrote a short guide so others can avoid the errors I made (link in my sig).
by CavemanX
Tue Jan 30, 2007 2:09 pm
Forum: Starshatter Modding Forum
Topic: Where can i download mods....
Replies: 22
Views: 700

RE: Where can i download mods....

Those are the sweetest&nbsp;spaceships I have seen in a while, quite original!
by CavemanX
Sun Jan 28, 2007 5:08 pm
Forum: Starshatter Modding Forum
Topic: The Cartel Mod Update
Replies: 72
Views: 4311

RE: The Cartel Mod Update

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Master_QG<br/>
<br/>
If you want to make an illumination map take only the glows from you orignal and black out the rest. I then change just the emissive map to a .dds file. ( I picked .dds because it was the smallest file size but you can use any graphic ...
by CavemanX
Sun Jan 28, 2007 10:29 am
Forum: Starshatter Modding Forum
Topic: The Cartel Mod Update
Replies: 72
Views: 4311

RE: The Cartel Mod Update

<r> These are not really the same layers you see in PSP: you need separate .jpg texture files for diffuse, spec, bump and glow.[/align]&nbsp;[/align]I wrote a small guide to materials in TGS:[/align]&nbsp;[/align]<LINK link="http://shmup.org/ss/materials.html"><s>[link=http://shmup.org/ss/materials ...
by CavemanX
Thu Jan 25, 2007 7:51 pm
Forum: Starshatter Modding Forum
Topic: Star Wars Ship Mod
Replies: 26
Views: 795

RE: Star Wars Ship Mod

<r> I tested it and it's like I described above -- only material names aren't important. The game continuously renders the MFD's and HUD into a texture called hud-512.pcx. I textured a cube with it and got a very unpractical heads-up display [:'(]<br/>
<br/>
This is how the texture is divided for ...
by CavemanX
Thu Jan 25, 2007 12:15 pm
Forum: Starshatter Modding Forum
Topic: Star Wars Ship Mod
Replies: 26
Views: 795

RE: Star Wars Ship Mod

<r> <QUOTE><s>[quote]</s>ORIGINAL: Badger343rd<br/>
what ties the avonics to the virtual cockpits???If we're to built dedicated pits with avionics,we need to know what files control the co-ordinates and separete it from the 2d view...ie...what tells the mfd that its connected to the mfd housing in ...
by CavemanX
Wed Jan 24, 2007 1:03 pm
Forum: Starshatter Modding Forum
Topic: TC's and editing and running files outside of the archive format
Replies: 2
Views: 159

RE: TC's and editing and running files outside of the archive format

<r> The key is to use the --filesys parameter to launch the game, like this:[/align]&nbsp;[/align]stars.exe --filesys[/align]&nbsp;[/align]You probably know how to use the command line or edit a shortcut. This parameter makes the game read files outside shatter.dat. For new custom content, you ...
by CavemanX
Wed Jan 24, 2007 12:24 pm
Forum: Starshatter Modding Forum
Topic: Star Wars Ship Mod
Replies: 26
Views: 795

RE: Star Wars Ship Mod

Badger -- What format do you have the model in? I could probably correct/texture it if you upload it to senduit.com/wikiupload.com or something.
by CavemanX
Mon Jan 22, 2007 8:55 am
Forum: Starshatter Modding Forum
Topic: Star Wars Ship Mod
Replies: 26
Views: 795

RE: Star Wars Ship Mod

Yeah, you should finish deffing one or two of them -- I guarantee it gives a burst of motivation to see your creations alive [;)][/align]
by CavemanX
Sat Jan 13, 2007 10:14 pm
Forum: Starshatter: The Gathering Storm
Topic: Subtitles ?
Replies: 9
Views: 219

RE: Subtitles ?

Yeah, there are news broadcasts, voice mails and such between the missions. The visuals are pretty simple: zooming around spaceships and planets. It really helps to bring out the story though.
by CavemanX
Fri Jan 12, 2007 8:48 am
Forum: Starshatter Modding Forum
Topic: Back in the Galaxy
Replies: 7
Views: 239

RE: Back in the Galaxy

The current mod archiver (http://www.starshatter.com/downloads.htm) can also extract .dat files.
by CavemanX
Thu Jan 04, 2007 7:13 pm
Forum: Starshatter Modding Forum
Topic: Star Wars Ship Mod
Replies: 26
Views: 795

RE: Star Wars Ship Mod

<r> That's really cool -- It's nice to see people modelling stuff themselves. These guys are also doing a (megalomaniac <E>:P</E>) Star Wars mod: <LINK link="http://www.xwavi.com/"><s>[link=http://www.xwavi.com/]</s>http://www.xwavi.com/<e>[/link]</e></LINK><br/>
<br/>
edit for a suggestion: You ...
by CavemanX
Wed Dec 27, 2006 5:31 pm
Forum: Starshatter Modding Forum
Topic: Are custom subsystems possible?
Replies: 1
Views: 141

Are custom subsystems possible?

<t> Like the thread title says, is it possible to define new subsystem designs? The original ones are in a sys.def and define what components for example a fusion reactor has. I tried to make my own sys.def and even place it in a /systems directory, but the game is not reading it.<br/>
I'm hoping ...
by CavemanX
Mon Dec 25, 2006 12:39 pm
Forum: Starshatter Modding Forum
Topic: Regarding weapons on ships
Replies: 5
Views: 219

RE: Regarding weapons on ships

<r> Apparently, there can be only four weapon groups/buttons.<br/>
<br/>
For your lasers, I can't check right now if multiple muzzles are supported. But you can define multiple weapons with the same group attribute, which is also the firing button label. Make sure your ship has enough power to ...
by CavemanX
Sun Dec 24, 2006 12:20 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

RE: How to use the existing models?

<r> No, it doesn't quite work that way. Let's say I have a newship.def that starts like this:<br/>

<CODE><s>[code]</s><i>
</i> SHIP

name:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Newship
display_name:&nbsp; Newship
class:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Fighter ...
by CavemanX
Sat Dec 23, 2006 4:25 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

How to use the existing models?

Is there a way to point to .mag or .pcx files inside the shatter.dat? This way I could add a tweaked version of some ship without extracting and including all the art in a new .dat.

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