Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

They call it a UNIcomplex for a reason. [e digicons];)[/e] I also forgot to mention I'm toying with a third option in case we can't turn it into the home planet: turn the Unicomplex into a one-time base that can only be built at the home planet. The Transwarp Hub would then be the starbase that can be built in various gravity wells. As noted in the final Voyager episode, the hub would have no weapons but would be practically invulnerable. This might be balance

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I certainly agree about the Unicimplex. Jtaylor and I have been discussing the possibility of using the Unicomplex as the Borg home planet, and instead use a transwarp hub as the station. It would change the overall play-style of the faction a bit (less about high-powered weapons on the near-indestructable station and more about transwarping to as many points across the sector as possible; thus increasing the focus on cubes and mobility, as it should be), but it would definitely g

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I'm not sure why you're wanting to set the trigger at 1 hit point, but you can certainly accomplish the exact same thing by setting a buff to begin on the ship's destruction. Apply a buff to all enemy targets within a radius and apply the appropraite entity or bool modifiers.

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To be honest the models aren't the biggest contributor to memory usage. Once they're converted to bin format they use FAR less space than textures. Being that I'm a modeler and texturer, I can tell you with 100% certainty that there are few ships you can design with less than 1000 polygons, especially when it comes to Trek ships. It just takes more polys to create their complex designs. They also start to look really crappy when you get below a certain figure. Th

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Stress: Every planet mesh is 2,320 polygons and measures 9914.642 units in diamter, with the exception of the gas giants. Those are around 50% larger, but the polygon count remains the same. I haven't tinkered with the galaxy entity file, but surely the planet entity files could be altered so that each individual mesh entry uses the same mesh with different characteristics applied to it. Now that I've finish the Orbital Weapons Platform I'll look into. Crazywok

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Yes, it will affect the memory issue. Adding additional meshes and/or textures, which will be loaded upon the game starting, definitely contributes to problem. In fact, I'm fairly certain that's the reason I've had problems with Distant Stars dumping on me in Diplomacy. I know there are other things contributing, like the various new skyboxes, etc, but the huge planet textures play a big role as well. I don't have much experience with running multiple mods at o

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Turns out you were right. All I had to do was remap the UV groups for those few sections and I was back in business. The kicker, though, is that I just created a planar map and resized it, which is THE EXACT SAME THING I DID IN MAX when I first created the UV map. Frustrated much? You better believe it.

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A bit of polishing? Seriously? I won't go off on a rant, but please take the time to read the information provided thus far. This mod is still very much a work in progress. Polishing is being done by at least one person nearly every waking hour of the day. Pirates are on the list. Additional content is on the list. I doubt very much that new planet types are on the list. We're trying

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That's not exactly the simple answer I wanted to hear, but thanks for putting it out there. I don't really want to re-UV this section (it's going to mean a change in the texture map as well), but I was leaning int this direction as well, to be honest. Your help is most appreciated!

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Actually, the regular Borg cube has around 5,000 polygons. There are a ton of little rectangles and shapes all across the sides to create the various hull plating effects, which the texture does not do, unfortunately. Still, it's rather hard to tell there are changes in surface depth. Personally, I'm totally with you on the 12 triangle aspect, but a new texture will be needed to simulate the recesses, angled plating, and protrusions. The Next Generation cube is one thi

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I'm sure (as in really hoping) there's a simple explanation to this issue, but I just can't seem to make it happen. I've made a model in Max, set up the UVs in Max and applied textures. I import into XSI to work out the tangent map, and then reapply the texture maps. Textures look great in the XSI viewport. The problem is when I export the mesh, convert it, and get it in-game, part of the UVs have gone awry. The funny thing is, it's not all of them.

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Since I haven't spoken to anyone on the team about this yet, here are some suggestions for memory saving after a quick glance through the folders: All of the UI textures specific to race, along with their associated brush files, are doubled up; we have two of everything to accomodate the additional 2 races. There's absolutely no reason for all of the non-race-related icons in some of those textures, along with the entire additional race, to be included. I don't think it wi

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It could be normals, but to be honest I can't think of a way this could happen based on my own experience. I've only had them flipped, which just turns the texturing/lighting inside out in-game. You might check their directions to make sure each Normal is pointing in a direction perpindicular to the face of the polygon it's associated with. I'm only just learning XSI tangent mapping myself (so no guarantees here), but you might try mirroring or flipping (is there a differe

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I wouldn't even put a time frame on the Diplomacy release, to be honest. Stress is very busy with his stuff, plus there are still a whole mess of files that are constantly being updated or added/removed in the .4 series. From a UI and textures standpoint, I'd personally rather not make the same adjustment for two different versions of the mod when I could make one and then copy all the files when I know it's finalized. It's just a matter of good time management, which is wha

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Thanks for looking into it. What I've found is that the effect itself isn't hardcoded. I've successfully changed that by adjusting the gs_shipphasedout file. Unfortunately, I can't seem to find where the game is telling ships to phase out once they enter into hyperspace (phase space ingame). That is what I'm afraid is the hardcoded part, in which case I need to get in touch with a developer. The nearest thing I've been able to come up with is adjusting th

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My gut's telling me that no one has any experience with this as of yet. So, can anyone tell me the best way to contact a person on the development team who would be willing to answer a question or two? Thanks in advance!

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Is there a way to keep ships traveling between gravity wells from phasing out visually? I'm interesting in using the PhaseOut pipeline file for something, but it will also affect the ships traveling through phase space. I've scoured my sins folders and the forums for any mention of this, but I've come up with nothing so far. I'm hoping I've just missed something and that someone else will know what direction to point me in.

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Here's a list of of the buff types, constraints, modifiers, etc. I'd say it's about 90-95% complete but is missing some of the newer lines from entrenchment/diplomacy. https://forums.sinsofasolarempire.com/306405 As far as your buff, ExtractionRateMetalAdjustment is a research modifier, so you'll want to find a different line to use in a buff. I suggest taking a look at the Psi Tradeport entity and as

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