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Posted by Deathstorm on 10-30-2002 07:53 AM:

Weapon Development:

I am currenty working on four new weapons: A burst turret for capital ships, an EMP cannon, a mine and a rail gun. However, I have had bo end of problems trying to create (working) PCX images. Any advice?

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Posted by Black Wolf on 10-30-2002 08:04 AM:

Use PSP if you can get it. It's simple to use, has a 30 day free trial and can save reliably in pcx. I use it for all my graphics work.

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Posted by Black Wolf on 10-30-2002 08:04 AM:

Use PSP if you can get it. It's simple to use, has a 30 day free trial and can save reliably in pcx. I use it for all my graphics work.

__________________
"What you egg" Macbeth Act IV, Scene II, line 80
"Young fry of Treachery" Macbeth Act IV, Scene II, line 81
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Posted by karajorma on 10-30-2002 08:39 AM:

Re: Weapon Development:

quote:
Originally posted by Deathstorm
I am currenty working on four new weapons: A burst turret for capital ships, an EMP cannon, a mine and a rail gun. However, I have had bo end of problems trying to create (working) PCX images. Any advice?


Have you remembered to save the final PCX files in 256 colours?

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Posted by karajorma on 10-30-2002 08:39 AM:

Re: Weapon Development:

quote:
Originally posted by Deathstorm
I am currenty working on four new weapons: A burst turret for capital ships, an EMP cannon, a mine and a rail gun. However, I have had bo end of problems trying to create (working) PCX images. Any advice?


Have you remembered to save the final PCX files in 256 colours?

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

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Posted by Deathstorm on 10-30-2002 07:04 PM:

Re: Re: Weapon Development:

quote:
Originally posted by karajorma


Have you remembered to save the final PCX files in 256 colours?



My probelm is that I don't have the right software. The closest thing I have to a professional suite is Imaging - and if I use a 256 colour PCX saved through imaging, I get absolutely nothing displayed. Thanks for the suggestion though.

Any idea how/where I can get PSP?

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Posted by Deathstorm on 10-30-2002 07:04 PM:

Re: Re: Weapon Development:

quote:
Originally posted by karajorma


Have you remembered to save the final PCX files in 256 colours?



My probelm is that I don't have the right software. The closest thing I have to a professional suite is Imaging - and if I use a 256 colour PCX saved through imaging, I get absolutely nothing displayed. Thanks for the suggestion though.

Any idea how/where I can get PSP?

__________________
In Fine Solum Unum Potest Esse


Posted by Lady Rose on 10-30-2002 08:36 PM:

You can find a evaluation version of PSP7 from here: http://www.jasc.com/products/psp/ I dont know what features it allows, bút what can you expect from evaluation versio

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Posted by Lady Rose on 10-30-2002 08:36 PM:

You can find a evaluation version of PSP7 from here: http://www.jasc.com/products/psp/ I dont know what features it allows, bút what can you expect from evaluation versio

__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.


Posted by karajorma on 10-30-2002 09:49 PM:

You might also want to get hold of [URL=http://www.irfanview.com/]IrfanView[/URL] even if you do get hold of PSP as it will do the conversions for you much more easily than PSP.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]


Posted by Sigma957 on 10-30-2002 09:59 PM:

And if the download it too much you could always check game mags as they generally have some kind of paint program on their demo discs.

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Posted by aldo_14 on 10-30-2002 10:21 PM:

quote:
Originally posted by Sigma957
And if the download it too much you could always check game mags as they generally have some kind of paint program on their demo discs.


PCFormat (UK) has PSP5 on their coverdisk a few months ago IIRC... you might be able to get off thier site, or a back issue if need be... althouth i think there's almost always something out there......

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Posted by aldo_14 on 10-30-2002 10:21 PM:

quote:
Originally posted by Sigma957
And if the download it too much you could always check game mags as they generally have some kind of paint program on their demo discs.


PCFormat (UK) has PSP5 on their coverdisk a few months ago IIRC... you might be able to get off thier site, or a back issue if need be... althouth i think there's almost always something out there......

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Posted by Star Dragon on 10-31-2002 01:01 AM:

PCX

Hi y'all first post here (yah)...

I managed ti rip some cool images from Bridge Commander and open them in ACDSee 4 (trial Version). I cropped what I needed and then resized to 256x256 pixels. Then I changed color to 256 and then saved as PCX in the Effects folder. I changed the Stars.tlb in table folder and this is the result...

http://photo.starblvd.net/Star_Dragon/3-4-1-1037240113?m=0&pg=2&ro=3&co=0

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Posted by Star Dragon on 10-31-2002 01:01 AM:

PCX

Hi y'all first post here (yah)...

