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General BUDA 5 Thread

LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-21-2003 03:51 AM
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ok this didn't fit into any category, so i made one. i may have found someone who worked for particle systems on Iwar2 that may be willing to give us some tips on some of the seemingly "unsolvable" problems we've been having. i'll keep you updated... if it turns out he's willing to correspond with me, i may ask for a list of top 10 problems we want to ask him...
Logic


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>>>CHECK OUT MY WEBSITE!!!<<<
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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 05-21-2003 08:26 AM
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Hey nice to hear!



random appearance of the ships in Skirmish Generator -> Ini Files (?)

dissappearing of the turrets (and sounds?), although Stephen Robertson meant that can't be changed by modders

schedule functions [Jumppoint, XMas Scenario]: Adjusted conditions/time to end the schedule doesn't seem to take effect every time. So the whole script doesn't continue [XMas] or the schedule lasts longer than set [Jumppoint]

That are the main facts that come in my mind spontanously.

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-22-2003 12:30 PM
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rendered a new logo if anyone wants to use it... or if u have a better idea for one, let me know and i'll render it up



Logic


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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 05-22-2003 03:14 PM
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Looks good!
In my opinion, the gaps between the letters of the string "Buda" should be much smaller. Then also the space between the image border and the outer letters will be bigger (I think the space is too thin now).

Maybe there could be an Explorer Ship jumping out of the Jumppoint - only if the logo doesn't looks too "full" then.

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-22-2003 08:52 PM
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quote:
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Originally posted by Roi_Danton:
In my opinion, the gaps between the letters of the string "Buda" should be much smaller. Then also the space between the image border and the outer letters will be bigger (I think the space is too thin now).

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trouble with that is when u make the picture smaller, as to put in posts or whatever, BUDA 5, which is the most important part of the logo, is very small, especially to read.

Logic


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[This message has been edited by LogicSequence (edited 05-22-2003).]

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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 05-23-2003 05:06 AM
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quote:
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Originally posted by LogicSequence:
BUDA 5, which is the most important part of the logo, is very small, especially to read.
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I don't mean to make a smaller font but to decrease the amount of space between the letters ... so they still have the same size.

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-23-2003 10:17 AM
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look again and tell me what u think i changed the font alltogether...
Logic


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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 05-23-2003 02:42 PM
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quote:
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Originally posted by LogicSequence:
look again and tell me what u think i changed the font alltogether...
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YES, looks good!
Ehm, if I'm allowed to make further suggestions ... ehm, the grey scale of the digit "5" doesn't fit so good to the rest of the pic IMHO. Maybe the 5 filled with a colour transition from maroon to black and a brighter border (grey 60% for example) would look better ?!?
Or you include further lights, so you have a constant colour (e.g. red and darkblue) for the border and body but shades due to additional lights.

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-23-2003 03:27 PM
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::in dumbfounded voice:: Huh? does the word simple mean anything to ya? LOL i'm trying to emulate the season 5 b5 logo and i've done everything exactly the way they did... this is a lightwave render, not a drawn picture... there's nothing greyscale in it, the 5 is one color all around, the differences are where the light hits it and the spec shows thru, or how the light casts shadows, etc..........
Logic


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[This message has been edited by LogicSequence (edited 05-23-2003).]

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Indie
Project Lead - Buda 5
Posts: 900
Registered: Dec 1999
posted 05-24-2003 08:56 AM
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It looks pretty good. Adding an explorer ship would add too much clutter.
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-Indie
Buda5

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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 05-24-2003 01:38 PM
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@Logic: Simple? Ehm, never heard this term .
Okay, I know what ya mean ... but IMHO in the high resoluted pic the border of the 5 doesn't have colour transitions (looks like one big shade) and doesn't fit so ideal to the lightning of the body of the 5 IMHO ... I don't know what ya can make with materials in lightwave (i.e. reflections), but maybe a metallic surface could look better.
Nevertheless the logo looks good now!
@Indie: Yes, I think you're right about that.

