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PhatmanNIk

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    Creator of Galaxy In Flames

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  1. how do you make the new muzzle flashes, any free programs out there that can do that?
  2. yes, bailknight made a very nice composite beam for an laat, and i put it on the SPMAT, looks nice. all that really is required is the land model, don't screw around with the naming of the projectile(copy and past origanel spmat grenade and then rename the copy to spmat grenade beam). then, if you have the values of your beam weapon from bailknights mod, then use em. otherwise theres no beam. what would i require to make a Mod for the projectiles and hardpoints? SAU.3 reloaded has a venator with 8 turbos, 12 antifighter cannons(4 turbos on each side, with 6 cannons for taking out fighters on each side in the front), problem is, you can't edit those hardpoints.
  3. i can do some hardpoints so that they have dual lasers, and im working on quad cannons. ive also done purple, orange, blue, yellow lasers like the ones shot by the correlian corvette. im willing to help, and can do this quite quickly (laser colors, how many fire, speeds, beams,etc).
  4. if you don't like the size on here, then go to imperialassault.com and check out dual lasers, one bone. my username there is climber, and if you want, just refer to me as that. heres the post. http://www.imperialassault.com/rote/forums/index.php?showtopic=2348 i'll add the beam photo when its 2 page long(for 56k'ers sake)
  5. likes this, now you gotta give me credit for these two screenshots( and making those lasers show ingame). *if anyone already did this, please tell me and show proof* that way, i can apologize for taking credit.
  6. sorry, heres another one
  7. but does they look like this
  8. sorry major-no pun intended
  9. ya hit the nail one that one, yes, it is that easy. you can see if it works by using one green and one red, home one is a beast with 16 laser hardpoints. edit: p.s. swnfan654, it may just be cheap copying, and it may be easy, but it still adds realism, and it looks very nice.
  10. i found a way to make dual laser cannons but not having to bone them here, and if your going to use it in a mod, please put my name in the credits, even if its a minor help
  11. the isd reckoning icon, very nice the face, from afar, looks like the one guy off of Sin City lol
  12. I agree, particularly with the fact that not many people have gotten together( thank god for IA 2 for getting organised). but in truth, what most of you guys said, it goes down to coding. thats what seperates other mods from each other. Steiners mod makes the turrets on all ships visible, but none of the turrets swivel(i can't remember if IA 2 is doing this for their mod). if there is any real problem about art is the fact that the oldest art(evillJedi's for example) are being used the by next one and then that mods models are used again, with little change, until finally, the newest models(may have) taken from the precedesor are only commentating on who they took it from. even so, saying that you modeled it is half of the truth, mainly because you may have used Evillejedis models as a base/placeholder. bottomline, CODEING, bailknight, who makes beautiful looking projectiles, made all these different types of hardpoint coding. its a little hard(he makes it look easy), but what you must figure out is the different custom renders(1 and 2, 0 for default) and what the RGBA colors are. he worked hard for them, but soon, youll most likely see his projectiles being used in another mod, and him not recieving any credit. and another thing, its sad to see others mods and findings being taken and added to the individuals own mod and saying its their own models, or codes, or anything really, when the origin or the precedessor to the new mod, again, doesn't get credit. That might be a theory why so many aren't trying to put their work they did for days, months, possibly years, to the community, and then the next week, 1 or 2 more mods of the same thing are released. p.s. Evillejedi, your models will make IA 2 complete.
  13. here is a SPHA-T beam for the Spmat walker. use Bailknights mod v3
  14. its like a red laser bolt but, when switched, theres little white on the inside and then thers blue on the outside, same for purple and orange if you have the alamo object veiwer, which has the site posted in one forum, just use that and then Eaw extractor, put that in gamedata with the alamo and then extract the W_smalllaser(drag down, when you see W_ then slowly search for W_Laser_pill, or something like that and select it and then right click and press extract selected.) then make a subfolder called textures in the ART folder, place the extracted file and look at it. thats what all basic lasers look like

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