[WIP] Torpedo replacements

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Igard
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[WIP] Torpedo replacements

Post by Igard »

This was supposed to be a Star Trek weapons mod, but it doesn't adhere to Trek canon, so it can be used for anything.

Just the torpedoes, no beam or area weapons as yet. I think most Distant Worlder's will agree the torps needed sexed up a bit.

I should just mention, they're a bit harder to see than the vanilla ones. Problems, let me know.[;)]

Installation:-

1.Backup your 'Matrix Games/Distant Worlds/images/effects/weapons' folder
2.Extract contents of zip into weapons folder. It only replaces the torpedoes.

EDIT: I made these by pinching some of the hyperdrive frame images from the effects folder.[:'(]
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torpedoes.zip
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Igard
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RE: [WIP] Torpedo replacements

Post by Igard »

Preview

The purple ones weren't supposed to look quite like this, (I didn't take into account that they spin after fired), but they do look good anyway so....



Image
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wppreview.jpg
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traker
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RE: [WIP] Torpedo replacements

Post by traker »

Very nice. Look great
I think these are a great improvement
Slyke57
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RE: [WIP] Torpedo replacements

Post by Slyke57 »

Lol the hyperspace images, very nice.
My random mods xD
tm.asp?m=2532427&mpage=1&key=&#2532427
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tjhkkr
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RE: [WIP] Torpedo replacements

Post by tjhkkr »

Good work as usual.  [&o]
[the torps needed sexed up a bit.]
I have not heard that term in a while...  [he says laughing as he applies it to his own folder]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Baleur
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RE: [WIP] Torpedo replacements

Post by Baleur »

Looks great XD
unicron
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RE: [WIP] Torpedo replacements

Post by unicron »

Very nice work.
Gloryseeker
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RE: [WIP] Torpedo replacements

Post by Gloryseeker »

They look great but they are a little small and difficult to see sometimes.

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Baleur
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RE: [WIP] Torpedo replacements

Post by Baleur »

The problem is, no matter how awesome torpedo png's you all make, they are next to impossible to notice ingame because the game forcibly reduce the size down to a speck :(
Why cant the game just be smart and display the png's in the friggin size they are made?? [:(]
If someone makes a huge 128x128 torpedo png, make it appear as 128x128 ingame. It makes no sense to have everything so limited and hardcoded. Gaaah.

Also, if these things werent hardcoded, you could make a ringworld mod and a system wide asteroid belt mod and even a dyson sphere mod extremely easily!
Just make a bigger sun texture with a painted ringworld, dyson sphere, or asteroid belt circling it on the outside, 512x512 or even 2048x2048 for a more distant "orbit".
The sun & planet & ship & base pngs still scale ingame due to the size of the star / planet / ship design, so why no just let us "paint outside" in a larger .png and have it use that enlarged?
But no, they had to make it hardcoded and limited. Sigh [:'(]

It frustrates me, because such simple things could enable modding to really get underway.
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Igard
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RE: [WIP] Torpedo replacements

Post by Igard »

I know, I can't get them absolutely perfect, but they are an improvement on the vanilla torps.

I agree with you Baleur. It would be really nice if they were displayed ingame at the size we specify...[8|]

EDIT: I've put this on the modders wishlist.[;)]
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