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-25-2003 06:31 PM
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i think we need to have another chat session, this time for the entire team. share everything we have, get a good solid base of what we need.. AND THE BIG ONE.. PRIORITIZE! working all zig zag like we are we may never get anything done, but if we focus all our efforts onto one thing at a time we can start rolling stuff out.
Logic


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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-28-2003 09:49 PM
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ok indie... what was all the stuff you wanted me to do!? LOL
A. Fix Whitestar
B. Scale up a fighter for testing
C. ?????
D. ?????
........
Logic


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Indie
Project Lead - Buda 5
Posts: 900
Registered: Dec 1999
posted 05-28-2003 10:28 PM
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A. Fix Whitestar
B. Scale up a fighter for testing
C. Replace fighter beams with pulse weapons
-nial & drakh
D. Help me with the damn jumppoint. *bangs head on monitor*
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-Indie
Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 05-29-2003 12:03 AM
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ok whitestar should be fixed and uploaded. i also used my newfound Firstones FTP POWERS.. MUAHAHAHAHAHAHAHAHHA to upload a few other updates that would usually have had to have waited for someone else to upload . i'll scale up a fighter ASAP and start on replacing fighter beams.... and.. what's wrong with the jump points??? :: puts ice on indie's head:: u really shouldn't bang yer head like that, yer ruin a perfectly good monitor
Logic


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[This message has been edited by LogicSequence (edited 05-29-2003).]

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Warlord
Member
Posts: 326
Registered: Nov 2001
posted 06-04-2003 09:30 PM
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If I may tell more about problem with jumppoint schedule Roi mentioned.
I ran schedule at different time intervals (every 0.5 sec, every 0.05 sec) and put debug message which outputted number how many times schedule had run (1, 2, 3, etc). Those numbers were outputted to console at significantly different speed so I assume schedule was running as fast it should. Problem is that jumppoint animation seems to always open at same speed which is too slow.

Other thing is that when animation is closing it should speed up at end (so we don't see tiny jumppoint which looks ridiculous) which is impossible because above problem.

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Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-05-2003 10:02 AM
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hey indie, what are u offering to BETA test in the general forum?
Logic


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Indie
Project Lead - Buda 5
Posts: 900
Registered: Dec 1999
posted 06-05-2003 07:23 PM
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Oh, just the usual things: DirWar, Escort. Perhaps a couple of other scenarios too when they are finished. I'm hoping to get reports on bugs I don't notice myself and some fresh ideas as well.
Warlord: I'd like to look into the jumppoint issue, but so far I haven't been able to make a decent jumppoint. The textures won't show up. The same problem is with the jumpgate atm. I've seen a textured jumppoint (and there are pics of it on the buda5 site) but it seems to have disappeared somewhere. One possible cause could be the sine function which is used to determine the value of the channel between 0 and 1. The values of sin(x) change very little as it gets closer to 0 or 90 degrees - which should lead to a slowing down of the jumppoint opening animation near the beginning and the end.

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-Indie
Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-06-2003 02:16 AM
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i thought we (simon) fixed the jumpoint/jumpgate thing a while back? textures and direction... u mean we lost the working copy!? LOL hmmm... i'll upload those jumpoint textures again for u... they'll be in the temp directory, just look for them, i'll name them appropriotly.
Logic


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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-06-2003 12:49 PM
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after watching ACTA the other nite, i saw how... well... not right our excalibur textures were... so i went and redid them all... that's right, all new textures... do guys like?
NEW TEXTURES:


OLD DARKER TEXTURES:


Logic


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Warlord
Member
Posts: 326
Registered: Nov 2001
posted 06-06-2003 07:09 PM
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I have a working jumpgate and point, I think. I'm still using ship pack from XMas update because I'm getting 3kb/s from Firstones.com. I could try to open jumppoint without sin. When I made that jumppointopening function sin seemed okay because it gets values between 0-1 and animation was one frame. It is true that it slows down but I didn't though that it would affect so much even if I speed up schedule hundred times. At very earliest stages last Autumn I think that schedule was updated every second or so.
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Buda5

[This message has been edited by Warlord (edited 06-06-2003).]