I managed ti rip some cool images from Bridge Commander and open them in ACDSee 4 (trial Version). I cropped what I needed and then resized to 256x256 pixels. Then I changed color to 256 and then saved as PCX in the Effects folder. I changed the Stars.tlb in table folder and this is the result...

http://photo.starblvd.net/Star_Dragon/3-4-1-1037240113?m=0&pg=2&ro=3&co=0

__________________
Don't thinkof it as being outnumbered, thinkof it as having a wide target selection!

(Leader) Gundam TC
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Posted by Deathstorm on 11-06-2002 01:16 PM:

I've hit a new roadblock. I've been trying to create a 'better' tornado - one that fires six missiles instead of four. However, I have hit a fairly bizarre problem:

The tornado tbl does not feature a "swarm" tag, and if I try to add one I essentially get a green tailed hornet missile - the simultaneous fire of the tornado vanished.

Anyone had the same problem?

__________________
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Posted by Deathstorm on 11-06-2002 01:16 PM:

I've hit a new roadblock. I've been trying to create a 'better' tornado - one that fires six missiles instead of four. However, I have hit a fairly bizarre problem:

The tornado tbl does not feature a "swarm" tag, and if I try to add one I essentially get a green tailed hornet missile - the simultaneous fire of the tornado vanished.

Anyone had the same problem?

__________________
In Fine Solum Unum Potest Esse


Posted by GalacticEmperor on 11-06-2002 09:07 PM:

quote:
Originally posted by Deathstorm
I've hit a new roadblock. I've been trying to create a 'better' tornado - one that fires six missiles instead of four. However, I have hit a fairly bizarre problem:

The tornado tbl does not feature a "swarm" tag, and if I try to add one I essentially get a green tailed hornet missile - the simultaneous fire of the tornado vanished.

Anyone had the same problem?



By golly, he's right. Take a look at this.
code:

; ----------------------------------------------------------------------------------
; Tornado
;
$Name: @Tornado
+Title: XSTR("GTM-4a Tornado Missile", 3333)
+Description:
XSTR(
"Prototype
Advanced Swarm Type
All-Purpose Missile
", 3334)
$end_multi_text
+Tech Title: XSTR("GTM-4a Tornado", 3335)
+Tech Anim: Tech_Tornado
+Tech Description:
XSTR(
"The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3336)
$end_multi_text
$Model File: bombardier.pof
$Mass: 0.1
$Velocity: 230.0
$Fire Wait: 2.5
$Damage: 25.0 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 7.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.25
+Min Lock Time: 2.25 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$LaunchSnd: 102 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ( "Corkscrew" "player allowed" "lockarm") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: newmiss5 ;; Bitmap used to draw trail
$Icon: iconBombardier
$Anim: tornado
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0

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Posted by GalacticEmperor on 11-06-2002 09:07 PM:

quote:
Originally posted by Deathstorm
I've hit a new roadblock. I've been trying to create a 'better' tornado - one that fires six missiles instead of four. However, I have hit a fairly bizarre problem:

The tornado tbl does not feature a "swarm" tag, and if I try to add one I essentially get a green tailed hornet missile - the simultaneous fire of the tornado vanished.

Anyone had the same problem?



By golly, he's right. Take a look at this.
code:

; ----------------------------------------------------------------------------------
; Tornado
;
$Name: @Tornado
+Title: XSTR("GTM-4a Tornado Missile", 3333)
+Description:
XSTR(
"Prototype
Advanced Swarm Type
All-Purpose Missile
", 3334)
$end_multi_text
+Tech Title: XSTR("GTM-4a Tornado", 3335)
+Tech Anim: Tech_Tornado
+Tech Description:
XSTR(
"The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.", 3336)
$end_multi_text
$Model File: bombardier.pof
$Mass: 0.1
$Velocity: 230.0
$Fire Wait: 2.5
$Damage: 25.0 ;; damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 7.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.25 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.25
+Min Lock Time: 2.25 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 63 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$LaunchSnd: 102 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0 ;; number of missiles/sec that are rearmed
$Flags: ( "Corkscrew" "player allowed" "lockarm") ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: newmiss5 ;; Bitmap used to draw trail
$Icon: iconBombardier
$Anim: tornado
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0

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Posted by Deathstorm on 11-07-2002 12:19 PM:

So, do you know what's going on? Is it some kind of hidden tag, or is it some weird, unexplained thing that would melt your brain if you ever knew it?

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