I think you can do 0 degree fire arc's with weapons used as abilities like the TEC Kol Destroyer Gauss gun. I know of no other way to restrict fire arcs, they all seem to be hemispherical and it is something of a problem.
TFL BigBANGtheory
that was a real ship in the japanese navy wasn't it?
ManSh00ter wrote: [quote]I know how to do that. I think. What I don't know how to do is make them damn things appear before the shoosting begins.[/quote] The problem I find is animation as opposed to rendering a gun pointing in the right direction i.e. you need things like pivot points to animate object on a stationary platform to go from rest position to pointing at the target. What is frustrating is that the game engine already does the tangent and vector calcul
this is very interesting and two questions immediately spring to mind: 1) Can anyone tell me which Buff uses the modifier "HasShieldMeshEffect", that looks like a rather useful one to me. 2) Can you change or alter the modifiers e.g. I know already "PhaseOut" causes the ship model textures to become semi-transparent but I cannot see how to control the level of the transparency applied by the modifier.
entityBoolModifier "PhaseOut" Has an interesting graphical effect of making the model partially transparent, this is how the Vasari scout (Jikara Navigator) fades out when the ability is run. I don't know much about these modifiers yet and how thet work so any suggestions are welcome.
[quote]What about the Homeworld 2 system was realistic? You do realize there is no advantage of being higher on z axis in real space as a ship can face any direction right? Coincidentally, no military would create a ship with such easily exploitable weaknesses.[/quote] I couldn't agree less, we might as well have all races flying spheres with a full 360 fire arc if you follow that arguement through. An effective design perhaps just not for a computer game. [quote]You didn't hav
What happens if you apply this effect to a beam or particle weapon?
Read up on something called normal maps, UV Mapping and UV Unwrap, its a bit too complex to explain in a post the modding supplement guide touches on it though. Here is a good guide I found the other day: [link="http://www.poopinmymouth.com/tutorial/normal_workflow.htm"]WWW Link[/link]
Blackhawk2000 how big in terms of Verts, Faces, Polys etc was your v2.0a export, and do you see the progress bar?
I like the idea and personally anything which introduces more 3D strategy and realism is something I would like to see happen. You didn't have to micro manage in Homeworld, but you would suffer vs. an opponent who did unless you significantly out numbered them. I can also recall large battles in HW2 being fought on several fronts, you had to decide where to concentrate your efforts you didn't micro manage all units on all fronts it really wasn't a problem.
Thanks for the feedback. [quote]would you share the omega model because im working on a mod and i need models so this way i dont have to do it[/quote] I'll share the model with you if you figure out how to animate weapon turrets and fire arcs for me.
Not DBOX2, I meant which version of Stannum's SoaSE Maxscript tool i.e. v1.1 or v2.0a?
Overthrow all you should need to do is name the sub material object of Diffuse & Specular Level maps the name of the texture you want to use thats what the screenshots show. You can also properly assign the texture by path & filename as well if you want to so you can see what it looks like in Max. If you are doing that and its not working then there is something different about your setup, Stannium might be able to help if you can get hold of him. @HammerSun : Which version of
How about the GS_Shield.fx pipeline effect?
Have you tried changing these values, within the shield Mesh itself? Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 50.000000
Stress do you do anything on top of the default Export to .3DS settings in Max? I tried doing that myself but it was crashing XSI when importing the .3DS
From what I am seeing my guess is that the flair point limit is 10 per ship. I am going to test sub-object/mesh flair points this afternoon, hopefully they will accept some more.
Alpha channels are non visible channels that contain data, the most common combiation or use is Red, Green, Blue & Alpha (where Alpha might contain information on transparency). In SoaSE the alpha channel has many uses depending on the file being read. I use the DTX5 format for the .dds files, cos it includes the alpha channel. You need Stannum's Import/Export MaxScript to view the games existing mesh objects, there's a long post all about it in this forum.
Is there a maximum number of weapon types and flair points a ship model can have? The reason why I ask is... 1. That the vanilla SoaSE ships only have 3 weapons +bombs + abilities, and when I try to implant dummy weapon points on a Mesh greater than Weapon-2, and configure the ship enity to NumWeapons greater than 3 (i.e. weapon-0,1 &2) the other extra weapons seem to be ignored. Of course it might be something I have botched but its not dummy object facing this tim
I'm gonna have to do some optimisation when I figure out UV unwrap and bumpmaps cos that suka is near on 45,000 polygons :SURPRISED: which is a bit too big, shows you what the game engine can do though.
A word of advice for anyone considering exporting a hi-poly model (i.e. 10k +) using this Max script tool. Increase the heap/memory size for MaxScript in the preferences menu, the default of 7.5MB is way too low I guess because the memory arrays get quite large. BTW does anyone know how to stop Max from paging to Virtual memory i.e. to use physical memory (other than removing the pagefile from Windoze)?
open it in a text editor, you can use notepad personally I recommend a product called EditPad Lite.
I love the look of what I assume are hanger bay doors on that 304, its parts like that I think give a ship a sense of reality and character.
Can't you just reference the Advent beams in your ships entity file? Have a look at my thread on animated models the B5-Omega video clip at the end is firing an Advent beam weapon which I crudely changed to pure RED and up'd the beam width a bit: beamGlowColor ffff0000 beamCoreColor ffff0000
Looking a bit more polished now :d and gives you a better idea whats possible. Took near as dammit 12hrs to compile that mesh, we seriously need a faster export tool or method from Max. [link="http://www.youtube.com/watch?v=CIS5y1MrIko"]WWW Link[/link] I've been putting it off but its time to learn texturing me think :NOTSURE: Big TY btw to CnlPepper for his jump point texture, I had to mess with it but this one is soo much better than my last attempt.