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Ghostavo
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Registered: Jan 2003
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Question FreeSpace 2 mod

Is there a mod of "SG1: Stargate Command" for FreeSpace 2?

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Old Post 05-05-2003 11:37 AM
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karajorma
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Not yet. Now go learn how to mod and make us one

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Old Post 05-05-2003 12:57 PM
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Ghostavo
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I can't get truespace through the link which was in your guide...
It stops downloading after 1Mb (it's a 20 something Mb download)


Does someone have multiple links to a downloadable version of truespace?

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Old Post 05-05-2003 11:12 PM
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karajorma
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I just gave it a try and it seems to work fine for me. There are a few other places you can get it but I don't know any of them off hand.

You can get Truespace 2.0 [URL=http://www.3dap.com/hlp/hosted/realization/index.htm]here[/URL] but it's a lot harder to do hierarchy work on this version since you can't use trueview on it. Still you can use it to model while you wait for a link to TS3 to turn up.

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Old Post 05-06-2003 06:06 AM
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Goober5000
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Truespace 3.2, released by Caligari for free download.
http://download.com.com/3000-2186-10187913.html?tag=lst-0-4

Might want to add this to your FAQ, too.

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Old Post 05-06-2003 06:13 AM
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Ghostavo
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Goober5000 , THAT is the link in karajorma's FAQ which I was talking about!!!

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Old Post 05-06-2003 06:33 AM
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Goober5000
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Oh. I assumed it wasn't. Because the link works for me.

Maybe your firewall is interfering with the download, or something. Try disabling it, or downloading from a different computer.

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Old Post 05-06-2003 10:30 AM
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Ghostavo
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Goober5000, I have to say Thanks

You were right, the firewall was interfering with the download.
After disabling that piece of junk, I made that download in 5 minutes without a sweat.

Now I can make some ships of my own.

P.S.
How do I open TrueView???

I click on the file trueview.tsx and it says Windows can't open this file (I have windows XP) because it doesn't know which program created it. Finally, it asks me to choose a program from a list.
What do I do?

(this was translated)

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Old Post 05-06-2003 01:02 PM
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karajorma
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You open it from Truespace itself.
Near the end of the bar there is an icon that looks like a 2 pin plug with 3D written on it. Click on that and then you'll open an empty button bank. Click on one of the empty buttons and you'll be given an option to pick the extension you want.
The extension will then take up a space on the button bank. Click on it

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Last edited by karajorma on 05-06-2003 at 03:01 PM

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Old Post 05-06-2003 03:00 PM
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Ghostavo
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Thanks

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Old Post 05-06-2003 03:13 PM
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Knight Templar
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This may be a dumb question, but wouldn't an SG-1 Space sim be kinda hard giving the lack of material to work with?

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Old Post 05-06-2003 10:57 PM
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karajorma
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quote:
Originally posted by Knight Templar
This may be a dumb question, but wouldn't an SG-1 Space sim be kinda hard giving the lack of material to work with?


Not really. The Prometheus can carry the modified death gliders can't it?

If so you've got a base ship. The gua'uld motherships can also carry fighters so you've got your ship to ship combat. When season 7 airs I expect we'll be seeing more space based combat.
You've only got two problems

1) You'd have to be inventive to stop missions getting repeatative with such a small number of ships (but look at TBP R1 for an example of how popular a mod with only 5 missions can be - may a small release with only 4-5 missions would be enough to satify the need for SG-1 combat)

2) You'd need to come up with a convincing explaination why Thor doesn't show up at the end of every mission and wipe out the enemy ships

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Last edited by karajorma on 05-06-2003 at 11:50 PM

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Old Post 05-06-2003 11:49 PM
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GalacticEmperor
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That's easy, you ARE Thor. The invincible Alpha 1, with your own temporal reversal switch, 'Replay Mission.'

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Old Post 05-07-2003 08:25 AM
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Ghostavo
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Yes, there are few ships when compared to FS2 or the full TBP (when it gets out).

But, there's still lot to do.
Here you are:

Terran
-Prometheus (Corvette or Capital?)
-A space shuttle (maybe a very slow cargo ship)
-Mix between F-16 and Glider (fighter)

Goaul'd
-Mothership (Capital)
-Glider (Fighter)
-The new odd looking but cool Mothership (Corvette or Capital?)
-The ship in which anubis is (at least in 6x22) (Capital or maybe even Juggernaut)
-Cargo ship
-The bomber which appear in the Supernova ep (Bomber)

Asghard
-Capital Ship of somekind
-The "O'neal" (Capital, right?)

