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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584 |
downloaded the ships and they're nice to play with till the 2nd release .
i love the vorchan tho that ship look's fabulous.
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11-04-2001 02:39 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
I tried to play ti but almost all the .POF files are missing. i thimk it may be a corrupt download as everyone had no trouble and am trying it again
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11-04-2001 05:35 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
is there any reason that there are only 12 .POF files?
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"If you go to Z'ha'dum you will die"
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(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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11-04-2001 05:37 PM |
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TheEXone
Face
Registered: May 2001
Location: Miami,Fl, USA
Posts: 49 |
thats how manu there should be. They add to what is already in the official release.
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11-04-2001 06:44 PM |
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NiceTry
I'm New! Laugh At Me!
Registered: Oct 2001
Location: Netherlands
Posts: 23 |
Love the Shadows 
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11-04-2001 07:09 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
BTW did you remake the textures? I tried out the Battlecrab that was in the homeworld B5 mod, and your version had a lot better textures than it. I also noticed the same thing in the sentri.
So did you remake the textures by yourself, or do they just naturally look better in FS2?
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11-04-2001 07:17 PM |
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MCO Strife
Murdock
Registered: Oct 2001
Location: barrow in furness
Posts: 138 |
it was freaky seeing these 3 black shapes in the distance in one of the missions, 
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11-04-2001 07:22 PM |
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DOC
Project Nova
Registered: Mar 2001
Location: Vantaa, Finland
Posts: 95 |
About the tables and weapons
I read the Freespace 2 weapons MODding guide and started tweaking the beam cannons and ships.tbl. As a result I now have a decent EA Xray and multiple shadow deathrays (IMO the original ones in the unofficial ships package were rather lame and didn't look like the B5 series counterparts).
Having done that I tried to do the "Nova on steroids" so I replaced all it's plasma turrets with Xrays. It worked fine but I was just wondering how can I make it fire more than three beam cannons at the same time? I also noticed that some of the Nova's turrets don't even target the hostile ships not to meantion shooting at them. Whats the prob? Could someone explain or something?
- Doc
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11-04-2001 07:28 PM |
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ivanenski
Murdock
Registered: Jun 2001
Location:
Posts: 122 |
any idea if we'll be seeing a Omega, G'quan, or Primus anytime soon from that mod? Or are those too complex for now?
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11-04-2001 07:57 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
The Omega should be in the next release - it is not that difficult to do, rotating sections are VERY possible.
As for the G'Quan and the Primus, they should make it in the release after that along with the Vorchan, Sentri, T'Loth and Frazi. Non-canon ships such as the Bintak, Octurion and Rutarian will be appearing after all of the ships actually seen on the show of the major races have been released.
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11-04-2001 09:37 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
man I tested the Unofficil pack ingame and half of the missions are buggy. One of them say it cannot accept "atack any ships" given to whtestars!! other thers ships ordered to attack each others on the same side...That narn capship has vanishing surfaces and almost always fires through itself ( barrel normals and view cones werent well chosen),the battlecrab can be flown and shot through, and many turrets dont rotate when they should, The weapons graphics look cartoonish (not that I could do better )
all wepons sounds and effects needs improvments.
I have to say I liked the sentri (although its tables need re-made)
and the whitestar (too powerfull beam I think).
I played the missions and didnt fell tha B5 feel I should have, it needs a bit of "garlic". yum yum
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11-04-2001 09:43 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
I actually made the Narn thingy fire through itself. I gave it two beams in the front, and when a Vorchan attacked it from the behind it fired the beam straight through itself . It was easily fixed by changing the turrets FOV:s though.
Haderak was also right about the missing textures. I started lookÃÂ_ng really closely, and found out that both the Battlecrab, and the Narn thingy(tm.) have a whole lot of missing faces and textures. Also the collision detection was completely f***ed up, at least the whitestar, vorchan, Narn thingy, and the sunhawk can fly straight through some other ships.
I don't think the weapon effects were so bad, maybe not quite official TBP quality, but good nevertheless.
