https://forums.sinsofasolarempire.com/341022
hydrocarbn
[quote]I'm busy downloading all the Mods created for Sins, Civ IV, BF2, and many other games. It be far better to see the files submitted by the one who designed them in my opionion.[/quote] so wait you're mirroring other people's mods without their permission that's not exactly a good thing
this won't work
that's for personal use, cannot be triggered to automatically update out of a specific location, and has baggage
Import into 3DS is the easiest way.
I never said they were? But considering the conduct here of those with a different point of view about Impulse than the "party line", I can't really classify them as either. Cranks make predictions while being ignorant, trolls try to stir up crap using as little effort as possible. I think it's much more a "troll"ish behavior to make a hit and run one-sentence post calling somebody a 'troll' because legitimate 'trolls' don't make coherent multi-paragraph arguments. Look, the biggest P
Nothing like calling the bearers of legitimate complaints - your customers - "trolls" and "cranks" in a public forum. Jesus christ.
[quote who="gamerking345" reply="25" id="2151575"]does the 3d modeling program "Blender" work with sins?[/quote] Yes, it should work fine, you may have to mess around with exporting settings though.
[quote who="DarkCloud" reply="22" id="2151346"]Which file or maybe im overlooking it [/quote] Bottom of each race's fighter file. [quote who="Franz Bravo" reply="23" id="2151386"]Can I use models from Google's 3D Model Warhouse thing? If I can, how do I put them in the game?[/quote] You don't want to.
since you can basically run any exe or bat you want from the main menu it's a much better idea to design a program that automatically updates your mod via connecting to a remote FTP or something for the enduser
maxHullPoints 60.000000 hullPointRestoreRate 0.000000
[quote who="Mooster" reply="2" id="2142483"]Major, don't hog all of the answers, but really, it takes quite a while to learn though [/quote] God forbid people get their questions answered in a thorough, timely fashion. I, for one, decry this in the pursuit for more useless +1 forum numbers.
1. no 2. no (i think), unless maybe you set the antimatter really high or made it an ability where the ship only had one fighter and the rest 'regenerate' using a buff 3. no 4. see #2
[quote]The TargetCountPerBank is how many simultaneous targets the ship can engage from that side, dealing the full bank damage to each. So, if you set TargetCountPerBank:FRONT to 2 on a Kol, its beams would attack 2 targets at once for the damage listed (along with any other weapon housed on that bank).[/quote] Holy shit, I assume by the context this is Entrenchment only? Weaponclasstype is only related to the strings afaik, except for PhaseMissile which is the only class tha
The mesh resizing tool is horribly broken with respect to hardpoints as far as I know, if you have 3DS you can import the mesh and do it yourself, if you only want a couple feel free to email me or contact me on MSN or something and I'll do them for you.
http://developer.nvidia.com/object/photoshop_dds_plugins.html
[quote who="JasonFJ" reply="7" id="2146300"] Given that there are only so many weapon damage/miss modifers (composite, heavy, medium, light, antiilight etc.) I'm not sure whether you'd really want to have more than 5 or so Weapons per entity/ship. Or you risk making "uber ships" that completely destroy the need to make different kinds of roles (why make an antistrike frigate if you can produce a fleet of all-singing all-dancing single cruiser type that shoots everything?). [/q
Black-da.dds should work fine, although you may need to paint the alpha channel all white. Try that out and if it doesn't work I'll send you a .dds with that done and you can give it a shot.
I find the assertion that it's possible to sum up an entire TC in one faction laughable, but I suppose that's what happens when you equivocate gameplay changes with ship size. Nonetheless, this thread is not about mod slapfights or 7DS; it's about letting modders create their own work (which inevitably leads to mod slapfights). [quote who="gamerking345" reply="22" id="2144620"]is that in my program files, because i have 2 stardock files one saya stardock games and th
In general, well laid out tutorials that are specifically relevant to Sins are few and far between and a good mapping and texturing tutorial would be amazing. If you get it all sorted let me know when you post it up and I'll link it from here too. I use Max 9 so sorry to hear it crashes 2009. If there's anything I can help with (converting stuff) let me know as well. DoV's main modeler uses 2009 so we have to work with the same constraints and it's a PITA.
Updated with pictures and some other stuff about naming points.
I have had fine luck with over 18 per weapon, so ymmv.
It's not an issue of B5 fitting Sins as much as it's an issue of Sins' general moddability. Even the mesh animation thing was a dirty hack.
[quote who="High_Guard" reply="21" id="2136198"]I think a B5 mod for sins would be wicked, and am quite surprised nobody else has devoted much thought into it.[/quote] It's not that nobody has put "thought into it". Putting thought into things is easy. IIRC bigbangtheory quit doing this because he felt the engine was too limiting.
[quote]Is there a way to control how fast stuff moves in any one grav well? [/quote] Um...ship speed?