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May. 22, 2013
The Starport Forum Index > All Posts (rik_starkiller)

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Re: Help with custom turret creation
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oh yeah that's the bunny. Cheers Timmy, forgot about that one!

Posted on: 2012/5/16 13:49
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Re: Help with custom turret creation
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No problem.

Try the following settings:

in the [Munition] section:
force_gun_ori = true

in the [Gun] section:
turn_rate = 0

I think that should do the trick.

Cheers,
Rik

Posted on: 2012/5/15 19:29
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Re: Help with custom turret creation
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My bad should have told you!

I'm using Milkshape 1.8.5
CMP Exporter v0.3
MAT Exporter v1.0

I opened up the .obj
removed the default group that always seems to appear with a .obj import
deleted all the materials except the one which was assigned to the cannon
imported the .DDS
changed the ambient colour from Black to White
exported with the following settings:

Orientation: back to front
Model Type: Weapon
LOD: 0
Scale Down: 1.000000
Number of Groups: 2
Group Quantities:
1 - 1
2 - 1

Before clicking Continue on the export I always Save Settings into a new file.
Exported the MAT file.

Now I know some people don't like CMP Exporter v0.3 because they've had scaling issues with it, but I've not had any problems/issues as yet - so as long as it continues to work I'll use it for exports from Milkshape.

Hope this helps!

Cheers,
Rik

PS - really like the ship & cannon great work!

Posted on: 2012/5/14 17:58

Edited by rik_starkiller on 2012/5/14 18:12:26
Edited by rik_starkiller on 2012/5/14 18:13:17
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Re: Help with custom turret creation
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Seems to have worked fine for me, no problems.

Zip file containing .cmp and .mat attached below.

Hope this helps!

Rik

Attach file:


zip Cloud_breaker_cannon_cmp.zip Size: 424.98 KB; Hits: 46

Posted on: 2012/5/14 8:01
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Re: No Destroy Solar Missions
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Double check \randommissions\killablesolars.ini

If you're using new factions, make sure your faction has entries in there (and at the correct difficulty level for the mission)...

example:

[KillableSolar]
nickname = rm_space_freeport01_pi_D19-D22
solar_type = Big_Solar
string_id = 9
faction = fc_c_grp, fc_ou_grp
archetype = rm_space_freeport01
loadout = rm_space_freeport01_pi_04
hitpoints = 2997, 4800
difficulty = 5.256606, 13.484057
pilot_choices = 4

Hope this helps.

Rik

Posted on: 2012/5/10 16:53
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Re: No NPC's in the Bar
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Can't see too much wrong with this code except for the mission weighting. Try:

[BaseFaction]
faction = fc_h_grp
weight = 85
mission_type = DestroyMission, 5.4782, 53.365, 85
npc = bw1101_hogosha_001_m
npc = bw1101_hogosha_002_m
npc = bw1101_hogosha_003_m

[BaseFaction]
faction = fc_c_grp
weight = 15
offers_missions = true
mission_type = DestroyMission, 5.4782, 53.365, 15
npc = bw1101_corsairs_001_m


For neatness I usely like to put all my NPC entries before the base bar keeper and traders, but that shouldn't have an effect.

Good luck, let us know how u get on.

Rik

Posted on: 2012/5/8 7:15

Edited by rik_starkiller on 2012/5/8 9:39:38
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Re: Menu color help
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Adoxa,

Fantastic find! Works a treat.Thanks very much!!

Cheers,
Rik

Posted on: 2012/5/4 10:12
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Re: Menu color help
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Hey Jong,

I think you're after... (rich_fonts.ini)

STYLE_SUBTITLE
STYLE_HEADER
STYLE_HEADER_ACTIVE
STYLE_TABLE
STYLE_LABEL

I may be wrong though, good luck!

Cheers,
Rik

Posted on: 2012/5/3 19:21
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Re: Menu color help
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Well hopefully someone else can help with the second question, it would nice to make that text darker.

To change the colour of the selections I believe you want to be looking at Rich Fonts and these three in particular...

STYLE_TABLE_SELECT
STYLE_LOCTABLE_SELECT
STYLE_NN_SELECTED

Thanks again & hope this helps.

Rik

Posted on: 2012/5/3 16:47
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Re: Menu color help
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Brilliant!!

Thanks Hunor!

Posted on: 2012/5/3 16:20
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Re: Menu color help
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Hi,

Anyone able to help with 3 questions? I've been through the .cmps and fonts numerous times now and can't seem to find the solution.

Open in new window

Open in new window

1) Pic1, where's the code for this thin blue line? It pops up on both of the Trader, Dealer screens.
2) Pic1, anyone know the name of or how to change the colour of the font circled in Green? The colour currently is #C0C0C0 and there are no entries in FL Colors or any of the info above for this font. I'm assuming the Font is the same both on the Inventory and Dealer lists as it's pretty much the only thing I've not been able to change.
3) Where's the job board .cmp? It's seems to be totally apart from the others. I surely can't be the only one who can't find this?

Appreciate any help/answers.

Cheers,
Rik

Posted on: 2012/5/3 15:09
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Re: What do you think?
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How are your Ship Texturing skills?

Those standard FL textures could do with a proper HD reworking!


Posted on: 2012/4/28 10:32
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Re: Residual damage
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Sorry, before I start this, I'm not wanting to upset anyone or cause any flaming...

FF can you clarify what you mean? What's a lazy approach?

I'm just trying to let Hidamari here know of my experiences with high refire rate weapons.

Sure I agree a high refire rate, long life-time and/or complicated FX may well be a cause of lag.

My experience is mostly taken from the Aurora TNG server which regularly had 30 people+ (most were based in Europe) and for the most part minimal lag time during battles where the Swarm missile were banned.

Now, what I take from from this, as multiple players were using the very high re-fire rate guns (which were simple beam FX) is that high re-fire rates, with simple FX and low munitions lifetime do not cause a problem with lag.

Now please correct me if I'm wrong but most of the occasions I experienced lag related were:
(a) network/internet work connectivity issues
(b) client computers slowing up because they couldn't render what was going on on screen and were therefore not communicating with the server effectively and when this happens on multiple clients, yes you have a massive problem.

A few years down the line, I'd like to think that, particularly with a DX8 engine, the majority of these client problems would no longer be a problem.

I would be very interested to hear your clarification/insight...

Cheers,
Rik

Posted on: 2012/4/25 15:57
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Re: Residual damage
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I think you're pretty safe with high re-fire rates these days as both servers and connections are quicker and of course player numbers are down.

TNG 2.7.6 for example has "beam" weapons which have an extremely high re-fire rate (1500 shots per min).

It also has swarmer missiles which had a fast re-fire, high turn rate and a relatively long lifetime.

The swarm missiles used to cause some lag back in the day (but that's mostly because a single player could launch something like 300+ per minute). But we never saw any troubles with the "beam" weps.

I wouldn't be too concerned about high refire rates.

Hope this helps.

Cheers,
Rik

Posted on: 2012/4/24 18:20
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Re: What do you think?
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Fantastic job! Thanks!

Posted on: 2012/4/24 17:00
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