Search found 27 matches

by Miguel
Wed Jul 27, 2005 3:27 am
Forum: Tech Support
Topic: weird crashes
Replies: 1
Views: 92

weird crashes

<r> Having problem with weird crash, when my ship gets hit by weapons fire. Game crashes, have narrowed down to weapons entries highlighted in attached def file. seems to be ok if I remove entries.<br/>
<br/>
<br/>
<br/>
SHIP<br/>
name: "Whitestar"<br/>
display_name: "AWS"<br/>
class ...
by Miguel
Sat Jul 23, 2005 4:15 pm
Forum: Starshatter Modding Forum
Topic: sound def variables
Replies: 1
Views: 110

sound def variables

Does anyone know of any new variables to define sounds.
such engine sounds and the sheild hit sounds.
by Miguel
Sat Jul 02, 2005 7:33 pm
Forum: Starshatter Modding Forum
Topic: magic 2.0
Replies: 0
Views: 129

magic 2.0

Anyone have a clue on when magic 2.0 will be available.
by Miguel
Sat Jun 25, 2005 4:36 pm
Forum: Starshatter Modding Forum
Topic: Baked textures
Replies: 0
Views: 111

Baked textures

<t> Until magic 2.0 surfaces, I was wondering if anyone knew how to the setup required for magic to import meshes with baked turtures.<br/>
attempting to get as much texture into the program as possible. Magic seems to be unable to allow same level of texture layers as 3dsmax.<br/>
<br ...
by Miguel
Thu May 05, 2005 2:23 am
Forum: Tech Support
Topic: Texture issues
Replies: 2
Views: 92

Texture issues

<t> Noticed that shields on my ships are now way off, transparency and texture allignment wrong.<br/>
ships that had non speculative areas of hull now reflect light from everything. Looks terrible, performance issues with higher poly items now arising, running radeon 9700 on 1.6 ghz P4. maybe not ...
by Miguel
Sun Apr 03, 2005 7:15 pm
Forum: Starshatter Modding Forum
Topic: Gravity
Replies: 0
Views: 88

Gravity

Anyone know how to define gravity values. Like in Janek Station, know it exists but I can't find it.
thanks
by Miguel
Tue Mar 29, 2005 4:37 am
Forum: Starshatter Modding Forum
Topic: Beam Weapon issues.
Replies: 4
Views: 139

Beam Weapon issues.

<t> Having trouble with AI, using mod beam weapon.<br/>
Ship keeps flying around and won't hit ship with beam weapon. Just circles ship and fires.<br/>
here def for weapon. Appreciate any help.<br/>
<br/>
WEAPON<br/>
beam: { <br/>
name: "Phaser Array",<br/>
group: "Phaser",<br/>
target_type ...
by Miguel
Tue Mar 22, 2005 9:15 am
Forum: Starshatter Modding Forum
Topic: Fighter AI engagement
Replies: 1
Views: 129

Fighter AI engagement

<t> Marvelous day to all. Wondering if anyone can help me. Notice in b5 mod that minbari fighters use their weapons on cap ships.<br/>
Have not been able to do that with my own mod weapons, AI retreats. Anyone have any information that help me solve this problem.<br/>
Greatly Appreciated. good day ...
by Miguel
Mon Mar 14, 2005 8:07 am
Forum: Starshatter Modding Forum
Topic: hyperdrives?
Replies: 12
Views: 480

hyperdrives?

