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 BSG mod? 
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Joined: Wed Jan 26, 2011 4:44 pm
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Post BSG mod?
Just wondering if anyones ever considered making a BSG (the new one) mod for CC. Maybe with raptors and heavy raiders for dropships and maybe making vipers and raiders like the UAV mod. Also, Is it feasible to have air strikes ? (like a map wide barrage of explosive shells for the galacitca and a rocket barrage for a basestar?)

Mono,


Thu Jan 27, 2011 10:37 pm
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Joined: Tue Jan 18, 2011 7:50 am
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Post Re: BSG mod?
Its a great idea but i don't think there's anybody willing to do it.
Or are there? :???:

In the future, I'd appreciate it if you didn't comment like this. You're essentially posting nothing, just your personal barometer of how likely it is that the mod will be taken up as a request. -Duh


Fri Jan 28, 2011 12:29 am
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Post Re: BSG mod?
meh, i'd do it except i have no talent for coding.... just thought i'd get the idea out there!


Fri Jan 28, 2011 1:33 am
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Post Re: BSG mod?
Mono The Elder wrote:
meh, i'd do it except i have no talent for coding.... just thought i'd get the idea out there!


What do you mean by coding? Is it the .ini files you don't get? They are pretty self explanatory. I suggest you make a attempt at the idea, try making some weapon.ini changes.

Or you could give some ideas on how you want it all to work, you know something for modders to work on. :wink:


Fri Jan 28, 2011 1:53 am
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Post Re: BSG mod?
well, i was thinking more along the lines of LUA, the ini files, like you said, are pretty straight forward. my problem is more along the line of sprites and lua since i have no art skills and no idea how to start it.


Fri Jan 28, 2011 2:25 am
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Post Re: BSG mod?
Oh, those are the 2 things I'm not good at. :-(
I suggest you ask people to use their lua scripts in this project.
Also you can recycle sprites. :???:
To get this mod started you can start small like weapons and actors. I believe the modding community will help you after at lease something gets done.


Fri Jan 28, 2011 7:24 am
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Post Re: BSG mod?
is there a program needed to model actors and such? or is it all bmp images?


Fri Jan 28, 2011 2:18 pm
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Post Re: BSG mod?
It's all bmp images and .ini code openable in notepad.


Fri Jan 28, 2011 2:40 pm
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Post Re: BSG mod?
so i could in theory use something like paint.net to make the sprites? whats about gibs? same thing?


Fri Jan 28, 2011 4:05 pm
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Post Re: BSG mod?
paint.net pfff try MSpaint its what I use. Notepad ++ is the best for editing as it supports LUA code highlighting plus tab lines ( the dots to show where the tab marks are), that is very useful as correct tabbing is a must in CC .ini coding, one wrong tab and your dead.. well your mod will be anyway.

Edit: Oh yeah and gibs are mostly either MOPixels or sprites. Gibs Can be anything like Actors, weapons, pixels, sprites, etc.


Fri Jan 28, 2011 5:09 pm
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DRL Developer
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Post Re: BSG mod?
I'd reccomend gimp or graphicsgale, works a lot better when you've gotten used to them.


Fri Jan 28, 2011 5:54 pm
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Post Re: BSG mod?
alright, and collision detection and stuff like that is done by the base cortex command files right? i'm not really going to have to worry about that other than mass and weight?


Fri Jan 28, 2011 6:53 pm
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Post Re: BSG mod?
Collisions are based on the sprite (the game automatically creates a field of invisible atoms within your sprite that it uses) so yes, just make the sprites and copy and modify the base items and you'll be golden.


Fri Jan 28, 2011 6:58 pm
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Post Re: BSG mod?
alright, so where do i add the engine emitters and such? in the ini file? and whats the normal size to be working with. (like 320x640ish?)


Fri Jan 28, 2011 7:05 pm
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Data Realms Elite
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Post Re: BSG mod?
Use the dropships in Base.rte for a guide.


Fri Jan 28, 2011 7:14 pm
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