[WIP] KOB R4

Discussion and information relevant to creating special missions, new ships, skins etc.

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Marian87
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Location: Romania

Re: [WIP] KOB R4

Post by Marian87 »

tsoj wrote:
This looks awesome!
I dont know if it is intentional but maybe you could change the red and green lights because at least on earth its common to have red lights left and green lights right. However one more time this looks impressiv.
Thanks!
The lights were just painted over the rendering, they're not part of the texture yet. I'm not sure how that effect is pulled off in the game. I only have the diffuse map.
Amah wrote:
nice! looking forward to it. :-)
Thanks!
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Norby
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Re: [WIP] KOB R4

Post by Norby »

Marian87 wrote:
I'm not sure how that effect is pulled off in the game.
Flashers in subentitites:

Code: Select all

		subentities =  
		(
			{
				type = flasher;
				color = { hue = 0.0; };
				initially_on = yes; 
				frequency = 1;
				phase = 0.0;
				position = (-39.6, 0.0, -25.8);
				size = 6;
			},
			{
				type = flasher;
				color = { hue = 120; };
				initially_on = yes; 
				frequency = 1;
				phase = 0.0;
				position = (39.6, 0.0, -25.8);
				size = 6;
			}
		);
These from Smivs' python clipper, adjust it for your ship.
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