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Roi_Danton
Member
Posts: 339
Registered: Mar 2002
posted 06-06-2003 08:56 PM
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@Excalibur textures: Looks much better then that before.
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Warlord
Member
Posts: 326
Registered: Nov 2001
posted 06-07-2003 11:07 AM
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No success so far with jumppoint. I increase value 0.5 at a time but schedule just freezes at very strange places. It should break when value is 1.0 but I get debug message "f value 0.2" and then nothing... It's pretty hard to time jumppoínt or script with pog at all when things like this happens. I'm pretty tired with pog because it won't do things like I want it to do.
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Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-07-2003 11:51 AM
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updated the new excalibur picture.... i still have to balance weapons, but the new version will have corrected/changed the following:
ALL COMPLETELY TOTALLY NEW TEXTURES
reverse engine thrust panels now glow
reverse engine thrust panels indented (more accurate to real ship)
window lights now glow + added more
bridge window lights now glow
added heavy fusion beam cannons
balanced weapons + made more powerful
removed extranous unseen polygons
all around prettied up the ship


Possible updates (if i like how they work):

engine light flares
engine sounds
change main gun to 1 weapon instead of 4 (keeping same effect, just done in a different way.... won't be able to be seen at distance tho... so we'll have to see)

P.S.
Is she too short????? i mean granted i've been staring at the ship for hours... but what do u guys thing?? is she too... stubbed? not long enough i mean? maybe it's just my imagination.........?

Logic


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[This message has been edited by LogicSequence (edited 06-07-2003).]

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Warlord
Member
Posts: 326
Registered: Nov 2001
posted 06-07-2003 05:03 PM
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I finally got new ship and ini pack. At least jumpgate files are there so why doesn't jumppoint work with you Indie. Only thing I could think is that you make jumpgate with wrong ini because old ini files are still there. You should be using sims/custom/jumpgate/jumpgate.ini. It uses setup2.lws which have jumppoint integrated inside gate so align is correct. It's different thing if textures are good enough. Other jumpgate inifiles make jumpgate without jumppoint so if you try to use jumping functions point won't show up because functions assume that jumppoint is there.
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Buda5

[This message has been edited by Warlord (edited 06-07-2003).]

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Indie
Project Lead - Buda 5
Posts: 900
Registered: Dec 1999
posted 06-07-2003 08:11 PM
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sims/custom/jumpgate/jumpgate.ini is what is used in Director War. Let me get this straight - with the ship pack and ini files active, and nothing else, can you see a _textured_ jumppoint forming in Director War and/or Escort?
I see a jumppoint, but it is untextured. Just a crude blue polygon cone.

If others can see it, its a graphics card issue and my old card can't handle something in the jumppoint.

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-Indie
Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-08-2003 01:31 AM
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u mean is there a textured jumppoint period in the escort??? YES... it's 90 degrees off axis and the textures are dull, but its there....
Logic


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Indie
Project Lead - Buda 5
Posts: 900
Registered: Dec 1999
posted 06-08-2003 07:49 PM
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Well, that IS interesting. Here I was trying to get the damn jumppoint working and it was a graphics card issue...
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-Indie
Buda5

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LogicSequence
Member
Posts: 462
Registered: Feb 2002
posted 06-09-2003 01:11 AM
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i'll see if i can screen shot it for u
Logic


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«13456

Comments

  • LogicSequenceLogicSequence Elite Ranger
    Has anyone considered contacting Particle Systems and/or Infogrames/Atari about liscensing the Flux engine so we could make a stand alone Buda5 game? like our very own game... somthing like IFH but better of course, lol It kinda sux cause IFH's engine can do more than FLUX can :(
  • Roi DantonRoi Danton Moderator
    no chance

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]Has anyone considered contacting Particle Systems and/or Infogrames/Atari about liscensing the Flux engine so we could make a stand alone Buda5 game? like our very own game... somthing like IFH but better of course, lol [/B][/QUOTE]
    I never thought about it and I can't believe that they would do it! But, give it a try if you want ... actually I see no chance that they do this b/c of their work they invested in this engine.
  • IndieIndie Moderator
    Nobody has asked, but they have said they won't be giving away source code to I-War original any time in the near future...

