Shushoni

Shushoni

Joined Member # 2413120
5 Posts 14 Replies 222 Reputation

k-wings. anti-capital ship bombers... a few squadrons could cripple an SSD if they had adequate anti-fighter support if im not mistaken

1,324 Replies 1,501,236 Views

ive been working on converting some of the warlords models myself and working off of SoGE i might be able to get a republic faction mini mod out soon. just wondering if i should step up my work on this (kinda been on the back-burner for a bit) so how many would be interested in that? it would need to be balance tested and atm it would just be an add-on for 7 deadly sins by DANMAN. and of course if Eville is not objecting to me using his work as a base for some stuff. (weapon effects,

1,324 Replies 1,501,236 Views

so, ive been trying to export a model from the xsi mod tools to work with convertxsi. i do everything the documentation tells me to. when i export it as a 3.6 ascii .xsi file, i get 3 errors of "Function not implemented in EXP version." after that, when i use convertxsi, it says "failed to open [file]" is there something that im missing or are the mod tools not able be used for this? (as in you have to have the full porgram)

1 Replies 2,341 Views

Ok, so here I have a dilema. I have the Dreadnought heavy cruiser in game and working with new sounds. I have the supply cost up very high. Around 20 because of the original cost of 16,000 crew members. What I want to do is have a research for slave circuits installed on the ships reducing the cost to about 4-5. Anyone know if this is possible and if it is what command would i use?

1 Replies 2,572 Views

If I may add, just changing how many rounds the autocannon spews out will not change the damage. If you reduce the damage to less than 10 points per bank, set the burst to 1, burst delay to zero, and the refire rate to 0.100000; that would get the effect you are looking for I think. I'm not around my version of the game to check if that works though, so this is just an idea.

16 Replies 11,268 Views

I could take out the details in the trenches and some on the other surfaces and still have it look pretty decent. And yes, it is a very high poly model. Making the textures add that detail will take some work, but I believe it is worth it.

3 Replies 3,601 Views

Ok, so I'm not exactly new to exporting models into Sins. I've done many conversions on my own and gotten them fully working in-game. However, I just ran into this problem today: the model I want to export is too big for the 3dsmax SoaSE import/export script (an error comes up after about half an hour of exporting when it's at 90+%) and the .xsi files I export can't be opened by the convertxsi.exe (Failed to open Venator.xsi). The model is ~11,000 polys, is that too big for Sins, or just

3 Replies 3,601 Views

The firing points can be there for more weapons, but the game does not recognize them. Thanks for the answers. Very helpful indeed... and rather disappointing

6 Replies 4,554 Views

I'm at work right now so I can't test anything, but this morning I set up my test model to see if more than 3 weapons works. I hope to be able to get the results by the end of the day.

6 Replies 4,554 Views

I just started modding SoaSE. Got my mod folder up and running and had a test model in-game to make sure I was doing everything right. I am so far, but I have a question for anyone that might be able to help. Does anyone know the maximum number of different weapon types that can be on a ship? I know there are 3 different types ("weapon-0" through "weapon-2") on all the existing models. The models that I am adding have more than 3 weapons on their hulls though.

6 Replies 4,554 Views

i used dxt 3 textures ad didnt use the ones from the editor. they were... less than perfect. i read the tutorial to the textures thats out there and it says the specular is the alpha of the color map and the reflective is the blue channel of the data. both of them were all black. i messed around with the team color in the data channel and it had no effect on the red tint of the model.

15 Replies 11,722 Views

ok, so i've gotten my hands on code herders mesh editor. many thanks go to him for this, but i'm having a problem with my meshes. here is a render of the model in 3ds max: [img]http://img140.imageshack.us/img140/1963/unscrenderwz2.png[/img] and here is the in-game shot after conversion: [img]http://img147.imageshack.us/img147/4977/screenshot0copysy6.jpg[/img] the color and data maps both have full black alpha channels and the data map is all

15 Replies 11,722 Views

i dont know whats up with it, whether its my model or something ive done or the editor, but everytime i try and save the file, it crashes. im using a .x model that loads with a converted .bmp color texture file. any suggestions on if i did something wrong or if its the editor?

51 Replies 34,110 Views