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Messages - Klawz

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Modding / Re: [MINI-MOD] Blueprint Folders [SR 1.2.0.0]
« on: March 26, 2012, 04:33:13 PM »
Got it! Thanks again, I knew I forgot a step.

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Help & Support / Re: [Windows 7] Crashing on various occations
« on: March 26, 2012, 03:14:11 PM »
I bought SR from steam back in Oct. Just downloaded the 1.2 patch and ran it. it works fine for me, unless I've done something horribly wrong that it's right?

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Modding / Re: [MINI-MOD] Blueprint Folders [SR 1.2.0.0]
« on: March 26, 2012, 02:51:48 PM »
Hopefully this isn't too idiodic, but where do I put this file? My computer doesn't seem to be able to read this .MAN file.

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Modding / Re: Modder Resources
« on: January 19, 2012, 03:13:58 PM »
Delete my last post! Got the models to show up in the model configurer! Thanks for your help Firgof! I did'nt follow the models.txt file exactly right, I think I should just stick to laying floors instead of modeling ;D but damn it's so much fun! And kind of rewarding when they showed up in-game! Thank you again.

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Modding / Re: Modder Resources
« on: January 12, 2012, 07:12:22 PM »
Thanks. I'll try it.
Models are not showing up in the model configurer. Should I export directly into the model folder in SR? Or can I just copy paste?

edit: Tried both of those neither worked. Do I need to have the text document that defines the ships (where and what they are) loaded in SR along with the models themselves? Would that be why it's not seeing them?


Also I'm using notepad to wright my txt files. Good or not good?

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Modding / Re: Modder Resources
« on: January 12, 2012, 06:26:01 PM »
Got a problem. The icon for my shipset shows up in the main screen(yay!). But when I build the ship it appears as the cone thingy. I dont have my model file that classifies ships completly done (only colony, probe, and fighter). Nor are impact, and firing points, but I believe everything else is correct. I used the stock files as blueprints to follow. Would the fact that I'm using wings3d be an issue? I've exported the models in both obj, and 3ds formats. Or should I try in the developer mode? Or scratch the last month and learn blender? Self teaching is so frustrating! (LOL)

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Modding / Re: Modder Resources
« on: January 07, 2012, 03:18:40 PM »
Thank You. I'm going to try putting one of my ships in to see if this works soon.(I hope)

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Modding / Re: Modder Resources
« on: January 05, 2012, 09:05:14 PM »
Hope this is in the right spot.

Does SR support tga.png files?

I ask this for 'ship sets', I'm using wings3d with gimp and when I export it the textures;materials export as {name}.tga.png. Some only export as {name}.tga. Obviously some of my textures are not png files, but I was just curious if SR would recognize them. Or Iam I wasting my time with the wings3d program?

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: January 05, 2012, 05:47:00 PM »
Deleted files for the ship sets and reinstalled them. Got the Hiigaran's to work but not the Amarr, or Bezimini (sp?). So I think I'm on the right path. Thanks for the help. I believe by the time I get these to work right GA 1.9 will be out (LOL).
Great mod
Awesome ship sets
I'm trying to make a ship set also to give back to this awesome game for the hours of enjoyment it has given me! Thanks for the patience and great feedback and help everyone has given.

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: January 04, 2012, 02:27:07 PM »
Of course, the shipsets need to be working correctly in the first place . Did you check if that is the case?

How would I check to see that.
I don't know how to post quotes. This is the first forum I've been on. Sorry for the confusion.

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: January 04, 2012, 02:26:10 PM »

Of course, the shipsets need to be working correctly in the first place . Did you check if that is the case?

How would I chec to see if thy re working correctly?
And where would the filepaths b located?

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: January 03, 2012, 07:20:37 PM »
Don't know if this is the right spot, but, I've downloaded the 3 extra ship sets into the GA mod but the textures don't show up on the ships. I believe I have all the files in the correct areas but was wondering if anyone else is having this issue? Haven't tried to put the ship sets in the original SR because I only play with the GA mod. If they are downloaded in the original game files would they transfer over into the GA mod?

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Modding / Re: {Shipset} The Artificers- Player Made (Currently Texturing)
« on: January 03, 2012, 02:20:41 PM »
WOW!!!!

