Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

Hello myfist0! I'm glad you're interested in modeling, but if I may make a helpful suggestion...if you're just learning how to model with the mod tool you should beginwith some very basic things. I personally use 3ds Max, which has tons of tutorials in addition to numerous video classes and such online. I bet XSI has something similar. If you already have the hang of that (or when you get it), you should start with a vessel that has plenty of reference pics.&nb

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Cselsor: that's what we've been discussing. Obviously the scout cube is not a scout in terms of Sins frigate scouts, but Jim was attempting to create a capital ship version of the scout. If you read my first post on the subject, I think you'll find all the necessary information to address your comment/concern.

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Actually, all capital ships with the exception of colony capital ships have a roletype of "Invalid" in both stock Sins and in the mod. I think giving the cube the Scout roletype is what's causing it to just sit around. You might try going back to "Invalid" and giving it the Explore ability set on auto. In regards to the Frigate, I believe that was being used as the borg cube found in the pirate base. It currently is not being used in the mod, nor do I thi

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Technically speaking, the Phase ship that the Scout Cube replaced did have the roletype of Capital Scout. I don't see any reason why adding some type of scouting ability would create AI issues, but I will say that such an ability would most likely instigate a situation in which a cube begins scouting the map and attacking whatever it sees. Not a flimsy scout ship, mind you...a borg cube. While definitely fitting into the functionality we see with cubes like those in

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[quote who="SirisQ" reply="609" id="2527241"]hello i love the mod and i was woundering if you guys where looking for more ideias on abialtys for the cap ships i was watching the star trek the next generation and in the episode riker was trying to rescue picard from the borg when he attacked he split the enterprise in two ships i thought that was awsome and i was woundering if you guys would be able to do anything like that in the mod. ps i really love the mod and i love the music that you guy

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Just wait until the next patch... I've been working on some stuff that should give the Borg an even more terrifying and epic feel (see BOBW Parts 1 & 2, and First Contact, Battle of Sector 001). We're also keeping our fingers crossed for the unicomplex to make an appearance as well.

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I'm not sure I see the problem with the extractors? Ice planets have more crystal resources and volcanic planets have more ore resources. There's nothing wrong with that. The issue with extraction rate on those planets has also been addressed and will be in the next patch.

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There was a bit of a glow on the Nova, which has now been fixed I believe. As far as the texture's disappearing when you're facing the sun, that's simply a matter of lighting and shadows. The texture doesn't actually disappear completely, does it? It should just be the parts of the ship that aren't being hit by any lighting effects at certain angles.

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Just to make sure the right people receive credit where credit is due, the H'Veik Warbird was originally designed by Atolm in addition to several other romulan ships of similar design concept. I believe the ships were created for use in Starfleet Command but have since dispersed throughout the Trek gaming community.

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With a release right around the corner I wanted to toss out another teaser for everyone. Pictures of the Class 4 Tactical Cube Im currently working on. <img style="vertical-align: top; border: 0; margin: 0px;" src="http://i23.photobucket.com/albums/b363/aaron067/Tactical2.jpg" alt="Tac

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Actually, the largest drain on memory is the textures. One station at 9,000 polygons isn't going to make much of a difference, especially once the mesh file is converted back to .bin format. If someone does have trouble on an older machine, they can simply turn down the detailing from the UI screen. Speaking of, I'd say the detailing on the nor station is pretty economical as it is, and the overall impact is immeasurably better than the one that was in the fol

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I don't know if it happens when it's facing specifically away, but there is an angle where the black part lights up and the lit part goes black (or any degree of opposing changes in between).

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Sorry, I was having trouble imbedding the pics, so I've just linked the post to the url. Pic 1 with correct lighting Pic 2 with incorrect lighting I've tested again with the model in the above pics. Th

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I've been working with this tool for 6-7 months now, and I've always been bothered by the fact that my models come out of the exporter much smoother than I had them in 3ds Max. Well, after all this time I've finally compared the text file of a pre-maxtool exported model and a post-maxtool exported model. It turns out about a third of the vertices are deleted in the export process. I don't mind the program trying to optimize my model to make it easier on the game, but

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Totally understandable, Stress. I've been working on an alternate version of the mod that's set right at the turn of the 25th century and have found myself feeling burned out a bit, too. With that said, I also understand how difficult it is to work on a complete conversion mod by yourself, so I'mm more than willing to help out Jtaylorpcs with anything.

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