PRiME2006

PRiME2006

Joined Member # 2444669
0 Posts 19 Replies 105 Reputation

Hello DastMunk, I have created the Titan for Amarr and a scout vessel. Unfortunately I'm in the process of A) moving house B) having no phone or internet C) kick starting a new year of University. My free time is dead in the water for a little while till AT LEAST I get the net all connected up which will take time. I had some pictures of the Titan but lost the links so will get <a id="ctl00__Content__RepeaterReplies_ctl04__LinkUser" class="hand" title="Click user name to view more opt

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If custom maps are done then the way resources are collected could be changed, along with tech changes., Utilising harvesting ships etc more and allowing for resource pirating over the traditional SOSE methods of wealth (ie, building on a rock, boom badda bang)

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Bottom picture is true aspect of dimensions, The mod tool program wasn't being nice when I tried to render a pass with the above two, its complicated horsesxxx really I can't be bothered messing with atm. :)

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Here are couple pictures of a Executioner for the Eve Mod. I was just learning at this stage, now I have found better ways to do things so might move on to making the Titan. I have only made the UV Map-Stamps at this stage. Will mess in photoshop after I get couple ships done, if someone wants the Stamped UV maps for perhaps a play around and see if they can do some sort of textures for these ships that be great. The Eve models can only be used as referencing thought

170 Replies 350,645 Views

Sounds all good too me, I don't think its a issue if a few people go mess around see what they come up with. I have only adjusted entity files to allow me to mess with a unique races model/ships which I have called Amarr ingame. I have done modeling and texturing before so its just a matter of learning the mod tool well. Also mining is fine, just use the refinery concept were it sends out ships to collect from near by asteroids but make it so you can upgrade it or employ more transpor

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I think StCobalt has a point, having custom planetsizes and grav wells will allow us to create a unique universe for Eve and also allow us to use truely larger and more accurate ship scales rather then plain vanilla. I will work at creating couple ship models over next couple days and If I can I will texture them with my own textures. Im

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Well I can get all the base work done using the info posted so far. I can produce most stuff within a week,. However the things that will take time possibly a little while would be Model/Textures and Abilities/Effects unless I use the present stuff and just mix and match accordly. I would also need to figure out a research tree, also atm I'm just trying to get the Amarr sused. As for getting all the other races done, that all depends. Atm we will need to possibly make our own models a

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I will work on producing some more tomorrow, just been messing with the texturing system. Kinda doesn't wanna work the way it should so will need to find some help on learning it better. Got a issue atm were the Data map texture isn't producing reflectivity and effects like it should but acting as a texture itself. Shrug. will figure it out.

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That would make it bigger then the planets!, I think we will need to re-evaluate things. I don't think its practical having a ship that takes up half the screen in size even if that is its true dimensions. Thats one thing I didn't like about other mods and there superships, there isn't a need for it so we may need to scale down the larger ships to some ratio perhaps using some statistical scaling that works well. PS. I may be able to look into 16x larger then Kol etc, t

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Well I have played Eve but I don't know enough about all the eve stuff to go fiddling with special abilities on my own so ill just use that info above and provided in this thread for abilities and ship cost/stats. Cheers Purdyaw, just be sure its fairly balanced and not ridiculously overpowering to the other default races, but so far those all look like good stats to start with. I'll see if I can setup some more, but I'm going to guess that I will need to make the models/textures myse

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Here is a Amarr Titan Avatar I put together from the Eve game. I can easily remake this model and texture it in time but for now I have just made a whole new Amarr Race and added in the first super ship. Has a few texture issues but I doubt I can use it full time wise, only played with it for a bit of learning on howto resolve-do things in the Mod Tool etc.. Or (http://www

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Reply to Mesh Files in Sins Modding

Yup cheers think I got it sused now. Just gotta figure out the Data Textures now.

9 Replies 4,355 Views
Reply to Mesh Files in Sins Modding

Wondering if I could ask a mesh question here rather then starting a new thread. I currently have a issue with a existing model not resizing. I scale it down heaps but the whole thing remains same after converting XSI file. Am I missing something, I can only think that perhaps the whole scene needs to be resized somehow not just the objects in it? Cheers if you can help anyone

9 Replies 4,355 Views

I Think you will be best with making the models yourself. The EVE ones are too detailed and that isn't needed. One issue I see with making models yourself is I suppose you will need to texture them yourself. Can you even make similar ships? if you make a model that is like a Titan then can you use it? as it will look very similar? you wanna check this. I think I will attempt to model one of these suckers soon, if I produce anything other then dribble I will post it in the forums here.

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You know what be really cool yet prob impossible is a orbiting Moon, rather then having a moon be seperate. Be great is there was a way to have planets and set the number of moons for them. The moon could orbit outside of the travel area or inside? But would be realistic. I like the mod so far, be cool if it was added in as a random feature for galaxy forge or ingame random types. PS. Making a moon out of asteroid type type dead rock or something should have worked, per

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Hello, I didn't wanna say anything but will thought may get flamed. The Kor-Ah race (which Im talking about the red ship ones) the ship models are very bad, I can accept textures but the models just look like there blocks, minimal features or structual purpose. I believe I have tried 1.3d and 2.0beta while back. Perhaps consider remaking these models,. I am getting into modeling myself and WISH I had things setup but atm I don't otherwise I MIGHT offer to help remake these specials mo

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I thought it be cool if Iron Clad adding in the ability for AI to adjust strategy. Like if frigs or carriers of theirs were being minced, they adjust a fleet for taking out your fleet that is doing the damage. Like a fleet of Kol or heavy caps with heavy cruiser support. ATM the AI seem to just repeat their strategies over and over until win. But if you adapt to their often drone.carrier spaming tactics they are poor.

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I found cap ships to be a amazing saver and pusher for the first 2 hours of gameplay until other empires/AI build up a super uber fleet of carriers.drones.nasties to defend. At that point I get toasted, even with heaps of support ships. I'm no good at micro management so often let my cap ships manage their own ability which probably is the major flaw in my workings. I had a fleet of 5 lvl 7 cap ships once all mixed and they got minced pretty fast. I probably should retreat in times li

81 Replies 80,364 Views

I found the AI with 36 Drone hosts, UNSTOPPABLE just able. I mean I had 5 level 7 cap ships couple with fully upped flak abilities and the drone hosts just spammed me to death, no effect on their drones as they just rebuild fast and the DRONE HOST ships had too much shield and armor to really take them down quickly. This has been my MAJOR problem with sins, yet to find a way to take down drone hosts in swarms, effectively all my empires drop under this strategy. Utterly

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