EvilleJedi

EvilleJedi

Joined Member # 2408531
13 Posts 404 Replies 1,367 Reputation

EmperorPardoxant: I'll make a test of those ranges in the official release, but in beta 4 I wasn't able to change enough settings to make it functional. One of the issues is that ships either have to have incredibly high deceleration compared to acceleration or you have to wait an extended period of time for them to cross those gravity wells, the game engine basically decelerates ships by calculating the distance remaining, so the end of a trip is rather slow as it decelerates unless it is a re

1,324 Replies 1,497,336 Views

also capital ship upgrades will be considered more as a crew upgrade, better coordination, some custom modification. Essentially like having a better command on the vessel, they simply perform better than the average. Though I don't know how to include the later lvl upgrades that are in the stock game and may just scrap them until we have a good idea that isn't out of universe.

1,324 Replies 1,497,336 Views

As for a decision on the era of play, personally I would shoot for post ROTJ. This has the most balanced navies on each side and a larger variety of ships and also makes a lot of sense in universe. Certainly playing during the rebellion could be an option, but honestly it's been done too many times. The clone wars also works as an era of play, but has a limited focus. This would probably be a game option or could just be based on the player race. (we will need to see what restrictions we can put

1,324 Replies 1,497,336 Views

another thing to point out is that HW2 had different turret types, if a turret didn't need to be animated then it could be set as a gimble, thus eliminating the entire animation step. The issue I believe with sins is it is not bones that control the weapon points, but simply emitters with a facing. In HW2 every weapon had a node in the skeletal heirachy, this node had a facing and up direction in the simple case, in the animated case it would have an elevation as well as a barrel joint

140 Replies 31,581 Views

Just to make a correction Warlords with subsystem turrets was slow because of the way relic messed up the subsystem lodding and hit detection. Originally it was my understanding that subsystems obeyed the mesh render limits given to them, but after extensive testing this was not the case, they simply obeyed the ship render limits, not thier own. Additionally there was no way to turn off hit detection on subsystems even if there was no collision mesh! Once I moved the subsystems

140 Replies 31,581 Views

I thought they were going to give us the file format specs as well as compiled examples and flat file examples with the forge kit? This would make it quite easy for coders to build up the files (and not take 3 years like it did for HW2 to have a fully functional Hod exporter)

33 Replies 25,515 Views

So we've heard that there will be some 'significant' updates to the game from beta 4... So what are they? :-p Specifically what fun little options will we have to twist the game to our desires in the forge suite? I noticed the mySQL.dll, I'm looking for some fun time saving options on that one. (and for some reason I have some crazy idea of using it to communicate with an external webservice... if possible) Will we get an SDK for extending our own functions? How expandable

18 Replies 8,392 Views

actually the problem is more about how max exports obj files IMO, the normals are always goofy, though they look correct in code herders preview, but I get weird lighting in game. It was simpler to omit data and normal maps. Data is actually in there, but blown out completely since I just converted my HW2 resources, but happen to be too highly saturated, normal maps tend to make everything glow bright pink... Now if I export .x it looks perfect in the exporter, but then the wire frame p

81 Replies 59,358 Views

Not to be out done by the trekkies (though I need to get normals and data maps working right) [img]http://warlords.swrebellion.com/junk/ISDs.jpg[/img] Thanks to Enterprise-E for the SSD model and textures

81 Replies 59,358 Views

Simrex, Legerdemain, sign up here [link="http://warlords.swrebellion.com/smf/"]http://warlords.swrebellion.com/smf/[/link] on the Warlords forums I'll give you some staff access and work on getting stuff setup for FTP and bug tracker. Depends on the era for the complexity of the Rebellion. In theory the rebellion had a lot of planets supporting it with resources while still being officially supportive of the empire (remember Alderaan was actively vocal against the empire, and it wasn't

1,324 Replies 1,497,336 Views

I think you are mistaken, EAW was just pathetic in terms of capturing even the most common vessels, warlords has roughly 200+ unique vessels already modeled and textured and I have at least another 100 to go if I want to do everything, granted some of them are one off references or are just art without names, but there is a tremendous variety to go with before you hit any sort of fan created designs. The situation is similar to trying to do a star trek mod, there are VERY few ships in the movies

1,324 Replies 1,497,336 Views

a favorites list for directories would be great or having an import root path, right now it resets to the 'my computer' top level on each file browser open. another helpful thing would be a coordinate axis with in game units on it, would help when scaling to get everything right. ability to move emitters with the keyboard to tweak them and set rotation (some way of indicating current rotation in the display?) ability to unload textures in the material editor (or just h

4 Replies 5,855 Views

not really a matter of leading it, in fact I want to, I just need people to help me. Warlords was a one man effort really, I did get some very helpful support from time to time, but in the end, nearly every file and nearly every model was completely done on my time.

1,324 Replies 1,497,336 Views

I love the over enthusiastic response anyone care to make sure this actually happens? I really have to be honest my day job is a 50 hour a week timesink, I really won't have a tremendous amount of time to do a lot of work especially tweaking stuff.

1,324 Replies 1,497,336 Views

Okay so if you are wondering if I am going to make a sins mod, the answer is I won't be able to make it myself! I am going to provide support, I have tons of resources (obviously the models, but they will need to be tweaked) so what am I going to provide: lots and lots of content (some new some old, we'll see what works) Website [link="http://warlords.swrebellion.com"]http://warlords.swrebellion.com[/link] (the current warlords website) which contains the blog

1,324 Replies 1,497,336 Views