The Whitestar model looked really good, and it wasn't too high poly. The Battlecrab was good also, except for the problems mentioned above.
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11-04-2001 10:26 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
actually the models are quite BAD for FS2... they where made for Homeworld not FS2..None of them is a single Solidobject-body and rest as childs.. bazilion of piled vertex .. tousend of 2 face poligons..that make FS2 engine hurt.. body parts intersecting etc...
And yes they don't came close to our models..
U can see clearrly that the modles where not for a space sim..
If I was in your place Exone..I'll start modeling ...not converting..
release 2 will containe every Centauri Narn ship ...canon aog(maybe some not
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11-04-2001 11:47 PM |
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NiceTry
I'm New! Laugh At Me!
Registered: Oct 2001
Location: Netherlands
Posts: 23 |
You all here sound like babys. This is not right, that is not right. You should hear yourselves. You should be glad that someone took the effort to give us those ships. 
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11-05-2001 12:02 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
I think that the team are just saying that these models have no real chance of making it into the conversion, no more, no less, despite what people may want. The team have looked at options like this and decided on their own course of action.
However, they actually encourage the production of such materials as every person who takes an interest adds to the Babylon Project community 
The ONLY proviso is that TBP team will in no way technically support any of these releases as they are not their work.
My opinion is that keep up the good work, EVERYONE, I liked the music, the missions and the extra ships as new add-ons are great fun to try out 
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Last edited by Triggy on 11-05-2001 at 12:14 AM
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11-05-2001 12:14 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
quote: Originally posted by TheEXone
thats how manu there should be. They add to what is already in the official release.
I can't get the official release. If you could e-mail me the rest of the pof files i would greatly appreaciate it. my e- mail is azedwin@aol.com.
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"If you go to Z'ha'dum you will die"
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(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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11-05-2001 01:27 AM |
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185 |
Its good for a play until the next release as I have been playing around with weapon systems and textures while I wait for the next release.....
Presenting an old shot of the NovaX 

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11-05-2001 03:07 AM |
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DOC
Project Nova
Registered: Mar 2001
Location: Vantaa, Finland
Posts: 95 |
Hmm, not so sure my Nova on steroids works like it should , so pera and Sigma957, what things do I have to change in the tables if I wan't to, say, replace the plasma guns with beams, for example EA Xrays?
- Doc
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11-05-2001 07:45 AM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
You open the ship.tbl with a text editor and find the ship you want to edit.
Let's say you want to edit a Nova. You should find something like this:
$Name: EA Nova
$Short name: Nova
$Species: Terran
and so on...
Now, go down the text, and you'll find this:
$Subsystem: turret01a, 1.8, 0.0
$Default PBanks: ( "EA Beam Cannon" )
$Subsystem: turret02a, 1.8, 0.0
$Default PBanks: ( "EA Beam Cannon" )
$Subsystem: turret03a, 1.8, 0.0
$Default PBanks: ( "EA Beam Cannon" )
$Subsystem: turret04a, 1.8, 0.0
$Default PBanks: ( "EA Beam Cannon" )
$Subsystem: turret07a, 1.2, 0.0
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret08a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret09a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret10a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret11a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret12a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret13a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret14a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret15a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret16a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret17a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
$Subsystem: turret18a, 1.2, 2.4
$Default PBanks: ( "EA Heavy Plasma Turret 1" )
You can find the places of the turrets in FRED2, and names of the weapons in weapons.tbl. You can change weapons all you want, but you can't place missiles on laser turrets and vice versa.
You probably noticed that this table has been edited, the four forward guns have been changed to "EA Beam cannons"
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11-05-2001 10:17 AM |
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DOC
Project Nova
Registered: Mar 2001
Location: Vantaa, Finland
Posts: 95 |
THANK YOU
Thanks pera! Help much appreciated!
I already replaced the Plasma Turrets with Beam Cannons and then increased range and damage... gonna go know and check if it survives the TBP Demo mission 3 
- Doc
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11-05-2001 10:35 AM |
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