Thanks for the info. I forgot to mention that I had the LAA installed, so I shoudn't be hitting any memory walls that aren't affecting others, as well. However, I'll give the new patch a try. Is it normal to receive error messages in the regular game exe? I've getting the same ones in both the normal and developer exe versions. Most seem related to UI files in the Window folder and string files, but an occasional weapon meshpoint issue p
Mystic Angel
I'm having issues with continuous errors popping up when I try to play with mods enabled (STA3, SW Interregnum, and SW Ascendancy). Chance of a minidump is probably between 25-50%, depending on the mod. No errors when I play the base game (w/all DLC). Reading through various forums I know there are some issues with the mods and the 1.86 update (although the devs said they tested with no major issues), but very few people, if any, seem to be having the same issues with un
Thanks for the tip. Usually I handle simple material issues in the mesh text file, but this may be worth a look. If possible, though, it would great to have everything incorporated into a single, easy to use tool. As far as I can tell, this script from Aractian is closest to that in potential right now, but it needs someone with a programming background to finish it off.
Well, I don't have a problem importing/exporting models that I've worked on in the past, but maybe it isn't a Rebellion-specific issue. The script won't recognize any other mesh regardless of the expansion because it says it's in neither text or binary format. I'm just not sure what to make of that, and it's kind of halted me in my tracks as far as making adjustments to an exiting mod. The script itself will import and export while rotating the
I have a script that was written about 5 years ago by a member of the community (Aractain) that was, for me as a modeler, much a much more powerful and elegant design when compared to the original tool made by Stannum. As I get back into the swing of modding, however, I think I've realized that it needs to be updated for the final release of Rebellion to actually be usable. The last time I did any work was Diplomacy, and I know there have been changes to the mesh file since th
Didn't work, unfortunately, but thanks for the quick reply. Continued discussion moved to private messaging.
I'm trying to get back into modding the game after several years away, but I can't seem to get the converter to work. I've got the latest version that's supposed to work with rebellion, I updated the ConvertData file from my game folder, and I'm using a separate folder inside of the 1.82 Mod folder for the conversions. For some reason, every time I click the Step 5 button to begin the conversion, though, it just hangs up and nothing happens. I do get a me
[quote who="boshimi336" reply="131" id="3189833"] I don't suppose you could share how you did this? I have a feeling it might fit in well with Sinperium's 'everything looks the same but replicates ... and stuff' mod. [/quote] I could share the files with you if you like. My final version was trimmed down to separating into two frigates and then recombining, which was quite elegant in its implementation. Unfortunately, the third frigate was a huge hassl
I'm still active, too. I just don't have much time to post, and what little free time I do have is devoted to my own full conversion Star Trek mod (circa 2400), which will be more geared toward the non-battle aspects of Trek (though ship combat will still be very important). As you could imagine, that means I have a LOT of modeling/texturing to do, but I'm about 1/2 finished with the Federation faction. You can visit my <a href="http://aaron067.deviantart.com/gal
You don't understand how damage per bank functions then. In the ship entity file there is a number set for the damage for each bank for each type of weapon. That is only split if the ship is targeting more than one enemy with different weapon emplacements on the same bank. So, just because a ship is surrounded doesn't mean that limiting it to only firing at one of those enemies is going to focus all of its firepower on that lone ship. You're just losing out
I don't understand what the problem is. SOA has all of the ships set to fighter-type movement, so they should be flying around the way you prefer AND firing at multiple targets.
The MaxTool does not export any tangent UV points for your mesh, so you'll have to go through XSI anyway for that step anyway.
Actually, there's a DamageOverTime setting that can be applied to all weapons. Shortening the weapon duration or the number of shots would solve the problem, but you might try adjusting the weapon to DamageOverTime. That should delay the ships' destruction, but it won't necessarily stop the weapon when that happens.
Obviously I realize they use the same shade filer. To specify, I'm attempting a work-around that solves the transparent phase jump issue.
That was me. I've tweaked it quite a bit over the past couple of years as I continue work on my Star Trek mod, as I've never been able to achieve just the right liquid-looking effect that I want. I've also adjusted the Phased Out file so that cloaked ships completely disappear from view. Unfortunately, they also disappear from view during phase jumps between planets, but I'm still working on that one.
Thanks for the replies! I'd already come to the same conclusion as all of you, but I hate reading it stated so matter of fact-like. The only REAL problem is that abilities have absolutely no directional option other than forward, which is what brings the ship to a screaming halt when set to true. I simply don't understand why the developer's didn't have the foresight or the presence of mind to add a simple line of code at some point that allows abilit
Is there ANY way to create a directional weapon-based ability that can be fired while a ship is moving? Basically, I'm looking to create a beam weapon that's forward firing only (ship already has 3 weapon types), but I want the ship to not stop and rotate on the spot while it's searching for it's target. I've experimenting with this for the better part of a year now, using various types of weapons, and I can't find a way to make it happen. In case
That's an interesting thought, Iskatu. I just assumed he meant multiple beams at different times; however, if each point has multiple beams firing at one time, the TargetcountPerBank is the problem. Change that to one to stop the problem. Alternative, if you'd like the starbase to be able to target multiple ships per side, you need to have as many hardpoints has you want possible targets. So, if you want two targets per bank, make sure you have two hardpoints p
It could be one of two problems. The first thing I would check is the starbase entity file. Under the weapon entry, make sure the burstCount line says 1. Also, just to be safe, make sure the cooldown time isn't under 1 second. The second thing to check if it's not in the entity file is the hardpoints themselves. Either in the .txt mesh file or in a modeling program, make sure you have only 1 hardpoint at each of your desired weapon locations.&nbs
While I think Whiskey has been fairly fanatical, pig-headed, disrespectful, and illogical in his approach to comparing Star Wars and Star Trek (the two universes have totally different technology systems with no basis for comparison), I agree with him here. Starfleet is the military arm of the Federation. Or, perhaps more accurately, they are the "naval" arm. Enterprise does introduce the idea of purely human-based combat branches like the MAKOs, after all. Additionall
[quote who="Theophantus" reply="343" id="2943533"]Ive been trying to put the correct weapon effects to the ships. I thought i'd start with the Borg ships. Ive got the borg cutting beam in, but im having trouble with the muzzle effect. I have the Weapon_BorgBeam_Muzzle effect file in the Partical folder. Can anyone tell me what i've missed. Theo[/quote] The problem lies in the texture referenced inside of the particle file. You'll need to open th
Dante, that's not something the firing alignment code line can fix. It probably is being caused because all meshes are mirrored in the Sins engine as compared to what they look like in a modeling program. So, you need to place the weapon point on the left of the mesh in order for them to shoot from the starboard side. Since I've been so busy with modeling/texturing the past 6 months or so, I'm a bit rusty on mesh/entity interactions. I'm not sure if you'll still place
No kidding. I might be able to achieve something similar, though. Give me some time and I'll PM you when I have some results.
If there's a way to create an effect like that I haven't figured it out yet. As far as I can tell, the basic shape is a circle, usually expanding. You can modify that so it's smaller, larger, brighter, non-existent, inverted, multiplied, etc. To be honest, most of those don't look very good, though.
Update: I changed the UV mapping on one of the meshes to flatten mapping, and set the prereq to 85 degrees. That split the model up into mostly appropriate clusters. The helpful result is that the distortions have now changed positions. The far right edge of the mesh is no longer affected by the issue, but the aft shuttlebay and pylon area is definitely suffering. That was also a section with many seams in the new UV mapping and a couple of tangent shading is