Components 16842 points, 49759 edges, 32869 faces Polygons 32869 triangles, 0 quads, 0 polys with 5+ pts pre optimization its like 109.000 vertexes and post optimization its just over 64.5k vertexes one thing i dont understand is when i apply a tangent map, the vertex count goes up about 3.4k which stops the model working since i got back over 65k lol ;(
Bestor
Hey thanks for the reply. got the post opt vertex count down to 64800 and its working now so the hard limit for vertex'x must be 65k cheers
Hi peeps, im having a moment of memory loss, and cant remember what the max Vertices limit is that sins will allow, i though it was the high 60k's but i cant remember. i have a model im trying to import thats 66.5k and im getting mini dumps so i guess its lower than that. anyone know the exact number? cheers.
ok so i have my gun null points on a 45° angle to the left and right of the ship so in theory the ship has a 90° cone left and right so 180° arc of fire forward. on the damage per bank if i set the damage to only front, will the guns work in that 180° arc eg. 90° to each side of the front? or will the guns only be able to fire forward in a 90° arc from the center point? basicly im trying to figure out if i need damage per bank to be left/
@krdaxdrkrun unfortunately turning off focus fire just made it fire at random targets in its arcs @goafan cheers for that ill look in to the bfg mod and look at the ability thing thanks again guys. The game wont recognise nulls on a 45 degree angle will it?
[quote who="GoaFan77" reply="4" id="2978514"] Not with weapons, though an ability could do that.[/quote] Orly? now that is interesting, what type of ability would do that? oh and thanks for the fast responses guys
ah ok well i want it to only be able to engage 1 ship at a time. not one per bank, the reason i have set up weapon 0 on all sides was so that if the target im engageing moves round my ship then the guns can keep tracking it, that way the ship dosnt need to turn after its target. is it possible to do that?
Hi sorry im back again with another noobie issue but... I have imported a new model in to sins, i want it to have only 1 weapon type so i have set it up with 8 weapon-0 nulls on each side of it facing 90 and -90 degrees to have a broad side effect then i added 4 weapon-0 null points to the fore and aft for chaser guns facing 0 and 180 degrees. Now the issue... ok the guns work fine, they fire in each direction that i want them to and from the righ
so were restricted to 9 frigs, 9 cruisers and 9 caps then? is there no way of getting more construction window room for extra ships?
Hi, I was wondering if someone could answer a quick question for me. As it stands now sins has a frigate factory thad builds frigates and cruisers, and a capital factory that builds well ... capitals. What im wondering is, is it possible to add more shipyard types so i can build frigates and a frig factory, cruisers at a cruiser factory, battleships at a battleship factory and capitals at a capital factory? there seems to be
:( Hmm that sucks. oh well back to the drawing board. thanks for the quick reply.
Hi folks i was wondering if anyone could answer a quick question regarding phase lanes. Is it possible to remove phase jumping and instead have a point to point jump gate network on each end of the phase lane? basicly me and a couple of friends are wanting to set up some way of having nuteral (not attackable) gates spawned during the game creation phase that would allow instant travel from planet to planet at an antimatter cost. or worse case have it so that the gates
Can anyone tell me what file and line i need to edit to alter the starting command points, cause the colonials only getting 1 and the cylons getting 4 is a little un balanced. Cheers
[quote who="harpo99999" reply="486" id="2409766"]fairlyliquid & bestor, did you run the manifest maker on the updated mods? there are new entity files that ARE NEEDED or minidump mostly to do with the akkan colonise ability and one or two other abilitys of caps I had given the instructions to run the manifest maker on each mod after updating BECAUSE of minidumps happening if the manifests are NOT updated harpo [/quote]
Im getting the same problem as fairyliquid it was also happening to me on version 1.03 of entrechment, and only happened it seems when a custom sound clip tryed to play, like selecting galactica ect. love the mod, just a shame i cant play it without mini dumps