EvilleJedi

EvilleJedi

Joined Member # 2408531
13 Posts 404 Replies 27,240 Reputation

don't even begin to talk of 'balance' or specific ship counters I'm not even going to consider them. The balance is a lot of cost and a lot of time. Wait until the first release and then complain

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I put the radius generator from the PJI on a ship and it had no radius, need to ask Ironclad about this and a few other things. Been busy with personal issues, but I do have some progress, a lot of which is dependant on questions to IC

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I've imported the SSD with 12 textures ranging from 128x256 to 2048x2048 so there is a lot of flexibility, though it is best to do one texture to make the video card happy.

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diffuse, spec, glow, tangent normal (greyscale) I have to ask about alpha because I've seen some stuff with it and some stuff without, it would be nice if girders and stuff were alpha'd rather than geometry.

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nikermaster wtf I didn't even understand that :-p SithLordGR: How are you with Uving and texturing existing models? (I have some base textures you can use) I have some stations I need textured that I never got around to that would be good for replacing the research stations and civilian facilities. The majority of the modelling that needs to be done is in orbital facilities and I can provide references for those.

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considering that the only thing I need to implement my mod is the tools (all of the content is done as far as I'm concerned) I did exactly that, went back to other games. I believe we were told we would get tools at release and the galaxy forge did come out early, but I have other people working on that. I hoped that 1.02 update would at least give us the decompiled files as a download.

66 Replies 35,070 Views

Name: Star Wars (SW) PoC: [link="mailto:[email protected]"]EvilleJedi[/link] URL: [link="http://warlords.swrebellion.com"]http://warlords.swrebellion.com[/link] Info: Star Wars Modification for Sins of a Solar Empire Link: [link="http://warlords.swrebellion.com"]http://warlords.swrebellion.com[/link]

60 Replies 112,540 Views

talking to Tristan he said no lods are used. Now I've picked up the XSI mod tool to get familiar with it, the important point to make here is that the xsi mod tool is [B][U][I]free[/I][/U][/B], you don't have the have other apps to use it. It is a learning curve even if you've used other packages, but I applaud star docks decision to allow a fully featured modeler (most of the other stuff is disabled in xsi) as their default pipeline because this makes it a lot easier for people to get their con

202 Replies 384,213 Views

as soon as IC gives us the script files I can start pushing out work. then once we get the mesh editor the real pain will begin.

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right click on gameinfo folder 'add to zip file' hit upload in favorite FTP to soas.com . If anything is broken in 1.02 then repeat the process when 1.03 is out. I don't need the other tools yet (though I would like them) but being able to start changing things will go a long way.

66 Replies 35,070 Views

What I would really want to see implemented is a ‘patrol’ move order that would loop a movement route. Maneuvering considerations for vessels in space (assuming near 100% accuracy) 1) Energy loss or gain: it may be important in a gravity well to maintain a high orbit in order to conserve energy (especially if fleeing is an option) Exploiting orbital dynamics would also be key. Mission specific reasons for maneuvering are the prime reason. 2) Weapon geometry of offensiv

294 Replies 303,836 Views

I haven't noticed any progressive or manual lodding? (other than the iconification of ships) if this is the case then the poly limit is much less than 30K, 10K is probably okay, unless you want lots of ships. I was able to use multiple 15K vessels in HW2 because of aggressive lodding that cuts the detail down drastically when zooming out (usually 3 stages with the first stage lopping off a good half at around 5 km, the next another half of that at 15km, and the last stage making capitals with ar

22 Replies 14,544 Views

heh and it didn't crash your computer? what version were you playing at the time? 0.45 actually crashed if you were looking at it from the desync of so many torpedos hitting, I spaced them out for 0.55 and later... okay a few recruitment notices, (PM me here or go to the warlords forums and post there) 1) need a skilled 2d artist for creating buttons, overlays, icons, modifying UI graphics etc. I'll try to provide as many assets as possible for renders (like for ship icons

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since I'm planning on doing a total conversion I think it will be a lot of scripts :-p you have any other useful python scripts, would save some time on this end from writing them (though usually it's easier for me to batch it out through regex in excel, but the entity model is a little unstructured for that.)

16 Replies 13,223 Views

I think it's going to be R'lyeh R'lyeh hard to come up with anything more than giant squids, though I think sanity loss could be a special ability that either paralyzes ships (like ion cannons) or makes them less coordinated. Also it may be possible to tie custom shaders to the ships so it would be fun to have a refraction/distortion shader to simulate non-euclidean geometry (could even do some really wacky things if we can play with post processing)

3 Replies 4,855 Views

are we going to get the encoding method and header info as well? (afaik the header is only TXT or BIN, but I've been trying to back out the encoding since release and not having any luck) will the converter have a batch mode? (or at least a commandline so I can batch encode/decode?) this is an issue because of distributed teams with bad version control (or no version control) I don't want to have a mess of encoded and unencoded files getting passed around and not being able to make sure

16 Replies 13,223 Views

few comments on helpful changes (that should be too hard to put in) coordinates on mouse over of any object (possibly an overlay option) some indication of which star a planet belongs to (kept trying to connect a planet then realized I had dragged it from another star accidentally) band box or multi (shift) select a group of planets, hate having to drag each one user bind shortcut keys to placement of planet types or templates star takes precedence fo

1,189 Replies 3,582,408 Views

I'd like to see the maps, mainly because I think we have the opportunity to tweak maps to play styles. an open map with lots of phase lanes will encourage a much more offensive game simply because it will be hard to defend (you hope your shields and defenses hold while you are trying to out assault others) and a more limited map with less phase lanes works more like an area control game (COH or dawn of war) because of the choke points. so defenses play a larger role. I don't think we have to fix

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a few more clarifications. What I would be looking for is a weapon type of animated turret, it would be used in specific situations where the turret dominates the profile of the ship or would look exceedingly out of place to not rotate (small guns can be eliminated or simplified as mesh detail) these would be weapons similar to the main batteries on a Iowa class battle ship for example. They would be intended for supercapitals only. Realistically this would be an option for modders and for the I

140 Replies 31,668 Views

it works out fine in warlords with accurate scale (though I have to smack around some noobs occasionally), the exceptional zoom capabilities in sins should be handy. since fighters are essentially weapons it's less of an issue, the only trick is making hyperspace capable fighters. the max exported units should be in meters, at least for HW2 the obj files converted directly to meters exactly (since movement markers had distances in meters) and internally I was using generic units. <b

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I could follow the warlords faction model Alliance Empire Local Militia (would include factions like corellia and Kuat defense forces) if it breaks down more than that the following would be options Vong Republic Sith/confederacy though these would require some restrictions for time period. I wouldn't advocate a smaller breakdown just because these faction levels would have a viable ship list whereas other factions (hapans, chiss) would be

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