dragoon

dragoon

Joined Member # 2454174
0 Posts 14 Replies 3,800 Reputation

I tried creating a new overlay, using a basic StarFleet ship texture Aztec, couldn't get it to show up... But then some of the DDS files won't open for me, and the ones I can see, appear to be Pink... which i've never seen before. Also noticed that models are an SDF file, rather than .X Seem I have to learn all over again how to change and add things.

10 Replies 19,723 Views

[quote who="RavenX" reply="15" id="3550457"] Doing exactly that is covered in one of the dev posts about modding and given as a example. I haven't done it my-self yet, but it's very possible. Fully fleshed out race/faction mods should be able to have skin packs as well. Editing PNGs is no problem here. Doing different ship packs for different points in the time-line is easily doable as well. You can have every version of the Enterprise you want. From Bacula Enterprise to the newe

49 Replies 202,424 Views

It may not be all that helpful an idea; just bought into the game this week; noticed on the ship selection that you can choose ship material and texture.. along with colour. Does this mean that you could change the material of mod ships like you can in Star Trek Online? So it could be the case that you choose to have a Star Trek the Motion picture Enterprise texture applied to the TOS version of the ship? Or if could just be tweaked so that you get a differ

49 Replies 202,424 Views

Even if you signed up to the website, the original Vanilla Galciv2 version was removed a long time ago. At least as far as I can remember. I don't know what happened to the original author, I assume that real life got the best of him. He made a post a few months back stating that he was looking for help, and that the mod would move over into TotA, but nothing has been heard since. If you look to early pages, I even jumped in often to tell people to be patient, and see what happens. I

1,053 Replies 1,552,697 Views

[quote who="kryo" reply="1" id="1898595"] I read the 2nd amendment, including the first line. I think it has been grossly misused in modern America. While I think its too late to ban all weapons, I would ban quite a lot and place a lot more restrictions on sales of the rest. Not a surprising view from a Tory (historically having been the party of monarchists), but it's kinda important to us given that having weapons is what allowed us to throw off the monarchy in the first place.<br

77 Replies 287,701 Views

I use Ulead PhotoImpact 7 for logos. I find it is a better system than GIMP, which I use for Normal maps. It has a nice icon driven interface, which I find GIMP really lacks.. I hate trying to use GIMPS layering function etc... When you select an alpha mask in UP7, it places a misty overlay onto the image. Anything you "paint" with Black, will become clear, which is what will show up in game. Very simple.

10 Replies 8,133 Views

I'm not sure making two posts is a good way to get the info you need... especially when the only difference is an extra question mark. [e digicons]:grin:[/e] Anywho. Endless universe is as far as I know Dark Avatar and Twilight of the Arnor together, but not needing or including Dread Lords. I saw a copy in GAME the other day for about £25. So it is out in retail here in the UK. I'm in far west Wales, so unless you're somewhere more rural than me, you should have

5 Replies 3,444 Views

[quote who="catwhowalksbyhimself" reply="5" id="1884813"] Now on to specifics. I have some suggestions for the Klingon tech tree. As was mentioned, basing it off the Drengin tree is the best bet and keeping the slave pit, perhaps renaming them slightly, is perfect. The science labs, however, should not be the slave labs. As Klingons do everything for combat, they would research themselves. Regular science labs would work, but I was thinking

969 Replies 1,819,569 Views

[quote who="Anakione" reply="6" id="1881115"]Ok, I really am new to this whole modding thing. I have been using them for years but never have I considered doing anything to them. However I think I have figured out how to make this work using star trek ships in TA. What I did was, I opened up one of the ship components files, in this case "KHSM-Hardpoints" and added some lines to it. It now looks like this <?xml version="1.0" encoding="UTF-8" standalo

7 Replies 6,118 Views

[quote who="NemosBL" reply="12" id="1878533"]Would it be possible to make this DL mod work in DA? From my experience, AI in DA is FAR SUPERIOR to the one in DL.[/quote] The only problem I'm aware of will be in regards to race abillities, and you'll lack a space miner at the start of a new game. Though you may be able to sort that in game in the race selection area.... it's' been a long while since i've ported from DL to DA.

1,053 Replies 1,552,697 Views

[quote who="Supersymmetric Singularity" reply="7" id="1878230"]Allright, I am sorry, I red the forum, but I simply can't comprehend the choice to leave account activation to administrator who does not have the time to do so. I really do not believe Han is checking the registered users, because, as you have pointed out, it is his lowest priority. What is the purpose of such activation apart from an annoyance? Normally phbBB provides activation through email, which works perfectl

1,053 Replies 1,552,697 Views

[quote who="Supersymmetric Singularity" reply="5" id="1877185"]Allright, this is just getting ridiculous. TO USERS: Can somebody who already has his account activated please post the login and password information here? I am sure none of you guys is using some official password and logins for forums, so I think it would not hurt. I would do the same right know, but it seems my travel passport will be done faster than this activation procedure. TO AU

1,053 Replies 1,552,697 Views

[quote who="Master U" reply="2" id="1874954"]Maybe he means the Star Trek forum.[/quote] I hope not, i'm sick of explaining why it can take a long time for access to be given. [e digicons]:annoyed:[/e]

3 Replies 3,377 Views

[quote who="Master U" reply="4" id="1873441"]Well there are many things that need to be improved in GalCiv 2, and the graphics are secondary to Combat, Spying, researching techs etc. I'm sure in GalCiv 3 there will be all those additions. For example, various lightmaps, high resolution clouds and textures, diagonal rings and so on.[/quote] I agree that graphics are secondary, and something like the abillity to make planet specific lightmaps are even more so,

6 Replies 8,401 Views

[quote who="I-Mod Stefan" reply="1" id="1873127"]currently, there is just one lightmap for all planets, and thats the light_noise.png.[/quote] That's a shame, I was hoping to make a more varied appearence for planets.

6 Replies 8,401 Views

After looking at the Federation and Empire mod, I decided that I would make some planet textures for the Hydrans and Lyrans.. Or at least alter existing textures to look like those races worlds as they appear in SFC. However, the biggest problem i'm facing is Light_Noise. The Lyran homeworld for instance in SFC has Green city lights. In the GFX folder there are DDS files for Earth, Mars and Class_27, but these don't seem to be used. And twilight seems to use the

6 Replies 8,401 Views

[quote who="Metal Swarm" reply="3" id="1872298"]I have the initial version of their mod but cant see where to find the model i need. Also i am not literate enough in ship modding to know what to alter to get it to appear in the tmeplate section of the game. [/quote] I was at that point at one time. I did put together a guide for someone via PM... though it took ages. I'll see if i still have it and PM it to you..... Can't promise it will help, but it se

4 Replies 6,194 Views

You could try the initial release of the stargate mod that is on I-mod. I believe it is still available. At least that way, you get a number of stargate ships.... However, if you want to put just the deadalus into your game...... hmmmm, then the only one out there isn't the best one to use. From my view point, their model is difficult to put specular and Normal maps onto due to the texture of the model.

4 Replies 6,194 Views