I listening to ur mad ramblings [e digicons]:dog:[/e] I dont have anything valuable to add though. Except perhaps X3:Terran Conflict is out next Friday and is likely to have new and improved backdrops.
TFL BigBANGtheory
[quote]Like i said i am not expecting anyone to re-write the current engine.[/quote] I'll say it then 'The game engine needs to be rewritten', no sense dancing around the issue. If that means waiting for SoaSE 1.5 or 2.0 then so be it, unless an alternative rears its head.
I know exactly where you are coming from Major Stress, you got a damn site further than most with your work and posted some of the best pointers/guide posts too. That new project looks interesting I might take a closer look myself.
I like the idea of having a turn based option, could be a tough one for the Devs to implment not sure its in line with where they want to take SoaSE but it would be a nice addition.
[quote]Dont ya think that would be kinda cool to be fighting in our backyard?[/quote] Lookup 'X3:Terran Conflict' by Egosoft due for release in about 2 weeks time, this will have the mother and father of all solar system battles.
you have mail
I dont think Blender can do so directly you need the 3DSmax plugin or the official tool to convert an XSI.
I have the plugin Mansh00ter, I cant say I have any experiences with planets but I should be able to sort you out with an asteroid mesh converted to .obj Give me the name of the mesh file you want and I'll see if I can convert it tomorrow.
[quote who="ManSh00ter" reply="24" id="1875851"]No word on that as far as I know. But since it would require an overhaul of pretty much every ship in the game, I assume not. [/quote] Not really because they have designed the ships so far to disguise its absence, what they could do is add them as a kind of point defence to the new military outposts which would blend it into the game world without it sticking out like a sore thumb. If they started to update one or two ships designs
Sorry SpardaSon not all of us are happy to bury our heads in the sand, if more people worked on the problem instead of dodging it just because its difficult perhaps it would be sorted by now for everyones benefit. Moving on from that RUDE interlude... On the HW front what you should do is leave Hiigarans out for the time being and try a race conversion of say Vaygr for Vasari thats a far more realistic proposition and something that can be built on. </p
Its not possible atm, Hiigaran ships like the corvettes, destroyers and battlecuisers all use animated turrets [e digicons]:pout:[/e]
Do we know yet if animated turrets are going to appear in any of the planned expansions?
Experiment first, learn the limits of the game engine before planning a mod so you end up with your mod fitting the game rather than trying to make the game fit the mod if you see what I mean.
Multi-choice expansion is next on the cards isn't it?
not dead dormant until IC & SD sort out a few things. Nothing to stop someone else having a go though...
[quote]I have seen 18 nulls flagged as weapon-0 work. So i am confused about these null limits. Exactly how many nulls can a mesh have? How many can be marked as a weapon, ability, bomb, nav light, etc, etc.?[/quote] If memmory serves its the flair points.
They are hopefully busy testing the new turret code :)
There is also a limit on the number of null points a mesh can have, so you can run out of places for guns, lights and other effects.
Remember guys that the particle system objects are considered by the game engine to be effects and not solid objects. You have to be careful not to make things too large as the probability that a solid object will pass through it and ruin the illusion becomes greater. You can also use this technique for layering, first if you take Helioforge's experiment which has essentially stacked several meshes vertically on a station structure... Now consider the classic Star Trek Borg cub
I think you will find that the tranform used in the SoaSE particle system only effects direction it does not control thrust or position it just maps the path. What you need is some variable being calculated by the game engine to say 'rotate +40 degrees' 'rotate -80 degrees' etc etc. I frankly can't see how you can do that calculation externally and input the result dynamically. You also have the hard point limit to contend with, a single turret needs atleast 2 slots which in th
I did some research on how to write High Level Pixel Shaders the hope being to create the illusion of turret motion. The conclusion I reached was that I needed to input co-ordinates on relative and world positions in order to calculate the angles/tangents etc of a turret relative to the target and position on a ship mesh. With no way of knowing which varables to use from the game engine or even if it was possible I drew the conclusion that it was not possible to achieve as things stand
the explosion effects really stand out to me as the most obvious enhancement, I thought for 1 sec I saw a proper turret on the Dunov Battlecruiser ;) must need a little space oil seems to be jammed atm ;p
New explosions look very nice.
[quote]Yeah. What we could do, Is just rip the Homeworld Meshes/skins, and attach them to a new race, make it selectable, and play on. Add some custom research, custom buildings, and you got yourself a race.[/quote] Gameplay dude, gameplay sod the meshes they are the easy bit besides the turrets.
Thats an easy one Homeworld2 style gameplay (different story/ships/context) combined with the scale and depth of SoaSE to form an RTS\4X game, and a MASSIVE single player campaign. If it had a Babylon5 theme I wouldn't object :CONGRAT: