[quote]BigBangTheory still posts sometimes.[/quote] I tend to check the forums every week for some updates on either the core game development/patch or work the modding community produces essentially to see if any of the major issues have been addressed. What I see is modders working hard with what little they can do and that little to no progress has been made on the bigger stuff as its all locked inside the core engine. [quote]The highest poly models in game are the
TFL BigBANGtheory
[quote]If you can use particle effects as actual emplacements, cant you just double the number of guns on any given ship? Then have the particle system assigned to the turret have zero damage when it shoots and create a particle effect that is invisible beyond the ship's hull. That way the turret wil actually be like an autocannon beam with most of it's length invisible. This will force it to constantly point in the correct direction. Then use the standard hardcoded gun emplacements to do the
[quote]The real problem is with the game design, not the players. Any of you guys watch pro games? starcraft, warcraft 3? There are some amazing comebacks out there. A game shouldn't be over till it's over. The fact that a game can be "over" in Sins, and yet still drag on for another hour.. that's just bad design.[/quote] and there lies the source of the problem, if you allow players an oppourtunity to exercise lame play then sooner or later a suprisingly large number will
Hang on a sec, according to the OP the game didn't work as advertised even though it may well work well for many users. Certainly under the consumer laws of the UK you would have grounds for a refund if you could demostrate the extent of the problems and also you gave the developers a reasonable oppourtunity to assist in your problem i.e. you reported things in the proper manner. Likewise from the retailers PoV their liability is only for the retail va
No please don't do any yelling that wont get us anywhere, think of it more like a tug boat nudging with a small force over a long period of time against the big cruise ship. If you make a sound and solid arguement which gathers support the momentum from the community and will of the developers will do the rest if they so choose, and if not then life is to short to get hung up on such matters either enjoy the game as is or move on I guess...
Don't worry the pink space ponies will come to the rescue after Entrenchement is sorted.
[quote]In max you make a point (vertice) then use the dummy modifier[/quote] He meant to say vertex, honest [e digicons]:X[/e]
I need support for: - lots more flair points on the main mesh object - flair point support for the particle system mesh - fire arc control on the weapon dummy points - support for animated turrets i.e. alt/azimuth rotation points which are fed by co-ordinates or vectors then I can finish it...
look at it this way if it gets finished everyone will have it... http://uk.youtube.com/watch?v=CIS5y1MrIko
I think the TEC Kol Battleship needs some space oil on its hull mounted turrets. [e digicons]*_*[/e]
What would be really good is if you can play around with your idea and then show us, doesn't need to be fancy just some primative shapes will do.
[quote]As I just said I am more than happy about upcoming expansions and will buy them all for sure - however - I would much rather spend my money on solid SP Campaign and proper MP support... and I am sure that I am not the only one [/quote] No you are not the only one. I think IC & SD do recognise these points privately, you tend to get a bit of a PR spin on the situation publically or even silence. They have to be careful on what they commit to though at the end of the
Perfect oppoutunuty to revisit the game engine and take on some of the design challenges posed by the community.
[quote]Plus the mines have a camouflage ability [/quote] Now that is an interesting development from a modding perspective, are there any details of examples of this?
I think I'm right in saying you can only hook up a different shader to a particle effect, in which case you could in theory construct the majority of the ship as a mesh for the particle system to achieve that. The main ship mesh would just be an untextured minute black cube.
BSG remake is a serious SciFi, very worthwhile but not what you were asking for. For humour you can't beat Red Dwarf and for something in between maybe take a look at FireFly which concluded with the film Serenity (so watch FireFly b4 Serenity).
You can export a .3ds or .mesh to .obj then import the .obj into XSI. You will need to do some work in XSI on the imported model and will loose information on textures. I have tried a conversion tool to do it directly but the results were awful, maybe I was doing it wrong I dunno. I'd be interested to hear anyone elses view on this.
Its at least 6months old, and as far as I am aware still the highest poly model ever seen in SoaSE.
High-level Pixel Shader Language (HLSL) : They partially control the rendering of a scene. I think its coded in C# rather than C++ it hooks into the DirectDraw API somehow. I have had a play with them a little there needs to be some backup documentation from IC really to make more sense of these but you can make out parts that refer to object and global space easily enough.
There is not a cat in hells chance it will be 64bit only, Microsoft would exclude or scare away just about every corporate client who have Win32 business applications. Financial suicide...
Not a movie, but ranks amoungst the best monsters. Man without a face from 'Sapphire and Steel Adventure 4' In this climatic scene Sapphire and Steel have discovered that the missing person they have looking has been trapped inside a photograph by a creature that has escaped the corridor of time. The creature has recovered the photograph from them... http://uk.youtube.com/watch?v=h5mqxLyfvB0 &nbs
Is the texture not baking to your sphere correctly then?
Yeah he might do if you ask nicely, in the meantime you can read some background on how it was done here: https://forums.sinsofasolarempire.com/305381 I also tried to get the Shadow texture to animate but I couldn't get it to work, what you can do though is up the glossiness level on a static texture which has a pleasing effect of reflecting diffuse starlight on the hull and gives it a shimmering organic feel. X3:Terran Conflict shows promise on the anima
If you would like to see more progress being made on the B5 mod, you can help by politely and tactfully supporting my comments in this thread: https://forums.sinsofasolarempire.com/326856/#1903115
[quote]Another thing in the video, i could be crazy, but isnt there a had cap for the amount of visual point things for a weapon and that limit 10? In the video, the starbase was shooting far more than from 10 points for the tech laser burst guns. So does this go with what blair said of this making the game more open because you guys removed alot of the hard limits?[/quote] Well its hard to speculate in any detail, but you can certainly have more than 10 guns on an in game object alre