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Modding / Re: Extreme newbie to modding
« on: December 28, 2011, 02:58:56 PM »
Can I play with modifications on Steam?  If so, do I have to start from the file on my harddrive, instead of through Steam?   

I've been playing with the GA mod on my steam version with no problems. It launches from my SR Icon that steam put in. Just put it in the correct folder. It took me a couple of tries. (I'm not very good at messing around in programs :-\)

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Suggestions / Ship sets
« on: December 28, 2011, 02:51:55 PM »
It seems there is alot of interest in making ship sets in the modding forums. Myself being one. Is there a way to combine the topics for ship set building into its own sub category? The reason I ask  is that I am in the process of modelling a ship set, I started about 3 weeks ago, I'm coming along fine but am totally illiterate when it comes to computer 'stuff'. I search the topics and have gotten great info in multiple posts' but they are scattered on this topic. I'm older than most I think because COBALT was the up and coming computer language when I last played around on computers. I have lots of questions, and most of the answers I believe can be found here, but I don't like to post subjects that have already been up and answered. I am at a point in my ships that I want to put one in-game and see how it looks before I post it.

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Love has been sent!

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: December 15, 2011, 01:29:46 PM »
See I don't think I even posted that correctly!

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: December 15, 2011, 01:28:25 PM »
It will work as it does now, it will be completely dependant of the location of the code within the shipset.txt. So if the Colonizer code is at the top of the file and spinal at the bottom it will pick the Colonizer and visa versa.

Thank you. After I posted that I started thinking and looking around, then realized the answer.
I'm not really good at this tech stuff. Grandfather of 2 with 1 on the way. Back in High school cobalt was the up and coming language.  I just like to create stuff and thought I'd give it a try. Been out of this side of the computer world for a couple of decades. Thanks for the answers and help!

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: December 14, 2011, 09:22:37 PM »
Will this still be in conjunction with sub-systems? So if a colonizer is on board the "colonizer model" will be picked, even if a spinal hull is used? (spinal hull just being an example of course)

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: December 13, 2011, 08:15:57 PM »
Does the GA mod have tags for the hull types? (Fighter, Bomber specifically). So when designing ship sets this hull tag can be used to determine the model? I've scoured the forums and the tags seem to be based on sub-systems. This mod is fantastic, purchased the game in Oct. and have over 200 hours in play time. Trying my hand at ship modelling and want these models to be GA mod based. The BMS forums is the only place I've ever posted anything in so I hope I'm in the right section.

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Help & Support / Re: Mouse Pointer Off by a little bit
« on: November 10, 2011, 04:55:14 PM »
DOH! My wife had the screen resolution set to 150x magnification. Full screen works now. Thanks for the quick response!

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Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: November 10, 2011, 04:32:45 PM »
Downloaded this mod 2 days ago. AWESOME!!! But in my systems I have An enemy scout that is unkillable.

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Help & Support / Re: Mouse Pointer Off by a little bit
« on: November 10, 2011, 04:31:21 PM »
If I run in full screen mode I only see half of the game, It seems to be too big to fit on my screen

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Help & Support / Mouse Pointer Off by a little bit
« on: November 10, 2011, 02:50:12 PM »
Purchased SR via steam roughly a month ago. OMG what an amazing game, highly addictive and possibly causing problems in my marriage ;) my probable is 90% of the time when the game is loaded the main disply seems to be a 1/4 inch up from the windows box it is in. My mouse arrow is also that far off in what it is saying it is over.(I go to blueprint screen and to get a ship loaded I need to be on the ship below it before a dbl click) I am not a tech guy one of those WTF did you do to your computer, guys. Any ideas?

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Strategy / pirates
« on: October 22, 2011, 12:52:50 PM »
newbie here. Wanted to get the feel for how to play. started with no AI only pirates. Small map, small clusters. Trying to get down the mechanics and micromanaging.(always loved that in games). Colonize first system, have some ships to defend then anywhere from 20 to 35 minutes in game time, pirates attack! Continue attacking every 2 minutes or so until my fleet is gone, cant produce anything fast enough and cant replenish my fleet fast enough. Is there a way to keep pirates as a nuisance and not a game ender? Am I missing something? Or am I just too old to be taught new games?

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