I think i may have posted somthing similar to this about a year ago...
I spent a few days skinning all the ships i thought could be used on such a core. but never got around to learning how to code.
I also posted alot of sugestions for ships and how to set them up, there main weapons, there armour ammount, there speed.. ect
I dont have time to start on somthing like this myself, as far as the coding and else since i have high school and college classes.
I could provide sound effects extracted right off the as well as some 3D models + skins is anyone is interested in making a core like this.
I remember i had a problem with finding the skin segments... alot of the skins were shared among the differnt models, and the one that supposedly covered the entire thing really only covered the model unique parts and left the generic parts empty... it was very fusterating getting all these blank white spots i could not find a texture for. I would also have to "glue" the turrets onto the model since allegiance does not support these.
Core sugestion
Can someone help me get a program that can change them to allegiance format and help with how to do weapon, turret, engine, and camera placments?
I got all the models
I got all the sound effects
I dont have the tools to convert them to allegiance format
If you need i have a big text file that kinda shows how the ship settings would work
All weapons are the same damage class and all armour is the same damage class, so in theory, a single scout could kill a base given enough time, factors like ship menuverabilty and weapon speed are what makes it sorta rock paper scissors. ie...
a scout can outmenuver an attack bomber fig and the attack bombers plasma is too slow to hit the scout. but a corvette has high velocity weapons that can hit the scout easily but the corvette is too slow to dodge capital ship fire. the capital ships are weak against many scouts due to there high speed..
Also, each ship will cost money, so the commander can make sure people fly what he wants them to fly.
The ships are prices according to the homeworld .big file (scouts $35, interceptors $55 atk bombers $80...ect)
I got all the models
I got all the sound effects
I dont have the tools to convert them to allegiance format
If you need i have a big text file that kinda shows how the ship settings would work
All weapons are the same damage class and all armour is the same damage class, so in theory, a single scout could kill a base given enough time, factors like ship menuverabilty and weapon speed are what makes it sorta rock paper scissors. ie...
a scout can outmenuver an attack bomber fig and the attack bombers plasma is too slow to hit the scout. but a corvette has high velocity weapons that can hit the scout easily but the corvette is too slow to dodge capital ship fire. the capital ships are weak against many scouts due to there high speed..
Also, each ship will cost money, so the commander can make sure people fly what he wants them to fly.
The ships are prices according to the homeworld .big file (scouts $35, interceptors $55 atk bombers $80...ect)
Last edited by Weylin on Sun Oct 22, 2006 6:09 pm, edited 1 time in total.
I don't think that's a good idea. It would change the Alleg economy considerably to be homeworld style(if i recall correctly, research is free once you have a station), and probably not in a way most people would like.Weylin wrote:QUOTE (Weylin @ Oct 22 2006, 02:03 PM) Also, each ship will cost money, so the commander can make sure people fly what he wants them to fly.
The ships are prices according to the homeworld .big file (scouts $35, interceptors $55 atk bombers $80...ect)
The best way in my opinion(to fit Allegiance) would be to have a small development fee, and you would have to pay for each ship. HOWEVER... once a copy of a ship is bought, you do not to charge for it over and over again (i.e. you have a set amount of ships in the hangar, you can't fly if there's nothing in the hangar, building a ship adds one to the hangar). I hope I explained that right, because what I'm thinking would require some hefty codechangez0rs.
Also, could you tell us what format your models are in? You'll need to convert them to MDL format so we can import them into Milkshape to add MDL data(Gunmounts, engine, turrets if applicable, etc).
Last edited by Rakinite on Mon Oct 23, 2006 9:04 pm, edited 1 time in total.
Nans are happy people. They fly around, give out repairs, and overall have a lot of fun. Why are we killing them when we can learn from their example?

On second thought, I loathe my old banner. I want a good one, does that mean I have to work for myself?

On second thought, I loathe my old banner. I want a good one, does that mean I have to work for myself?
no, he will need them in a format milkshape can openRakinite wrote:QUOTE (Rakinite @ Oct 23 2006, 10:04 PM) Also, could you tell us what format your models are in? You'll need to convert them to MDL format so we can import them into Milkshape to add MDL data(Gunmounts, engine, turrets if applicable, etc).
no other program can make mdl format other than milkshape (ok original tools can, but no one knows how to use them /unsure.gif" style="vertical-align:middle" emoid=":unsure:" border="0" alt="unsure.gif" /> )
then add all the joints as per orions modeling tutorial, then convert them to alleg format (mdl)
Last edited by madpeople on Mon Oct 23, 2006 9:13 pm, edited 1 time in total.
I think he forgot a comma /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />Rakinite wrote:QUOTE (Rakinite @ Oct 23 2006, 04:04 PM) You'll need to convert them to MDL format, so we can import them into Milkshape to add MDL data(Gunmounts, engine, turrets if applicable, etc).
Clay_Pigeon wrote:QUOTE(Clay_Pigeon @ May 13 2008, 08:24 PM) can i post a story about my cat flying an elf?
.mex files are weapon information and scripting, as well as ship animation information, dock points/pathing, etc.
The IP owners for that will be Vivendi Universal, which I'm afraid, will likely tell you to shove it. Models were fasioned by Relic who will likely refer you to Vivendi (since they had a falling out right around the time HW2 was released.)
In conclusion, if you want to make a mod, great, but it would likely require you to make the models yourself and stay under the radar.
The IP owners for that will be Vivendi Universal, which I'm afraid, will likely tell you to shove it. Models were fasioned by Relic who will likely refer you to Vivendi (since they had a falling out right around the time HW2 was released.)
In conclusion, if you want to make a mod, great, but it would likely require you to make the models yourself and stay under the radar.
"Don't screw around with the $#@!head. Trust the $#@!head."
In addition anyone hosting the core which used a faction used said models would likely be legally liable, and you would have a hard time convincing them to host a server with it.Aeris wrote:QUOTE (Aeris @ Oct 24 2006, 09:12 PM) In conclusion, if you want to make a mod, great, but it would likely require you to make the models yourself and stay under the radar.
No, pants are still optional. But for you, recommended.
--Aoreias (Gap_Dragon/Gappy)
--Aoreias (Gap_Dragon/Gappy)