I've been searching around, but I can't seem to find any specific data on the difference between (quantum) and (hyperdrive).
Confused by the lack of detailed information. Anyone out there know of this drive type?
Thank you for your insight in advance.
by Miguel
Mon Mar 14, 2005 7:41 am
Forum: Starshatter: The Gathering Storm
Topic: Quantum Drives
Replies: 10
Views: 298

RE: Quantum Drives

Have already had the Quantum drive code in file. Will only work if jump action is defined in mission script.
(pressing Q does nothing.) Must be a workaround. However thank you for the reply. No one likes what I type.
by Miguel
Tue Mar 08, 2005 5:09 pm
Forum: Starshatter: The Gathering Storm
Topic: Quantum Drives
Replies: 10
Views: 298

Quantum Drives

I don't know if this has been covered, but is there a way to activate jumps in a lca and below craft. I can make a fighter jump using timed events. If you can add a quantum drive to a fighter. Why can't I activate it normal cap ship function.
by Miguel
Sat Mar 05, 2005 8:11 am
Forum: Starshatter: The Gathering Storm
Topic: B5 Hold The Line
Replies: 13
Views: 432

B5 Hold The Line

Been out of the states for a while. Lost my backup of the B5 Hold The Line mod, the one in RAR format(50 some odd files).
Does anyone know where I may find it Online. Thank you in advance.
by Miguel
Sun Nov 28, 2004 4:48 pm
Forum: Starshatter Modding Forum
Topic: MILO- PLEASE READ
Replies: 3
Views: 107

RE: MILO- PLEASE READ

While someone's on the subject, I was curious as to how difficult it would be to add support for modified sounds. It would really help, not every craft should sound alike.
Thank you, for a moments ear.
by Miguel
Thu Nov 25, 2004 5:31 pm
Forum: Starshatter Modding Forum
Topic: Importing 3DS FILES WITHOUT LOSING COLOR DATA
Replies: 1
Views: 76

Importing 3DS FILES WITHOUT LOSING COLOR DATA

This has probably been covered. How do I import 3D studio Meshes without losing color data. A lot of time spent lost each time I import.
Magic indicates unable to load data. Gray Models are so depressing.
Thank All for any assistance.[&:]
by Miguel
Wed Nov 10, 2004 4:46 pm
Forum: Starshatter Modding Forum
Topic: Modding woes
Replies: 3
Views: 102

RE: Modding woes

Anyone aware of when custom engine and weapon impact sounds will be available.
by Miguel
Fri Nov 05, 2004 4:25 am
Forum: Starshatter Modding Forum
Topic: Modding woes
Replies: 3
Views: 102

Modding woes

Does anyone know of a piece of software that will allow me take a 3ds model and split into different quadrants.
Working on Centauri Rutarian fighter. Having problems importing model.
Appreciate any help.
by Miguel
Sun Oct 17, 2004 10:40 pm
Forum: Starshatter Modding Forum
Topic: Bump maps
Replies: 1
Views: 85

Bump maps

Does anyone know how to intergrate bump maps?
Appreciate the help.
Has support for animated textures been added.
by Miguel
Tue Oct 12, 2004 3:51 am
Forum: Starshatter Modding Forum
Topic: Can't Jump above Zero!
Replies: 3
Views: 80

RE: Can't Jump above Zero!

<t> [&o]Actually I was referring to the nav points. Given a positive z coordinate.<br/>
Quantuming from one space sector to a planetary sector. Ship jumps in a zero z elevation and explodes. Have had success with jumpgates in atmosphere above 25k.<br/>
Wondering if quantums can be more accurately ...
by Miguel
Sun Oct 10, 2004 2:40 am
Forum: Starshatter Modding Forum
Topic: Can't Jump above Zero!
Replies: 3
Views: 80

Can't Jump above Zero!

Can Anyone tell me if its possible to jump into a sector above the Zero Z axis coordinate.
Trying to to do an Planet side scenario. Ship Jumps in at 0 z Axis and explodes.
Thank You
by Miguel
Tue Oct 05, 2004 3:06 am
Forum: Starshatter Modding Forum
Topic: 4.03 farcaster options
Replies: 6
Views: 135

Dissapointed

Sorry thought that the ships opened jump points in front of craft.
Is impressive looking however.
While I'm transmitting, does anyone have any tips on importing 3ds files without exceeding poly limit of magic.

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