This is weird. I replaced the files with your new skybox and the game still plays with the old vanilla skybox's, then i went as far as to delete all the skybox files and the game STILL plays with the old skybox's. I would think ether one of 2 things would happen. with no skybox the game "should" crash, or have a white background. I said ok let me check and see if i didnt have 2 instances of the game installed, but i only have one, and the modifications i make to ship textures load up. Whats goin
Major Stress
Only once did i put all the AI's on the same team. That was the one game i was overrun With 3 teamed AI's attacking at once i couldnt build fast enough to keep up. The AI's if not teamed up will attack each other almost immediately that i noticed from watching replays. The AI still tends to attack the "closest" targets 1st instead of the most dangerous ones. When i control a fleet mysel
You can't import new models into the game just yet. You will need the games Forge Tools to do that. However pretty much every texture, and script is accessible, and can be edited. Textures with photoshop, and the nvidia dds plugins, and pretty much all scripts can be edited with wordpad. If any new modders tinker around with the games files just make sure you back up your originals 1st. Nice job on the backgrounds Multi. Tho i can see why most of the sky box's are bright. It is because
I have yet to see the AI group jump in a large strike force. Most of the time they send in ships 1 at a time, and if my fleet is camping the jump exit it becomes a slaughter (the AI's slaughter). With the fleets the AI can muster up in such a short time a group jump could be devastating (this would be a good thing). Most of the time i work up my economy, and infrastructure to the point to where i can easily replace losses before i go out comp stomping though the system. You can do that
That is because the nifty new trade ports do not BUILD any trade ships. Man am i broke now. What did the trader ships decide to go on strike?
Not only will GC2 fans like this, but Homeworld, and Haegemonia fans i think will like this game as well. That is a pretty big group of people i would think.
I personally dont care if galaxy map itself is "flat", but inside the planet gravity well it would be nice to have full 3d movement, and structure placement within the grav wells radius. Free up the structure placement so you can use the z axis to place buildings, and defenses, and it will make a world of difference right there. I think most of the people here can agree on that.
If i had to list every game that i thought "should" have been pushed back i would require my own forum just to list them all. The ones that stand out most IMO ill list. 1) ST: Legacy... I cant believe i am wasting bandwidth writing bout this title. It was THAT BAD. Trek fans hate it. Non-Trek fans hate it even worse. Rushed out extremely buggy P.O.S. with a lame SP campaign that was abandoned after take off. Enough said. 2) Warhammer: Mark of Chaos. Here was a very "promising"
The glowing asteroid problem is a hardware issue with ATI. However if you are handy with photoshop you could just eliminate the alpha channels in all the asteroids. Just open the asteroid textures with "-cl" and "-da" at the ends of the name, and fill the alpha channel in with black. Then resave the texture. The alpha in the "-cl" is used for specular highlights. While the alpha in the "-da" is used for bloom. Try it with 1 texture, and check the results. Before you try this... Make sur
The fighters flying though objects may be intentional to help with ai pathfinding. On the other hand would you rather lose entire wings of fighters cause they were too stupid to avoid the planet, or cap ship? I do agree it is annoying, and should be looked into.
Ships like the Kol, Marza, and the carrier have autocannons Which can be used as a PDS. The trick is making them target incoming missiles. The cannons can target multiple ships during a fight so i dont think it should be that difficult to do. Perhaps its just as simple as an entry on the missile entity that the missile can be targeted. However if that is the case then all weapons may target the missile, and not just flaks, and autocannons.
That is a very good suggestion Spartan. Especially about the NDA last few months of testing. This way the testers can give the game a full blown shakedown without the dev's worrying about the cat being let out of the bag about certain ships, features, and whatnot before going gold.
Ill write up a more detailed tutorial of what each texture does, and how to edit the channels in photoshop, or paint shop pro later. Im still trying things out, and making sure of what is supposed to do what. I said earlier i am using a GF-6600gt which is nvidia. I gave up on ATI a long time ago, because of issues with radion cards not rendering specular fx, or shadows at all. I am not sure, but it sounds like ATI still has some issues rendering weird artifacts. Granted my nvidia card i
This is for the actual texturing fx on the models themselves like creating chrome plated parts, or sections that you want to show team colors, or lighted areas. etc. etc. If you want fsaa, filtering, and whatnot i suggest a better video card. tho my gf-6600gt has no issues running sins with full settings
I see no reason at all to be disappointed. I support the decision 100%. How many titles have been released the last couple of years that had high expectations, but since they were rushed to meet their deadlines turned out to be incomplete buggy crap games with "maybe" 1, or 2 quick fix patches, and thats all she wrote. Examples: KOTOR2, HW2, Nexus, SW:EaW, NWN2, ST:legacy, and damn near every ST game before that excluding Starfleet Commands 1, and 2, BF-Nam, BF2, BF2142. The list goes on, and on
a "unique" experimental ship would be cool. Unique being singular, as in only 1 can be built, and you have to damn near research the whole tree to get it.
I tried to get some dev input on how they created the fx on some of the textures like chrome, and received no reply so i experimented on my own, and made some startling discovery's. Well i was playing around today with some of the texture files and discovered this literally by accident. I thought it was in layers in the dds that created the fx, but it is in fact the color channels that all this information is stored. I figured out the "-da" texture is a light map of some sort. It is a l
Yea, I just now realized that. For those that want to help with the coding/scripting say so, and ill e-mail you with my MSN messenger info. My gaming clan has a ventrilo server. Ill see if i can give that info as well.
I think on the early website shiplists one of the advent ships had an ability to do just what you mentioned to buff your fleet up. However the present way sins works i do not see it being any more effective than manually concentrating your fire. I do like some of the ideas being put across, but others i do not. However we all agree to disagree on these things. The Macroers need a better AI plain, and simple. An AI that gets its target priorities straight. If there is a Kol batt
Few months from now when beta 2 comes out.
i seem to be one of the very few here that want a tactical element to this game i for one would never play this game if all it was about was collecting resources and building fleets I do tend to agree to a point with you on this. I can understand some people wanting to take total control of their fleets like in HW. You can to a point in Sins but it still needs some work, and polish. Formations need
I noticed in Sins you have areas on the models that are self illuminated, and have reflective mirror, or "chrome" like surfaces. My question is .. How did you make the chrome look? I am assuming it is on the specular map, but i cant find any spec maps looking through the files. I see the color, the bump/normal maps, and the illumination maps. Is the specular map merged in a layer with one of the other .dds's? or is there a value you set on the model itself?
Please guys do not e-mail me. I rarely if ever check my e-mail, because the hotmail account i use is nothing more than a spam magnet. If you want to contact me personally use forum PM's, and ill hook u up with my xfire/msn info to communicate with me 1 on 1. This is only for the people that wish to help me out with the mod. TIA
The only reason i am using that model is because it was designed by the late Matt Jefferies. The same person who designed the original, and TMP enterprise. It was never ment for Star Trek, but i think it will make a good trek ship. You can see some of its design elements went into the Defiant, and it does borrow from the DY-100 as well. Im in the process of texturing as i type, and imo its coming out better than expected <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0
There should be a sticky thread on this area of the forum so us modders can share what we know with others. This "should" eliminate some of the "How do i do this?!" posts that could quickly clutter up a board. Read the tutorials post 1st then if your answer aint there then ask your question