And a lot more I don't remember or know...

Maybe I could "invent" a few Replicators ships (I know, they steal ships....) or maybe other civilizations ships, like the Ancients, the Nox...

P.S.
Can you explain this to me?
I can't really understand it very well. Sorry about all the questions.

quote:
Originally from Karajorma's Turreting Tutorial

The problem with the barrel is that it rotates around the axis. When you make the barrel however that axis will be in the middle of the primitive shape you started with. If you’re not careful you can end up with a barrel that rotates out of the base in the game and hangs in mid air when firing at enemy ships that are on the same plane as the ship.

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Old Post 05-07-2003 12:15 PM
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karajorma
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Hmmm. I guess that could be clearer I'll change it in the next version of the FAQ.

Okay. When a ship first jumps in or at the start of a mission the turret barrels always point straight up (or down for turrets on the bottom of a ship). When an enemy comes into range the barrels rotate down to face the enemy.
The problem is that the turrets rotate around the axes and by default Truespace always places the axes in the center of an object. If you're using a long barrel on your turret it's quite easy for the barrel to rotate in such a way that it is no longer connected to the turret base but instead hangs in mid air.

This is of course easier to demonstrate with pictures.
The barrel on the left is what you get if you don't move your axes (or simply don't bother with them at all!). The barrel on the right has had the axes moved down so that they are inside the turret base.



Now look what happens when I tell the barrels to move 70 degrees downwards



The corrected barrel simply moved down like you'd want it to but the one with the axes in the middle floats above the turret completely unconnected to it.

Hope that explains it

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Old Post 05-08-2003 10:42 AM
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Ghostavo
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That's better... thanks...

When the turret is trying to target someone, made in that way you specified, does the turret base rotate, or is it only the barrel?

I want to make a turret that looks just like your first image, but instead of a square the turret base is a cylinder united with a sphere (kind of like a bullet shape). And I want the turret base to do the rotation in the Y and X axis, while the barrel itself only rotates in the Z axis. (In Fred the Y and the Z axis were... in a different form)

In simpler words, the barrel points up and down, while the "Geo" rotates into position!

Ohh... I almost forgot, can the base continually rotate while it's not doing any thing?
For example, it destroyed a fighter, and then without anything to do the barrel puts itself into the default position and the base rotates continually until another target is found?

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Old Post 05-08-2003 12:41 PM
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karajorma
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quote:
Originally posted by Ghostavo
That's better... thanks...

When the turret is trying to target someone, made in that way you specified, does the turret base rotate, or is it only the barrel?



Both should rotate. The turret base will rotate around the X axis while the barrel will move up and down (Y or Z axis depending on if you are using PCS or Modelview).

quote:
Originally posted by Ghostavo

I want to make a turret that looks just like your first image, but instead of a square the turret base is a cylinder united with a sphere (kind of like a bullet shape). And I want the turret base to do the rotation in the Y and X axis, while the barrel itself only rotates in the Z axis. (In Fred the Y and the Z axis were... in a different form)

In simpler words, the barrel points up and down, while the "Geo" rotates into position!

Ohh... I almost forgot, can the base continually rotate while it's not doing any thing?
For example, it destroyed a fighter, and then without anything to do the barrel puts itself into the default position and the base rotates continually until another target is found?



I don't think continually rotating turrets are allowed. You could go to HLP and ask the programmers working on FS2_open to change that but it might take a while before they did it.

As for the turret you're making the way I've set out the turret in my tutorial sounds like exactly what you want. In the tutorial I used cubes because they were simple for someone new to modelling to make. If you want to make a more complicated turret (and I'm sure everyone does cause my turrets look pretty ugly) then you simply do the same thing but use more complicated objects for the base and the barrel.

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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)

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Old Post 05-08-2003 03:25 PM
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Ghostavo
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Are there any "POF Constructor Suite" tutorials?

I don't even know how to convert, let alone do anything more with it!

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Old Post 05-08-2003 05:36 PM
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karajorma
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It's pretty simple really. Load PCS and choose cob to pof from the menu

Anyway once you finish my tutorial you may find [URL=http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm]this page[/URL] useful.

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Old Post 05-08-2003 06:39 PM
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Ghostavo
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I can't find any POF file anywhere.
I already tried the Convertion - Cob to Pof thing, and it says

"Input was: 0 Materials, 5 Groups, 4 Lights and 7 PolyGroups.
Started with 844 and ended with 758 points, in 852 and 852 faces respectively. Compile time was 0.313000 seconds. Etc... " (Credits)

What do I need to do next to convert the dreaded thing?

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