    PS designed Flux to be used in their (possible) future games as well. I don't think they'd give it to anyone. Actually, I'd say its there is snowball's chance in hell they'd give it away. Maybe they'd sell it with a huge sum of money - and I mean publisher-level sums of money.
  • LogicSequenceLogicSequence Elite Ranger
    well that's what i meant.. leasing it. as in paying them for it, lol. don't you guys dream of making a stand alone buda5 game?! lol
  • LogicSequenceLogicSequence Elite Ranger
    hey indie, u want a raider battlewagon? it might be cool for a small mission, fight some raiders, find the battlewagon and take it out??? if u want it shouldn't take more than an hour or two for me to make.
  • MorteMorte Earthforce Officer
    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]well that's what i meant.. leasing it. as in paying them for it, lol. don't you guys dream of making a stand alone buda5 game?! lol [/B][/QUOTE]
    And then there would be the problems of the Babylon 5 license, and many, many others.
  • LogicSequenceLogicSequence Elite Ranger
    exactly! but if you make a stand alone game and get all the liscencing and stuff, you can MAKE MONEY WITH IT. LOL which then pays back what you spent on liscensing fees... just a thought anyways.
  • Roi DantonRoi Danton Moderator
    Dreaming :)

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]exactly! but if you make a stand alone game and get all the liscencing and stuff, you can MAKE MONEY WITH IT. LOL which then pays back what you spent on liscensing fees... just a thought anyways. [/B][/QUOTE]
    Really nice dream but it's too unrealistic b/c you still have problems with the Babylon5 license then!

    Besides that there're exisiting so many good games .. who have time to play them all resp to buy a Buda5 game?!?

    Nevertheless it's a nice idea, but .. IMHO too unrealistic. The only way is to create an own Engine but if you look at IFH you see how long this would take.
    My brother studies computer science and writes little DirectX engines for industrial use. He meant that it's very arduously to write an own graphic engine for a game.
  • LogicSequenceLogicSequence Elite Ranger
    i points to my earlier post to indie about a raider battlewagon... I'll go ahead and start it cause i'm gonna assume u want it, lol
  • Roi DantonRoi Danton Moderator
    Ambush

    okay, let's strike pal! Load your weapons! :p
  • LogicSequenceLogicSequence Elite Ranger
    Re: Ambush

    [QUOTE][i]Originally posted by Roi Danton [/i]
    [B]okay, let's strike pal! Load your weapons! :p [/B][/QUOTE]



    Huh?

    :noidea:
  • Roi DantonRoi Danton Moderator
    Re: Re: Ambush

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]Huh?[/B][/QUOTE]
    I'm referring to your battlewagon ... familiarized with your working moral I assume that it will be ready asap. ;) ... b/c this I'm already prepraring the weapons for it.
    Okay - I know, not the most reasonable context ... maybe these high temperatures at 34°C are the reason for my behaviour. :vorlon:
  • LogicSequenceLogicSequence Elite Ranger
    Re: Re: Re: Ambush

    [QUOTE][i]Originally posted by Roi Danton [/i]
    [B]familiarized with your working moral I assume that it will be ready asap. ;)[/B][/QUOTE]

    Yep :) It's already waiting for you in the Downloads section ;)




    Again... COOL=====> :robot:
  • Roi DantonRoi Danton Moderator
    Gecko

    Yeah, I DL'd it already.

    If you wanna begin your day (==> here it's in the morning) with a smile in your face:
    [url]http://www.2000greetings.com/gecko.swf[/url]

    [img]http://www.forum-3dcenter.org/vbulletin/images/smilies/scatter.gif[/img]
  • LogicSequenceLogicSequence Elite Ranger
    ahhh... well it's 2... er... almost 3am here now... LOL so gecko will be singing me sunshine today... TOMORROW, lol... as i am going to my nice large warm bed ;).
  • IndieIndie Moderator
    ye

    Hey Logic! Nice job with the Battlewagon. Didn't have a chance to post 'till now, but I'll certainly find uses for her. I'll get to it as soon as this infernal headache stops. Got hangover. Blech.[img]http://mods.firstones.com/buda5/devtemp2420/vomit.gif[/img] Ooops, sorry. :D
  • LogicSequenceLogicSequence Elite Ranger
    :) i figured it would be a good mission eh? bust some raiders then have to find the battlewagon and take her out. shouldn't be too difficult to script huh? certainly could add it to the upcoming missions release ;)
  • Roi DantonRoi Danton Moderator
    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]certainly could add it to the upcoming missions release ;) [/B][/QUOTE]
    Apropos @Indie, are the newest version of the Buda5 DirWar, Gallery and Escort mission available in the FO-Temp Folder?
  • LogicSequenceLogicSequence Elite Ranger
    i venetured into making a replacement for the launch tube. it now looks like a launch from B5's launch bay... tell me what u think be4 i release it...

