Maxloef

Maxloef

Joined Member # 2597045
14 Posts 34 Replies 604 Reputation

With the shader the issue is that even though in 3d space the addative particle is supposed to be in front the non additive particle always shows up in front. Say you have a black smoke particle behind your ship and your ship fires a beam the beam would appear to go behind the smoke even though if you rotate the camera the smoke is far behind the ship. It seems that the 3d space of the particle isn't being used.

543 Replies 1,412,862 Views

Honastly one of the things i would really love to see is a proper entityBoolModifier "Cloaked" which turns the ship invisible, with a "phase effect" for the owner and completly invisible on the map and or empire tree to all but the owner. If possible a buff that allows for changing of a planet type "example" replace planettype X with Y with limitations (not allowed on say asteroids gas giants) And if at all possible a fix with the shaders in regards

543 Replies 1,412,862 Views

Greetings sins dev team, I've been wondering if it was possible to add a small feature to the game, a simple way of setting a beam weapons start and end Width in the ship .entity file, so basicly you can get a beam that has a sortoff cone shape. This currently is not possible. I know you guys have allot of work to do in general but if you could squeeze this in you'd make me and i think some other modders very happy. &nb

0 Replies 4,201 Views

I cant seem to get particle effects on debris meshes to work, is there some special naming to the effects i have to do? Point name atm is Flair-Flair_Damage_Smoke particle effect name is Flair_Damage_Smoke however the particle effect never spawns, any ideas?

1 Replies 3,951 Views

[quote who="myfist0" reply="27" id="3379593"] This project looks very promising and there is no limit to the amount of mods that cover a certain genre. Quoting XATHOS, reply 25That is why modding projects are almost always looking for more people. I'm sure if offered help, the SOA team would gladly take it. Not really, the SOA team is always open to constructive criticism and some suggestions, but the general direction of SOA2 is pretty well set in

107 Replies 416,941 Views

[quote who="XATHOS" reply="25" id="3379582"] Quoting Maxloef, reply 23 I think we will do as we damn well want to and ignore your very arrogant opinion... What's more beneficial to the Sins community, and this team as a whole: making a damn similar piece of work to the SOA franchise (that already has a multigame heritage), and billing it as a sequel to the Star Trek Armada series (it's not like game publishers, or current IP/license holders, have gone after

107 Replies 416,941 Views

[quote who="XATHOS" reply="22" id="3379492"] Why does this exist, and how is this any different than SOA2?. Seems like a waste of a project. Should have just worked with the SOA2 boys. Star Trek is a diverse enough IP to have multiple mods made on it, but not when you're all focusing on the same era/stuff.[/quote] I think we will do as we damn well want to and ignore your very arrogant opinion...

107 Replies 416,941 Views

yes the cardassians may have been but the dominion aren't, and since the mod is set DURING the dominion war I made the choice to combine the 2

107 Replies 416,941 Views

[quote who="Lavo_2" reply="4024" id="3369710"] 1.1 mods should be compatible with 1.5, assuming you aren't running it in the dev exe with logging enabled, in which case the game will cry a storm.[/quote] not true, new stuff IS added, gameplay.constant is chaned and galaxyscenarion aswell and some new lines in some researches aswell ;)

5,100 Replies 12,682,689 Views

Hiya, Got a weird bug, i can enable and run my mod in the 1.5 Dev Exe without ANY errors (any that were, were fixed) and here it gets even better, when i forcibly enable the mod using the Enabledmods.txt the mod starts up fine no errors or minidups whatsoever. any ideas?

5 Replies 5,933 Views

yeah i tried that however the chaining only works with a beam effect, i cant get it to work with a projectile The idea is basicly a torpedo that fires and impacts a ship, bounces to the next and that around 4 times gaining damage output with each impact

5 Replies 5,588 Views

Hey guys Is it possible to have an ability that chains to multiple targets? like a lightning strike going from target to target to target. thanks in advance :)

5 Replies 5,588 Views

C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Render\EntityMeshRenderer.cpp(76): assert! [!mesh->GetData().HasAnyTextures()] Occurs when you have a shield mesh that has textures applied to it. got rid of a huge headache when i found that out.

105 Replies 353,092 Views

[quote who="GoaFan77" reply="1" id="3346914"] Lol, that's just a fact of modding. If it happens every time you start the game, it usually means your files are syntactically correct but you're trying to do something the game doesn't know how to handle. Other than that it could be almost anything.[/quote] no it only occurs around 30-45 mins in so thats why it puzzles me O.o

12 Replies 17,073 Views

Hi, Working on a mod and got an error wich i cant seem to fix, usualy u get a nice little info on whats wrong with ur mod and where the error is located... ive managed to get a minidump with no warning on de developer executable Anyone got a clue how to fix that??

12 Replies 17,073 Views

[quote who="Major Stress" reply="3" id="3219636"]It is possible. It is in the particles. We did it in the SoA 2 mod with the Borg. I dont think Gameplay.constants deals with faction particle usage. Sins shares many particles between all factions. Rebellion changed some of it to be more faction specific. The phase jump particles are an example. All factions shared the same effect before rebellion. You will need to create separate explosion, hit effect, smoke, etc. etc. pa

11 Replies 18,240 Views

I've searched the forums high and low but I cant seem to find an awnser to this question. Is it possible to have damage effects (smoke trails etcs) to be specific to a faction?

11 Replies 18,240 Views

[quote who="GoaFan77" reply="34" id="3217024"] Quoting SG23, reply 33Would there be a way to do a mini-mod that would allow for multi-play while keeping the shield effects you showed? I could be wrong, but assuming he only changed particle effects and/or shaders it should be fine for multiplayer.[/quote] its only a Shader/Pipeline effect modification :)

70 Replies 231,818 Views

[quote who="Sinperium" reply="10" id="3210112"]I'm actually really impressed by the work there. You deserve more credit. Nice job there guys. I'm trying to simulate the same thing (with no understanding of how it works) by making an irregular mesh. Feel my jealousy.[/quote] The mesh is not changed, its only a shader adjustment currently we are tweaking to see if we can get the "reflections" to work with the shield colo

70 Replies 231,818 Views

I've been working with this guy to make it work, its almost done however an ETA on the release is currently not available.

70 Replies 231,818 Views

Well, that shield effect makes the shield mesh glow all across. In this shader the shield only lights up on the point of impact. also seen here: https://twitter.com/RC_1290/status/237283344931487744/photo/1/large and yes its another star trek mod

70 Replies 231,818 Views

Title says it all, A shader augmentation by a good friend of mine ( https://twitter.com/RC_1290 ) based on impact effect, this shader also uses the race color as specified in Racefile.entity. This shader effect will be used in an unnamed upcoming mod, the theme of the mod is not hard to guess from the picture. hope you enjoy <img src="http://desmond.imageshack.us/Himg201/scaled.php?server=201&filen

70 Replies 231,818 Views