Code Herder

Code Herder

Joined Member # 2939353
3 Posts 85 Replies 447 Reputation

As was said, the movements are probably not right for a ship that size because it's using a scout stats. So movement speed, turning rate etc are all calibrated to fit a scout. Other weird behaviors might be because there's a part in the mesh size give size info that I haven't quite worked out yet. So I copied the data from a medium sized ship to put there.

311 Replies 482,255 Views

I'm guessing planets need to have some special type of emitters. I'll have a look see soon. I'm working on having sins .mesh files imported back into my editor. That way I can re-save them into .mesh and see if there's any issues.

27 Replies 18,072 Views

Mmmm quick question did you use the dds generated by my program. I just realized that they didn't give very good results with some type of textures because I didn't set the output format right. Some are downright non standard. They're DXT1 if that means anything to you, the next version is going to be set to DXT5. I'll add a menu to let you pick eventualy. Reflection: I think it's a channel of the data texture?

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Well, I can extract tangents from 3ds models at least, haven't looked at the other formats. I just need to find out if the sins models use them now.

81 Replies 59,410 Views

There's two type of texture in sins with normal data. There's the gray looking one, that end with "-nm" and the pinkish ones with "-bm" ending.

81 Replies 59,410 Views

What are the tangent exactly? Something like normals? And what model error do you get? I can't fix it if I don't know what's wrong :p. I fixed quite a few problems with the last version of the editor, it would die on all 3ds meshes because of a quirk of the library I was using.

81 Replies 59,410 Views

Btw, if you don't want it to be so reflective, it can be fixed with the color texture alpha channel. I really need to write an help file at this point. Any volunteer :P

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Ok, I fixed the crash people had with some meshes. It *should* work now. [link="http://roch.denis.googlepages.com/"]Get the new version 1.3 here[/link]

51 Replies 33,949 Views

You have to use the direct link url. The ones you posted are pointing to a php script even if they look like an image link. That being said, very cool textures. [img]http://img216.imageshack.us/img216/1420/59225315sk6.jpg[/img] [img]http://img218.imageshack.us/img218/9905/554fv0.jpg[/img] [img]http://img216.imageshack.us/img216/8387/3453wz3.jpg[/img] [img]http://img240.imageshack.us/img240/8484/223423tg1.jpg[/img]

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Well alright I found the problem, it's just a bug in the beta version of Irrlicht I was using. They just released the final version, guess I'll just upgrade instead of fixing it and risking other issues.

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Well, if it's crashing I'd say it's my fault :p Can you send me the model if you want me to take a look at it: roch.denis at gmail.com

51 Replies 33,949 Views

OK, version 1.2 is out. It saves all your textures to DDS format along with your model and it gives it the correct case. It will also keep all the info you've painted in the alpha channel if you're using png or tga files and translate them to dds. -Next I want to add something to allow you to not have to redo the emitter each time you're importing a new version of your model. I recon that can get old pretty fast. I'll admit I'm not a heavy user of this software with the "normal

51 Replies 33,949 Views

Ummm I guess I'll have to take a look at 3ds importing but I had a test model for that and it worked fine. I don't suppose you could send me the model that cause problems? If you're worried about your IP, you can maybe make a cube that present the same problems and I could check it out?

51 Replies 33,949 Views

Oh sorry, I thought that was settled by Major Stress answer. If you don't see any material to select, chances your model does not contain texture information. You need to texture it beforehand, my tool does not provide support for skinning models. If you're convinced your model has material info inside it, you can always send it to me to take a look.

51 Replies 33,949 Views

Well, I thought I'd have an update tonight for the dds save thing but the library I'm always using to handle images supports reading most file formats, including dds and writing to file most file formats... except dds. Whoops! [b]Edit:[/b] Nevermind, it does support dds saving. Has much as I love this library, the documentation for it is abysmal and incredibly out of date. Kenetor: Mmm I don't know. Maybe something goes wrong with the save path. Have you tried saving to c:\

51 Replies 33,949 Views

The normal map worked? ... Cool, I was already gearing myself up mentally to find out what the problem was. I wasn't sure it wasn't working to begin with anyway.

81 Replies 59,410 Views

If I remember correctly, you paint the luminosity in the color texture. There was a thread on how to texture sins model at some point, if someone has a link to it, that would be pretty useful.

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Well, I've written mod tools for many games and so far very rarely do the dev tools compete with the community tools quality wise a few months after release. I'm not saying it's the case here but it's a good reason to not just give up on making tools. Where I currently work at, the tools are just good enough to get the data in the game, that's it. User friendliness is not too high on the list. I've seen quite a couple of games where the devs just released their in house tools which just

39 Replies 25,496 Views

Thanks that would be great! As for skybox07environmentcube.dds, I'm guessing this is for the reflection on certain models. This is what environment mapping is usually used for at least. [link="http://en.wikipedia.org/wiki/Reflection_mapping"]Wikipedia Article[/link]

34 Replies 27,015 Views

Well, the path to the file inside the .mesh file does not matter. Sins ignores everything but the filename. If you look at their .mesh files, you're able to see where their artists stored their textures. Two things could've gone wrong if you could see the textures inside the mesh editor. 1.You didn't save the .dds version of your textures inside the texture folder of sins. 2.You put them in dds format in the correct folder but you didn't make the filename all lower case. As I m

51 Replies 33,949 Views

Say Multiana, in the mesh editor I'm using the best non crappy looking skybox I could get but it's still not a very good choice since it's not space. Do you think I could use one of yours? The problem is that it's not compatible with the sins skybox model format. Mine is a cubemap, with 6 discrete pictures.

34 Replies 27,015 Views

Ok, it's fixed, version 1.1 is up. You can get it at [B][link="http://roch.denis.googlepages.com/"]My Website[/link][/B] -Fixed the no save bug. -Fixed a few minor annoyances like when doing cancel in the dialog to select a new mesh to open would erase your current model. Next version: -Automatic conversion of textures to dds with the correct name. -Remember where you last looked for files to open or where you last saved. It's pretty annoying to always have to

51 Replies 33,949 Views