    [URL=http://mods.firstones.com/buda5/devtemp2420/launchtube.zip]B5 Launch Tube[/URL]

    Screenie:

    (OH AND YES THE LAUNCH DOORS ACTUALLY START CLOSED AND THEN OPEN)

    [IMG]http://mods.firstones.com/buda5/devtemp2420/launch_tube.jpg[/IMG]
  • Roi DantonRoi Danton Moderator
    I think there is no question ;)

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]tell me what u think be4 i release it...[/B][/QUOTE]
    Very very good job! I think I needn't to give more comments.

    [b]What's about our ancient idea about modelled Hangars in Ships like The Explorer Ship and the Babylon5 station?[/b]

    And Logic, repeating myself for the 500th time (and hoping you don't want another 500 repeats ;) ):
    The spelling of Hangar is [SIZE=3]HANGAR[/SIZE] and [b]not[/b] Hanger! So have a look at your Hangar texture on your ships please.
  • LogicSequenceLogicSequence Elite Ranger
    Re: I think there is no question ;)

    [QUOTE][i]Originally posted by Roi Danton [/i]
    [B]Very very good job! I think I needn't to give more comments.

    [b]What's about our ancient idea about modelled Hangars in Ships like The Explorer Ship and the Babylon5 station?[/b]

    And Logic, repeating myself for the 500th time (and hoping you don't want another 500 repeats ;) ):
    The spelling of Hangar is [SIZE=3]HANGAR[/SIZE] and [b]not[/b] Hanger! So have a look at your Hangar texture on your ships please. [/B][/QUOTE]

    Hangars are fine in the big mission ships, but not for smaller ships like omega, warlock, etc.... as far as spelling goes... i don't think anyone's ever mentioned the spelling to me be4! anyways i'll fix it when i can.
  • Roi DantonRoi Danton Moderator
    Re: Re: I think there is no question ;)

    @Hangar in Ships: Of course, only in huge ships (explorer .. for the campaign) or the station (for the campaign and single missions).

    @Spelling: Believe me, Alpha pays attention to every details which has to do with Babylon5. ;)
  • LogicSequenceLogicSequence Elite Ranger
    who's alpha? :confused:
  • Roi DantonRoi Danton Moderator
    Alpha1

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]who's alpha? :confused: [/B][/QUOTE]
    Here known as Alpha1. He's active in many many Babylon5 and game magazine forums, he posts news on FO, makes advertisment for nearby every Babylon5 project and seems to be everywhere ;) .

    Here at FO you can found him mostly at the German Forum.
  • LogicSequenceLogicSequence Elite Ranger
    Well after pulling an all nighter, the Centauri Primus is out of the modeling stage and ready for texturing. it'll take a day to move it from the construction dock to the hull plating dock (meaning i'm gonna sleep a long long time, lol). anyways, here's a screenie.

    [IMG]http://mods.firstones.com/buda5/devtemp2420/primusWIP.jpg[/IMG]
  • LogicSequenceLogicSequence Elite Ranger
    do the colors look right to you guys???

    [IMG]http://mods.firstones.com/buda5/devtemp2420/primus.jpg[/IMG]
  • LogicSequenceLogicSequence Elite Ranger
    well i'm off to bed. i got her turrets and weapons all but done, they need a little tweaking is all... i still don't think the pinkish purple color is right tho??? look at "the fall of night" for reference.... i've been trying but can't seem to match the color... UGH...
  • LogicSequenceLogicSequence Elite Ranger
    posted a new poll in the general forum, a vote for what is released next... since i have all of them 85%-95%, whichever one our audience picks, will be the next released... i thought it a fun way to get people interacting.
  • Roi DantonRoi Danton Moderator
    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]posted a new poll in the general forum, a vote for what is released next... [...]... i thought it a fun way to get people interacting. [/B][/QUOTE]
    Yeah, nice idea! Posted a link to it in different forums.
  • LogicSequenceLogicSequence Elite Ranger
    THunderbolt update

    Hey all, i added missiles to the thunderbolt for fun. it's supposed to have 10, so i arranged them as you'll see below... should i release it as an update to the tbolt, or an alternative mod?

    [IMG]http://mods.firstones.com/buda5/temp/thunderbolt_missiles.jpg[/IMG]
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