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obi-wan_kenobi

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  1. I have been texturing Rebellion models for a few months now, and i have noticed that the texture .bmps before .bin conversion have a greater color variety than the in-game texs do. I always apply the palette supplied by vakundok in his texture converter package to the bmps, but i would almost be inclined to say that the game uses only 16 colors, rather than the 256 supplied in the palette! Perhaps PSP doesn't really know how to apply a palette to a bmp, or perhaps it is a result of the conversion. If anyone has a suggestion as to how to get the colors to work in rebellion, please voice it. So far, the only colors i have actually seen work with my textures in game are a light blue, white, dark red, and the standard gray.
  2. awesome, vakundok! i am now beginning to understand texture replacement and the converter is very handy! instead of typing again and again the bmps to convert, i just hit 4 and out pops my bins! thanks again!
  3. true, they did use an old engine, but there must be a way to increase projectile speed by means of a mod. even MoHAA (which has the same engine as JA/JO i think) has much faster projectile speeds.
  4. amazing how simple rebellion can be sometimes... of course, then it can be really complex at other times...
  5. I am greatly bugged by the whole way that is JA and JO certain projectile weapons (pistol, rifle, bowcaster) fire "lasers" that go so so slow.... in the movies, the shots didn't go 180,000 mps, but they did go about 3 times faster than the shots in JA or JO. has anyone found a mod that would speed up the projectiles of these weapons?
  6. the converter seems to work well, although i am not completely certain on how to test the converted textures. It is much more efficient to hit the all bmps -> bins command than to do them one by one, thank you very much for adding this option. now, this is perhaps quite selfish, but... is there a way to add a command option like... add binary palette to all bmps this directory ? What i mean to say is, can the program be made to fix the palette on existing bmps in the directory? I guess i do not understand fully the whole palette thing, but i know that a lot of these texture bmps are in 16 bit or more color, and that rebellion will only have a max of 256 colors. so the bmps must be degraded to fit the rebellion criteria, yes?
  7. well, i suppose i have no room to speak, but if it would legally be possible to fix the rebellion engine and allow for mulifaced models (and i really mean multi-multi-faced) then perhaps the effort is worth it. i mean, with the rebellion update coming out (the one worked on on this site) then i think that the tactical battle must be updated in order to provide the best possible effect. Rebellion Reloaded will be great, but the impact of the new models will leave something to be desired if the game engine barely supports them. Anyway, if nothing can be done, than nothing can be done. I just felt like ranting i guess...
  8. i really appreciate you making this texture converter, but a task of mine requires me to convert possibly hundreds of textures to bin files. with the current converter, it will take me a good deal of time to type all of my files names and what not. can there be added an option to convert all BMPs to BINs? i know nothing about programming/coding, but with this option i think it could benefit some of us who need to convert a lot of textures. And it would look nice alongside the "all bins in this directory -> BMPs" option.
  9. is there any solution? to be more specific, this is actually happening with all of my SWR models, default and new. the only thing is, it is more noticable in the new models due to their numerous faces. but i can tell that it is happening in the default ships because the lines which outline a ship when you select it are visible, even through the other side of the ship. i will perhaps play with some of my 3D options, but perhaps it has somehting to do with texture redering? it seems that the textures on the disappearing faces just become transparent when you zoom in. also, i am running widows xp, ATI Radeon 9250 128MB PCI. 1gig ram
  10. i love the new models posted on this site, and i thank everyone who has contributed to creating them, but i am having a problem with them in-game. i do the normal routine of installing them, and when i view the models in rebed, they look awesome, but when i get ingame, something bad happens. it's like, in the tactical screen, many of the top faces of the models become transparent, showing the faces underneath. for example, (btw, if i could take screenshots, i'd show you) the new ISD is awesome in rebed, but ingame, when i zoom in, the main command tower goes transparent and i can see through the ISD to the faces of the bottom of the craft. really freaky , and quite annoying. i have a radeon 9250 and the latest drivers; is there somehting i should configure in the ATI control center? any help here would be nice...
  11. well, i don't even know if equations exist in games like this, but perhaps it is something along the lines of.... point (x1, y1) starting point point (x2, y2) destination ETA = (base value for character speed) * sqrt((x2-x1)^2 + (y2-y1)^2) for example, if a character is traveling from (3,4) to (-2,5) and the base value is 5 ETA = 5 * sqrt((-2 - 3)^2 + (5 - 4)^2) ETA = 5 * sqrt( 25 + 1 ) ETA = 5 * ~5.099 ETA = ~25.495 ETA = 25 days of course, the base value could be anything and the scale for the x,y axises could be anything.
  12. i experimented with the location of sectors relative to one another. I started as rebel, large galaxy. it is day two, i sent luke skywalker on a mission to sabatoge a building on coruscant. eta, day 66. in rebed, i move the coruscant sector right next to the yavin sector. same mission for skywalker. eta, day 17. based on this experiment, it appears that the closer systems are to one another, the more quickly things in hyperspace travel. this means, the that there may be a single equation for the rate of travel along the lines of, base speed x distance target location is = eta. perhaps, then, this "base speed" can be modified to a lower value. thoughts?
  13. please excuse my ignoriance, but how did you open up the dat files? they seem to be garbled in notepad. are they encoded?
  14. uh, sorry to try to revive this, but this happend to me recently. i had a system with troops and a minor character on it. I found out that an imp fleet was on it's way to level the place. so, i take my measly scrap of a defensive fleet and move it away before the imps arrive (why waste the ships when i will lose badly anyway?) so, the imp fleet is over my planet, blockading it. i try to get my minor character to escape. bam, captured. ok, at least he is still alive. the imps just chill in orbit for a few days. then i get an idea. i have no hope of stopping these imps, so why give them a viable resource producing planet? i go in, scap every facility mine and refinery. then the imps take the planet by force a day or so later. however, a neutral planet in that sector was angry at the imps and just joined my side. so, i considered myself somewhat clever. i gave the imps a potentially valuable planet (as opposed to an already valuable planet) and i somehow convinced another planet of the same sector to join me. yeah, i should have evacced the minor character with the fleet, but he was returning from a mission and barely made it through the already blockading imps

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