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Re: Multiverse Mod
I have finished campaign 2 as well with no problems except for when all the fighters battle it slows down a little. It would probably speed up if I set to low detail, etc. However I like to keep my display setting set to high since I like the look better than when set to low and have my video card set to high quality. I was playing on my desktop Pentium 4 2.8oC GHz 2GB Ram Nvidia GeForce 7600 GS.
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Re: Multiverse Mod
Yes, the music content goes into the main SF Music files. Multiverse Music 1, 2, and eventually 3 also goes inside the main music file just keep adding to the main SF music file.
Do not forget to the same with sound. Take the contents and place them inside the main SF sound file. |
Re: Multiverse Mod
The music content has to go into the main SF Music file, but the sounds would be ok in the mod campaign sound file. It doesn't have to be in the main SF sound file.
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Re: Multiverse Mod
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Re: Multiverse Mod
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Re: Multiverse Mod
Ha, yes the pirates chasing Harlock... It was no challenge at all until I decided to give the pirates stealth armor on the last minute... That single detail transformed a mediocre group into a fearsome one!
Thanks for the info rstaats10, I stand corrected about the sounds file. I still do not get why we have to transfer the music while not the sound nor any other file, from any particular mod. It would have been really nice if no transfer was needed, but who can argue with the game gods? About the video hardware, I am very aware that I am pushing things on this mods with the amount of ships, but the problems with the graphics seems to be the mostly fighters, and some fighters more than others (especially the ones from Epsilon system). This game by now is old, and I remember running the original game on an 800Mz with a video card holding 32Mb, barely the minimum requirements for the game. But it ran! (Writing this post just now I realized that I did surpass the original game requirements, my bad!) On my mods one of the problems is my lack of knowledge on the graphic department. I am sure that there are artist out there that can make all my models with half the polygons I used or even less. A feat that would have fix most of the slow downs. By the way that is why most of the systems were battles take place have very little space objects. I will still try to remember those with slower systems on the next campaigns 'if' possible. |
Re: Multiverse Mod
I really like playing your mods and you do a really good job making your ships. (Hard to make them in my opinion) I have made about 6 ships. However most I have to use from other mods. One tool I have used is Polygon Cruncher. Works well to reduce polys. You can get a free 1 week trial, which is what I did. It's a plug in to Lightwave (and 3DS max I believe). I got a free 30 day trial to Lightwave then added the Polygon Crucher as an Plug In and away I went. I took some really high Poly ships down over 70% and they are playable in SF.
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Re: Multiverse Mod
Just an extra thought: when you do any 'optimizing' of ship models, how about adding a few more for some of the empires/races to flesh out the selection? If we had a couple more Fed ships it would then be possible for someone who doesn't have ship modeling skills make a nice Trek campaign using material from your mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
A decent 'destroyer' class vessel like the Saladin/Hermes single nacelle design, and a 'heavy' class like the Nebula or Galaxy would make the Federation ships complete enough to use in a full campaign of some sort. The Miranda (USS Reliant from Wrath of Khan) would be very cool to have, as well. And maybe the Akira class. Various science vessels could wait for a full-scale dedicated Federation mod. Oh, a Fed-style starbase is also needed. The Klingons need at least one 'heavy' ship. The K'Vort might be a good choice. And a unique starbase design for them, also. And I see you've got one Romulan model even though they don't appear in this campaign. The original Romulan 'Warbird' would be really, really cool to have and then of course a unique Romulan starbase. Hmm. Seven or eight models. Got any helpers with all of this? http://forum.shrapnelgames.com/images/smilies/happy.gif The Millenium Falcon as a Rebel freighter would be very nice. http://forum.shrapnelgames.com/images/smilies/happy.gif The Imperial Super Star Destroyer is out of bounds, though. It'd take up half a system all by itself! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Multiverse Mod
There are so many science fiction universes out there that I would have liked to recreate. The problem is time and energy to do so. If it takes me a minimum of one year to do a mod, then to do five universes it would have been five years minimum, and this Star Fury game is not getting any younger.
So, in order to do so I came up with Multiverse (2 � 2.5 years). If I were to create each universe with many ships classes as suggested, I would not be able to launch Multiverse when I did in Dec 07, but maybe in 09 or longer... I am aware that other people are working on other mods, like the Star Wars mod, and I do not want to take their thunder. I do want them to make the mod with all the ships and glory that the Star Wars series deserves. (I really want to play a game other than my own!)The same goes for Star Trek and the others. That is why I only used no more than 6 ships max from each universe (and those were divided like 3 for each faction within the universe. Some universes I used even less). Also the ships I selected were the classics that every body knows, nothing new, so there is plenty of room for a full mod on each of the Universes where I just have a glimpse or cameo appearance, except the Star Blazers mod where I went in detail on the previous two mod series. At least no one is giving me any complain because I put three laser beams instead of two, or I put it on the wrong place or something. I am not an expert on none of the universes out there. I did some experimenting with some other ships that even thought I may not be using on the game may be together with the rest on the files. It is better to leave them there than try to go through five or six files, remove them and then having some type of error on the game because I forgot to remove something some ware. (Like all the ships from the previous SB Mod are still there.) Anyway I am doing all this mods just for fun, so you can use any ships I created and try to do your thing. I did use the original Star Fury ships, and even recycled the Gamilon ships from my Star blazers mod to create the Illumidas and Iscandarian fleets. A little skin change can make nice variations. Anyway I am sure that someone other than me and with far more talent can create ships. All you have to do is to ask around. |
Re: Multiverse Mod
I can respect the time you put into making the mods. I have been working on my SF mod for about 6 months and still working on it. I too mod for fun. I hope to be done with my mod in next month or two (wishfull thinking). I am making a Stargate Mod and have all ships configured for the game, maps done, components, etc. The mod will be 80% or so accurate to the Tv show but I wanted it to have it's own flavor too. That is why I have added some new race ships and what not to the Stargate Universe to spice it up a bit.
I will release the mod when I get done with it. One of many things I have discovered while modding is to keep the texture images resolution down to 256x256 or 512x512 for the most part. It saves memory and reduces file size. The SF game engine is old and wish I had half the knowledge of my older brother and younger brother who have been programers at their jobs for years. I will finish my mod though since my 8 year old son likes to play the game too and has given me the motivation to complete it. |
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