Code Herder

Code Herder

Joined Member # 2939353
3 Posts 85 Replies 447 Reputation

1)Well, I'm not too sure about the legal aspect of enabling export to .3ds since you could take sins meshes and convert them to .3ds. 2)Thinking of it but it could be a huge effort, not too sure when. 3)It's a bit hard, there's a lot of things to take into account. Does the ship config file exist for one. I *will* fix the dds export tho :p. 4)Yeah, yeah I will but I'll probably have to cheat with the forge tools hehehe. As for improving on the official tools,

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So, I figured people have used the mesh editor a bit more by now. This means you must've a much better idea of what would be really useful to you and should take priority. So I'm open to suggestions. Here's a few thing I'm looking into in no particular order: Features: ============ -Importing .mesh files into the editor -Update check / patch download being automated if you so wish. -Being able to import a model into the editor, say .3ds and use the emitters of an existin

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Regarding the 9mb mesh, I'll confess it probably shouldn't be that big. I cheated and had to use padding to fix a crash bug regarding unknown data. So I had padding in relation to the size of the mesh. It sucks but it works and it should compress really well since it's all zeros so it's not such a big deal for sending on the net.

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Oh yeah, pictures: [img]http://farm3.static.flickr.com/2167/2123795277_65053b2d72.jpg[/img]

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Quick update: loading .mesh is sort of working with a few bugs so it's getting there. Mostly a problem of lack of free time than a technical thing. The only real technical problem is that I discovered the library I'm using to render the whole thing does not support dds texture. I was a bit shocked as I assumed that obviously they did support it. It's meaningful because .mesh textures are all dds files. So I have to write code to support it now as there's no way I'm going to re

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Yes, I saw you mention it. I'll look into it.

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I was reading the earlier posts from may. Just to clear things up everything I know points to ship shields being independent models. So yes, you can make them hug hulls or have whatever shape you wish really.

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Heh, I really need to clear this up. You can have as many say "weapon-1" emitter as you want in one model. Each weapon-1 emitter will fire the weapon you set as weapon 1. So you can have 30 weapon-1 emitter if you want to. It's gonna be quite a light show if you do that. Note that it doesn't change the damage output of the ship at all. The damage ratio is set in the ship config file, this is just eyecandy. A cap ship I'm looking at right now as 60 emitter for example. As for t

1,261 Replies 2,672,782 Views

Yes, weapons are the well... weapon emitters :p. I really need to write a manual sigh.

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Well from what I know the planets texture anims are just the texture's uv being changed so that it scrolls in one direction.

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I'm pretty sure there's going to be no spinning turrets but if I remember correctly you can have some spinning parts. As to how well that works, well I still have to work that out. Animated textures: I've seen it on planets but never on ships, not too sure if we can do it, something else to look into I guess.

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3D Studio max should be more than capable of creating such models Thrawn.

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Um just try a few and move it around until it has reached a satisfactory position.

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If you want to have an idea of the "recommended" poly count as in what they were aiming for in sins I can probably help. I can just check the poly count for a few sins model. My importing of sins model in my editor is not quite done yet but I can probably do that. Note that you can always go for higher count, it will just make the requirements higher. It's also a question of quantity, in sins the number of cap ship on screen at the same time is fairly limited. What is it, something like

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Well, I've mentionned it several time in other threads but the DDS the editor output are corrupted or when it works super low res. I made a small setting mistake before release that screwed all the dds output up. I just need to make a new release, I was took busy with real life doing it but I should be able to make a new version with the fix tonight.

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When you make a model in max, there path to the texture is saved in the mode file. When you use my mesh editor, I use those texture names and save them in the sins .mesh file. So even if you replace an existing model, it's going to look for the name of the textures you've used in your new model. What you must do of course now is place the new .dds in the sins texture folder.

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I think that planets are working because I already covered this. I gave the models two sets of UV all the time, just in case, you know. I thought it might be use for bump maps. I just duplicate the ones from the color texture.

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At a guess make all the systems linked to each other and then modify the phase lane graphic to something invisible. Not too sure it would be such a hot idea for gameplay tho.

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DXT1 has 1 bit of alpha if I remember correctly but that's beside the point, it was wrongly set to DXT1, I meant to use DXT5 or DXT3.

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How would you convert solar systems to "normal" land as in last exile?

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Well, to be fair I thought for a while that the data/bump map layers were not working. I tested the bump map and I couldn't be sure if it was working or not. I just wanted to release the first version of the editor before looking into that. I was told afterward that it worked so I didn't investigate it afterward. In retrospective I could just check with the data layer, see if the team texture work. How about it, anyone can attest for sure that their data texture worked on a new model?

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