4.03 farcaster options

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Miguel
Posts: 27
Joined: Fri Jul 30, 2004 10:19 pm

4.03 farcaster options

Post by Miguel »

[:D]Just got the 4.03 patch. Very nice however are there now farcaster effect options. I noticed the post on b5. Are those effects part of the mod or are they definable.
Thanks, Milo
Miguel
Posts: 27
Joined: Fri Jul 30, 2004 10:19 pm

Anyone

Post by Miguel »

Anyone know how to quantum to a specified navpoint.
By that I mean at the exact or near the specified 3d coordinates.
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Anyone

Post by DamoclesX »

I dont know of any new options actually:) I faked those with models and transapency, as far as I know milos has not added any animation for farcasters (yet)
Jason Blaz
Way to much to list here!
Miguel
Posts: 27
Joined: Fri Jul 30, 2004 10:19 pm

No one has information?

Post by Miguel »

Guess Every is in the dark like me.
Wanted to duplicate vortex of hyperspace like those found in b5 mod images.
Don't really like the quantum jump effects.
If anyone find anything please let me know.
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: No one has information?

Post by DamoclesX »

oh those

lmao

no I faked those

if you downoad the mod you will see the jumpgates stay ON

I did them by creating multi part "farcasters" with some parts rotating and semi-transparent
Jason Blaz
Way to much to list here!
Miguel
Posts: 27
Joined: Fri Jul 30, 2004 10:19 pm

Dissapointed

Post by Miguel »

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.
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: Dissapointed

Post by Melkor »

Try splitting the model into two meshes, and importing and converting them seperately. Then put two model entries in the .def file, one for each piece.
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