TFL BigBANGtheory

TFL BigBANGtheory

Joined Member # 2673252
18 Posts 512 Replies 747 Reputation

Quote from the features section of the website: "The Iron Engine is designed to perform well on systems ranging from middle-of-the-road hardware, to the biggest, most powerful machines on the market today. Effects, number of ships, planets etc. are only limited by how powerful your machine is. There are no hard-coded limits." Smoke and mirrors. Yes it will take some work and doing it in stages would make the most sense so they do not have to create a new be

10 Replies 6,504 Views

X3:TC takes comittment, as a sand box game my advice to you is simple: Buy it, play it, then when you get the basics use the forums and play some more learn some more, then when you really get it Restart and play it properly [e digicons]:beer:[/e] X3 is the opposite to Sins in so many ways there are pro's and con's to both, what X3 lacks Sins (or HW2 has) what Sins lacks X3 has in ample quantities. Why the hell a game developer doesn't acknowledge the symmetry betwee

40 Replies 97,183 Views

Not really the game engine does not appear to be designed that way what you are describing is 'level of detail' you basically get icons or ships in Sins there is nothing in between. The best solution which fits the architecture of Sins is to allow child mesh objects and expand on the motion/translation of all objects, you can do somethings externally but you can't do everything. Its not just turrets either, consider things like docking arms on Starbases, ships which change the

10 Replies 6,504 Views

It goes like this StarBaseTech.mesh StarBaseTech-Trade.mesh StarBaseTech-Weapon1.mesh StarBaseTech-Weapon2.mesh StarBaseTech-TradeWeapon1.mesh StarBaseTech-TradeWeapon2.mesh Each mesh replaces th

3 Replies 4,119 Views

Resoures wasn't the problem it was simply getting silly the ammount of things that were having to be dropped, but rather than dwell too much on that lets focus on what can be done. I do own Entrenchment now so I am looking at it more thoughly, what really jumps out is how Entrenchment (and recent SoaSE patches) have improved the level of detail which is great for most players tbh it was something I always knew could be done right from the days of importing that Battlecrab. Vasari Phas

159 Replies 447,581 Views

[quote]Truly? I wonder in what way, sure a B5 mod for Sins can't completely mimic the series, but it can come very close to the real thing.[/quote] I started off thinking so like you, then I discovered what I wanted to achieve wasn't possible. I think perhaps my expectations were too high [e digicons]:smitten:[/e] for the present time that is. FYI I intend to take a look at the possibility of converting the Vasari Phase Stabiliser into a B5 Jumpgate, if successful I will shar

159 Replies 447,581 Views

That would be great to complement Carbon016's work and of course your original post on colour channels. You get a fair few tutorials on the Internet which cover UV mapping and unwrapping but they always seem to deal with fairly simple symetrical structures like a dice or a head/face. I've not seen any examples of complex irregular structures like a multi-layered Borg cube or a ship yard.

48 Replies 166,786 Views

FYI : I came across a tutorial on YouTube the other that covered XSI texturing, I'm sorry I dont have the link but their search engine is pretty good (thanks to the google buy out).

3 Replies 3,575 Views

Maybe check out the XSI community forums? You will still likely have to re-texture the Sharlin from scratch even if the mesh/vertices come across. I have a Sharlin model in 3DSmax, I will hopefully have XSI installed shortly if I get it ported over via CrossTalk I'll share it with you then you can choose which mesh you prefer.

2 Replies 3,346 Views

[quote]The how and why's of the behaviour of a nuke blast in a vacum aside (i'm sure someone will post something thoughtful on it) it's reasonable to assume that the blast is nothing like what we expect on Earth.[/quote] So as part of a space weapon one would probably include somekind of particulate matter in the warhead to transmitt the pressure wave, a compressed gas maybe?

37 Replies 100,626 Views

[quote]I may do a B5 mod, once I get some more cash from the government’s stimulus package. I plan to hire a team of young game developers from the local gaming/computer animation training college. All working hard, full time for money, I think it could be done in a month or two. Like many things in life it only gets done if you throw money at it.[/quote] Excellent idea, I fully encourage you to go for it and look forward to seeing your results.

311 Replies 481,797 Views

[quote]The particle effect system supports animated textures. Bascially you will need to align each frame of your animation in rows in one dds or tga file. A separate animation text file define the coordinates of each frame, the number of rows and so on. Many of the particle effects in the game use framed animations.[/quote] Yeah I forgot about that, the planet elevators on vanilla Sins use this method don't they and I assume therefore the new starbases use a similar technique. What i

19 Replies 26,588 Views

[quote]I think all is there to make a good B5 mod for Sin's with Entrenchment. All that is needed is to let the moving turrets obsession go. It will NEVER happen with a game of the scale of sins, you would need a small supercomputer cluster to run such a large scale game with 1,000 of moving turrets. [/quote] In the politest possible terms, you sir don't know what you are talking about with respect to how model animation works, the scale on how to apply it and the demma

311 Replies 481,797 Views

Try using GIMP (its free and well respected amoungst users) and also has a DDS plugin, I gave up on PaintShopPro for the alpha channel stuff and DDS plugins it just didn't seem to work correctly for me.

5 Replies 5,148 Views

[quote]I have extract correctly the 3D model of the ships from the game, and have no problem for mesh creation...[/quote] You do realise the models extracted from X3 are the property of Egosoft and therfore copyrighted? In other words you technically need permission to use them else you need to recreate them...

202 Replies 382,902 Views