technology is rather stagnant in star wars, certianly a turbolaser from the kotor era isn't as powerful as that during the empire, but between the republic and the empire the only difference is what was produced. Currently the cost of all the vessels is set by a formula taking their shield, hull and damage into account (with some adjustments for abilities) so if a ship was exactly 1/3 the hull shield and firepower of another ship it should be 1/3 of the cost.
EvilleJedi
Quick update on progress Alliance, Imperials, CIS and Republic are in and for the most part playable. A lot of work still needs to be done on mesh points. textures and ship stats. A lot of stuff will be deferred to a future update (which will add a lot more, but I want to get a 1.1 playable release out to have people test and critique) Everything is up and running in 1.1 so I'm just working on ironing out bugs with the mesh points and textures thi
well I was hoping to test it with 1.1 final, but it looks like that is delayed a few days. Depending on how everything works with the new version then it should be on schedule (I have no idea how it will integrate into entrenchment beta, so at this point I am going to develop only for 1.1)
so a small annoucement, the first refresh of the mod will come out the week of thanksgiving (so in a week and a half, nov 26-29 or so) and will at minimum include the Alliance, Empire, the Republic and the CIS, though some of the units may be place holder meshes or not be fully textured they should have stats that are representative. Again I'd like to mention that this is not going to look too great because I am simply trying to get the stats together and import the meshes that I can. If I ca
oh man that took a lot of searching, but the actual cause was that the lines squadTypeEntityDef:0 "SquadTechCombat" squadAntiMatterCost:0 0.000000 squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 0.000000 were entered as squadTypeEntityDef:0 "" squadAntiMatterCost:0 0.000000 squadTypeEntityDef:1 "" squadAntiMatterCost:1 0.000000 this is because in my export test for capital s
yeah I did run into that problem, but in this case I am using a very minimal set of points just to get the ship in the game and functional, it works for 20 some odd other ships, but this seems to be something with the PlayerRACE files or something with the models themselves.
The ISD I and ISD II will fill completely different roleseven though in reality they are pretty much the same vessel with a different weapons loadout the ISD I will be used to actively patrol planets, subjugate them and hunt down enemy scouts and commerce it will have the embargo ability, planetary landings, a heavy ion cannon ability and have a tractor beam that can immobilize frigates the ISD II will be more combat focused
I have been using the xsi crosswalk to get models transfered from 3ds max to XSI mod tool however it seems like some models will lose their UV coorindinates. the mesh transfers properly into XSI otherwise and will export to sins except for the UV coordinates being blank (I can assign a new uv unwrap and it will work, but it is not possible for me to remap ships in XSI in any sane amount of time) It is only a few models that I have this problem on, a larger percentage co
there shouldn't be, the ships are using existing stock files with only the mesh line changed.
I have show errors set to true in the normal exe as well, which is why I haven't been able to solve the problem on my own, it minidumps immediatly after the window is instantiated and before anything else loads. I will check case on the files, but as a rule I have done everything upper case to avoid that.
I have an error that is quite frustrating to diagnose.The program immediately minidumps if I include a race file with some ships in it. However if that same race file is copied from an existing stock race and then modified after the game has loaded (with watchedfiles=on) the game has no problem with any of the ships that are added and no errors or minidumps in game. The next time I start up the game with the playerRACE file in the mod directory it minidumps again. Obviously something is check
the alpha clipping is when a texture/shader withalpha is displayed, at a certian point the graphics engine (any graphics engine will do this at some point) could care less what is behind something else and either defaults to a solid color or ignores any additional particles. The important part here is how efficient sins particle sorting engine is for performance, saying that there is no performance impact is just saying that there is no performance impact that you can readily notice (have you
I under tristans point about the render engine issues with particles, it is an alpha clipping problem which honestly is not very nice regardless of how fast your video card is (especially the more alpha sorts that are needed. what I am specifically looking for is a way to create billboards that have organic tendrils on them, with at most a capitalship having 10-20 of these billboards arranged in a halo around it. The stated method worked acceptably in HW2 (except for al
how would I hook up the texture between the mesh and the shader though, it's not a big step to simply coopt a channel, but I don't want to break every other existing ship.
Is there any way of making a ship texture transparent in specific places (IE hooking up a different shader to an object) otherwise is there a method of attaching an infinite life billboard effect to a ship on a marker?
okay a little update I got the XSI exporter to export tangent maps correctly without crashing, so the ships should look better (they will still need some corrections, but that is out of scope for the next version) the main advantage of this is that the ships shouldn't be completely bright or way too dark (and round parts will look better on ships like the mon cals) second big announcement is that I am almost finished debugging my exporter (only frigates and plan
one of the things I am focusing most of my attention on right now is a modular export script (basically many of the ship options are the same like weapons, only the damage changes, but changes need to be repeated across all ships when the effects change for instance) which once built will make any updates that don't need model changes a one click job and adding new ships as easy as rigging and tweaking some values in the master spreadsheet.
if you are importing the model from another application you need to reset any transforms (in max this is reset xforms, in others it may be collapsing the stack) once in XSI you need to reset the transforms again with 'freeze all transfroms' in the transform menu with the object selected (I usually use the default XSI layout rather than the mod tool one under 'modes')
oh and when I do release the next version it will be an new thread, currently I am working with 1.05 because I don't know how many people have the beta patch. so unless they hurry up with the patch before entrenchment I will probably release it for the current stable version.
I've debated making planets about 4x bigger, but there are other issues with that.... okay so a little update on progress, in interest of getting something playable out I am focusing almost exclusively on getting the entity files completed even if it means that a ship has a generic rigging (meaning it has a front, left, right, back fire point for each gun, but not placed correctly, just enough to work) part of the issue is I was trying to finish up final textures and mo
In Homeworld 2 the original Torpedo sphere launched 500 heavy torpedos at once, on some machines it actually would cause windows to blue screen if you looked at it :-p I spent a little bit of time working on a model for the malevolence from the new clone wars cartoon so that put me a little behind schedule as well.
I'm back, though having some issues with the computer so modding is on hold at this time (no data loss, just OS being stupid and video card catching on fire) this weekend I should have everything straightened out and start trying to rebalance the empire to the new republic ships about the SSD, yes it will be in, yes it will be very powerful, but it will be defeatable. The first stage of the rebalance will be to make the cost of vess
yeah that's also a big reason, there was a lot of work to get it to work with 1.09 (more of a lot of trial and error until I figured out what broke) and I'm hoping it won't get trashed with a final release of 1.1. THis gives me time to work on art assets that have needed to be done for a while.
sorry about the lack of updates, I've been busy with R/l stuff and have a vacation coming up, hopefully some updates in the next two weeks (I will have updates on the warlords site gallery of any progress on the models)
Currently working on finishing the Nebula SD, once that is done there are a few more ships to clean up for the alliance.