[quote]Your story doesn't make sense because it says that the Vasari created the thing they're running from. In my version, the Vasari were trying to make clones, and they suceeded. But they made one grave mistake, they thought the clones were mindless slaves. They made them work 24/7/365. Eventually, the clones began developing their own wants, and so the clone rebellion began. The clones secretly stole entire fleets, and destroyed the Vasari's original government infastructure. The last of the
aldo14
Note that shipped copies it to the UK (in my case from the Stardock website) may be subject to an additional £12 VAT charge applied at customs. Grr.
[quote]Why not order the European release? If you live in Europe that is. play.com has some REALLY nice deals and for a low price too. If you ordered it from here (if thats possible). Isn't it shipped from USA? Then the tax would maybe get that expensieve[/quote] It's not on play.com (or amazon, or dvd.co.uk, etc), and there's not currently a european publisher; ergo no distribution to european stores.
[quote]Hi everyone,I live in the UK and brought the game (Box & DL) via DL on the 15th of Feb. Question:Should I be expecting this to arrive in the next week, just trying to judge how long it takes to cross the Atlantic.Will there be an additional charge when it arrives at my door regarding over seas tax etc.Will it ever be seen in any UK retailers this year if so when and who!Finally, who from the UK has brought this game from a UK online retailer (if any).Many ThanksSadlad[/quote] I r
NB: If you're getting it shipped, such as for me (to UK), you may be liable for additional customs charges & delays depending on local laws. I ended up paying £12 extra in customs charges :(.
[quote]None of this is possible and there already are enough mods based on other IPs. If you want to make it, go ahead though. Remember: everyone has ideas, maybe 10% of them have talent in scripting or modeling.[/quote] Alternatively, you can opt to remember that everyone has to start from square one and we're all more than capable of learning....
The Chigs would be pee-easy to make, methinks, their ships were (IIRC) largely just geometric pyramids.
The converter takes in Softimage XSI files.
The textures are DDS format, BTW. You can find some tools [link="http://developer.nvidia.com/object/nv_texture_tools.html"]here[/link]
[quote] As long as you can export it into a third party program (like 3D Max), it's possible to convert it into another game (after neccessary modification). Although I think the Freespace community is more geared toward Maya and Caligali rather than 3D Max. [/quote] It used to be Caligari due to being forced to convert from that object format. But there's been a 3ds max exporter for a while now and there's actually a decent variety of tools used - I used max along with a good nu
[quote] hey, aldo14, do you know how to extract the model and texture file from FSO to 3D max? If possible I might be able to do something about it. [/quote] Depends what stage you're at & what you have. The textures and models live in the VP files, so you'll need to extract them (I don't have a link handy for the tools for that at the moment, I'll check when i'm not at work) from there. The textures should be DDS format (the original
[quote] Good to see some Hard Light folks over here (hey Aldo - it's me, Singh XP); really livens the place up a fair bit Also, a freespace mod would be awesome - especially seeing the SCP ships in game - oh man would that be made of WIN <img id="ImageResize_Image_8" onload="ImageResizer.createOn(this);" src="http://im
[quote] !!! I finally found a working VPViewer. I'm extracting the sounds now to replace the ones in Sins >_> Time to hear that lovely beam cannon powerup/fire sound effects Man...I really want to know what happened to the GTVA after they destroyed the Capella jump-node. I also want to find out what was beyond the seco
[quote] If you can't find your CD's, Freespace 2 is available for download legally. Also, I think the downloadable version comes with enhanced textures and such. [/quote] Try http://www.hard-light.net/forums/ You can also use a 3rd party tool like deep exploration to convert from cob to another format.
[link="https://forums.sinsofasolarempire.com/?aid=176051#1457554"]MAX (script) importer thread[/link]
[quote] Yea it was. Sorry 'bout that. Now i know better than to export before i assign material. So basically cap ships shouldn't go above 5000 polys. 7000 is the highest poly model in the game? I would say you can make a few 10k models, but you dont want too many high poly meshes on the map at one time. [/quote] I didn't check all of them (I think planets may be higher, being spheres et al), but the highest I saw was slightly over 7000.
[quote] It was the Kol battleship. Ill retry an import. What i did was export it from max to .3ds to view it in deep exploration. I probably should have reassigned the material 1st. Its not that important to me, because i just wanted to see how the sins meshes were built, and view poly counts. [/quote] I checked out the TEC ships polycounts; https://forums.sinsofasolarempire.com/?forumid=443&aid=175327 [quote] Polycounts;
Made some investigations thanks to Stannums' [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176051#1452098"]importer tool[/link]. Polycounts; (approx; TEC seems to have largest polycounts by a big margin) Fighter/Bomber/Gunship= 550-1300 Frigate Arcova scout = 1486 Cobalt light = 1539 Javelis LRM = 1837 Garda Flak = 1480 Krosov seige = 1494 Protev colony = 1459 (rough range of 1000-2000 methinks) Constructor = 1988<br/
Surely if the AI wins (and bypasses your main defensive line) it's a very good plan? EDIT; perhaps the AI sizes up the advantage of each opportunity - i.e. where it can attack - and if it calculates it'll do more damage overall by hitting a planet than a fleet, it does that.
[quote] If only they could make the ships move like in Freespace (1 and 2). Those ships moved "realistic" and presented a fierce ship to ship battle. Though it's a space sim the big ship battles (the one you couldn't control) moved like a sentient being would. (just go to youtube to check it out). For example there was one mission which made you lure out an enemy command ship. After this ship had jumped in your friendly and vastly superior ship would jump in and
[quote] I have to admit, I have never found the enemy retreating frustrating. It’s what I would do if I encountered a superior force. However, if I had nothing to loose I would probably go for it and attack anyway. It would be nice if the AI did that occasionally, better to die for something than live for nothing… [/quote] You're saying that with a BSG avatar? ;)
[quote] guys, the cap ships in since don't go over 4000 triangles. I can tell you this for sure. The iron engine can handle a lot. 10k models would work, but i wouldn't flood my computer with them. I believe multianna did that mod to test the engine. Had 20 000+ ships on screen without sins crashing. Just chugged his system to 3fps. He did that on the old Tech Battleship. That was around 4000 tri's. so that woulda been 80 000 000 tri's on screen without a
[quote] Keep your models under 10k, and you should be fine. Just because you can build 64k models dont mean you should. 64k would be a model i would use for rendering purposes only. Most RTS game models stay at around 5k to 10k max. Less is obviously better for performance. You can build a low poly model (3-4k), but with good texturing would think that low poly model is a 10k+ model. I believe the damage points occur anywhere on the mesh's points (correct me if wron
[quote] It would be awesome just to replace the models with freespace2 ones. You dont even need background/story. I still have my cds so if its possible to convert the models for sins use then i would it. [/quote] Offhand, you'd need to extract the model POF files from the VPs (a sort of archive file used by the game), covert them to cob (Caligari object format - i.e Truespace)*, convert it to your preferred editing format (in my case 3ds), do wha