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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 10-30-2002 07:53 AM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

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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Old Post 10-30-2002 08:04 AM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

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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Old Post 10-30-2002 08:04 AM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

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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Old Post 10-30-2002 08:39 AM
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karajorma
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Location:
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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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Old Post 10-30-2002 08:39 AM
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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 10-30-2002 07:04 PM
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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 10-30-2002 07:04 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

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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Old Post 10-30-2002 08:36 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

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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Old Post 10-30-2002 08:36 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

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.

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Old Post 10-30-2002 09:49 PM
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Sigma957
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Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

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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Old Post 10-30-2002 09:59 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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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Old Post 10-30-2002 10:21 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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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Old Post 10-30-2002 10:21 PM
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Star Dragon
I'm New! Laugh At Me!

Registered: Oct 2002
Location:
Posts: 27

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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Old Post 10-31-2002 01:01 AM
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Star Dragon
I'm New! Laugh At Me!

Registered: Oct 2002
Location:
Posts: 27

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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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 11-06-2002 01:16 PM
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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 11-06-2002 01:16 PM
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GalacticEmperor
Murdock

Registered: Aug 2001
Location:
Posts: 214

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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Old Post 11-06-2002 09:07 PM
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GalacticEmperor
Murdock

Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272

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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Old Post 11-06-2002 09:07 PM
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Deathstorm
Murdock

Registered: Jul 2002
Location: England
Posts: 176

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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Old Post 11-07-2002 12:19 PM
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