Daedalus Class by Fireball
The oddest of Starfleet's designs, the Daedalus class features a giant donut-hole of a saucer section attached to a series of cylindrical sections to make it look like a starship. This particular version is the one that will be featured in Dawn of War, and Fireball_IV has spared no detail-- even new plasma and damage emitters!
Download this one right now. It looks good and plays even better.
Daedalus Class by Michael/Fireball
Background
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This is the Daedalus Class that will be included in my Dawn of War mod.
The ship features new models, new textures, new weapons, new sounds and new damage emitters. The ship is armed with 2 forward firing missiles that use the antimatter weapon odf and a brand new missile sod with a brand new "steam" trail that it leaves behind as it flies towards an enemy target. Feature are also new phaser textures with the fire sound from the SFC series of games. Also included is a damage mesh with damage textures for all 5 systems, including a new plasma stream emitter.
Happy playing
- Fireball
Whats Included
--------------
odf - yes
button - yes
wireframe - yes
admirals log - yes
install instructions - yes
credits
--------
model/mesh - fireball/mike
textures - fireball/mike
build buttons, wires and weapons - fireball/mike
emitters - fireball/mike
Special Thanks - The Starfleet Museum for schematics and shipnames.
Also Taldren/SFC series for the phaser sound effect.
INTSALL INSTRUCTIONS:
---------------------
******************************************
1:
Drag and drop the contents of the ZIP file directly
into your Armada II directory to add the new files
to your game.
******************************************
2:
open your weapon.spr
in your sprites folder
under
@reference=128
@tmaterial=additive
put theese lines
# Federation single red phaser
fsrphas wbrphas 0 0 128 32 @anim=tex1x4
----------------------
ok your done in the weapons.spr
******************************
3:
now open your gui_global.spr
under federation build buttons
and under
@refrence=64
put this line
b_fdaedalus fdaedb 0 0 64 64
-------------------------
then go all the way down to federation wireframes,
under
@reference=256
put this line
fdaedalusw1 WFfdaed 160 0 80 80
fdaedalusw2 WFfdaed 0 80 80 80
fdaedalusw3 WFfdaed 80 80 80 80
fdaedalusw4 WFfdaed 80 0 80 80
fdaedalusw5 WFfdaed 0 0 80 80
*****************************
4:
This one gets a bit complicated to stay with me, this is for the new emitters included in the mod.
in your sprites folder open up emitter.spr
There are three sections to this file.
the
#texture definitions,
# sprite_node definitions
and the actual emitters.
now, for the first part.
under
#texture definitions and also under @refrence=128
add these lines:
gplasma xgrplas 0 0 32 32 @anim=tex4x4_smoke
wsteam xgsmoke 0 0 32 32 @anim=tex4x4_smoke
----------------------
Okay, next under *sprite_node definitions
add these lines:
@sprite_node greenplas gplasma fade3 (2,2) (1,1,1) billboard
@sprite_node whsmoke wsteam fade3 (2,2) (1,1,1) billboard
----------------
Fininshed, now under
##### Damage emitters #########
add these lines:
# Green Plasma #
@emitter gplasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter gplasmed
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter gplaslrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
# White Steam #
@emitter wxsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=0.6
firing_period=0.15
lifespan=2.999
velocity=5.0
spread_angle=5.0
@end_emitter
@emitter wsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wmed
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wlrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
---------------
Okay thats it, all done that part!
*****************************
5:
Go to your ODF folder in the base Armada II directory.
Proceed to the Stations folder.
Open the ODF of a shipyard of your choice
and add the Daedalus to build there
(x representing the build item)
buildItemx = "fdaedalus"
*******************************
6:
Go to the techtree folder in the Armada II directory.
Open tech1.tt
Look under federation ships
and put the following line:
fdaedalus.odf 1 fbase.odf
********************************
and after that all you have to do is sit back and enjoy :)
- Fireball
I am not responsible for any damage this may cause to your system.
If your have problems, are looking for permission to use my mod or would like to alter it and put it in your mod you can contact me at:
furious_fireball_101@yahoo.ca or via Armada2files.com
This is an Armada 2 only mod.
Version | Author | FIREBALL_IV | Website | ||
Downloads | 761 | Size | 2.63 MB | Created | 2008-08-30 |
Comments
Lol just kidding.
Yes Avon you are correct, BOTF2 snapped this up...well it's more like Armada II snapped this up lol. I actually made a 4000 polygon one for BOTF II before making this model (using the same textures..minus specular and bump).