hydrocarbn

hydrocarbn

Joined Member # 2940422
48 Posts 1,753 Replies 16,038 Reputation

https://forums.sinsofasolarempire.com/341022 may be of use, that original tutorial was kind of horrific. Also why would you have lighting issues? Using a modified normal map as your specular map is perfectly fine, but lacking a normal map altogether seems pretty weird.

10 Replies 9,580 Views

I would suggest you get some stuff ingame first, really. To attract other people, you have to convince them that what you are proposing is realistic to implement. Concept artists are a pretty key part of a TC or really any mod, but if you don't have any modelers or skinners to develop from the concepts, they're just pretty promotional pieces. The best way to do it, I've found, is simply to start modding yourself. Make something people want to play. It doesn't have to be perfect, but g

12 Replies 7,531 Views

[quote who="starwarrior1" reply="3" id="2427573"] and what exactly do i not know what im talking about inform me more[/quote] http://developer.valvesoftware.com/wiki/Successful_Mod_Team_Tips#You_do_the_work.2C_I.27m_the_leader.2Fidea_person Don't be this guy. Show, then tell. If you are a great particle editor or scripter or whatever, put together some actual pieces of work before announcing you need people.

12 Replies 7,531 Views

[quote]however i would like help with it i need good artists and people with expiriance and good imagination.[/quote] Get in line? Of the few (possibly no) people that do this sort of thing and aren't working on the multitude of other mods, I doubt they'll be swayed by some vague IP and [quote]this mod will have 2-3 new races with ships unique to thair race yet somewhat simaler..[/quote] It doesn't even sound like you know what you're doing, much less what you would b

12 Replies 7,531 Views

Sorry for throwing it out like that, but that was honestly all I remember of my experience trying the mod. Since my previous experience was based on an older version, I'll give it another shot and report back with more specific issues. [quote who="JasonFJ" reply="17" id="2422819"] Last but not least, if there is something you don't like about any mod... rather than sit on the fence and heckle just get involved. Re-write some of the files, add some new abilities and send the mod t

18 Replies 15,590 Views

[quote who="Kaltes" reply="75" id="2419830"]Before any of you go and judge people based of there computer parts. I think you should take a look at this surve, i think youll find that those of use with advanced computer systems are a minority. http://store.steampowered.com/hwsurvey/[/quote] Uh, 40% of those systems are DX10 video cards and of the top DX10 GPUs nearly all of them are relatively high-end save the 8600 series. Even the top DX9 SM 2.0/3.0

82 Replies 51,841 Views

[quote who="ManSh00ter" reply="46" id="2419312"]2GM limit is an OS limit, not the processor limit. Windows XP have a little switch you can use to enable them to allocate more than 2GB of RAM to an application (if you have more than 2GB, of course), I use it myself.[/quote] If you're referring to PAE, as far as I know, all it does is make each program believe it has its own little 32-bit mapped section of RAM, so on a 32-bit machine with 4GB of RAM you can use all 4GB in a roundabout w

78 Replies 46,442 Views

[quote who="bdarcher" reply="42" id="2419202"]Does anyone have a clear understanding hard walls are there? Are the OS specific? Hardware specific? Some combination of both? Has the community on average moved past them? [/quote] No. They're not scaled to hardware. They're just values in the executable.

78 Replies 46,442 Views

I'd be suspicious of it being the mesh in that case, still.

8 Replies 6,482 Views

Use the earlier version of Sinstool - 2.0 doesn't work very well.

8 Replies 6,482 Views

[quote who="rjhughes67" reply="3" id="2418185"]I have a download for the text files at my web site. When you get there go to the "Sins Extras" page scroll down and look under the "Files" header. Link http://ricksgalaxy.homestead.com/ [/quote] Thanks for this, I was looking for a zipped copy.

7 Replies 7,110 Views

A related but annoying issue is some of (I say "some of" because while I've encountered one so far, I'm sure there's more) the hardcode limits on strings. For example, go to the following string in English.str: StringInfo ID "IDS_GAMEMESSAGE_PLAYERCAPITALSHIPLOSTDETAILS" Value "Intelligence reports the loss of the level %d %s near %s" While many other strings can be edited, sometimes removing the variables, this one can't. In fac

78 Replies 46,442 Views

Assuming the entrenchment works the same way as the regular one: 1. Drag the starbase file in question into a folder with the convertdata_entrenchment.exe. We'll assume this is called NewStarbase.entity but it doesn't really matter. 2. Open a command prompt (Start -> run -> "cmd" on XP, just type cmd in the start bar on Vista) 3. Navigate to the folder in question (cd *folder path here*) 4. Type in the following: convertdata_entrenchment entity Ne

5 Replies 13,845 Views

Specifically the updater and Entrenchment upgrade buttons. I've tried just straight removing them in the appropriate window files which results in a crash. Anybody done this successfully? I need the space for the rest of my UI and these buttons are superfluous. edit: well, chalk this one to be the shortest time between thread and implementation ever, I tried removing them again and while the game threw an error it worked. so i guess just try it, it works!!!

0 Replies 3,216 Views

That's what I meant. VRAM doesn't have anything to do with it, if the GPU sucks then the GPU sucks regardless of how much VRAM it has, so what are the GPUs in those systems?

82 Replies 51,841 Views

[quote who="Allegiance86" reply="15" id="2412145"] I didnt mean these supply ships would actually carry gear and and ordiance but that the idea was after every battle a group of supply ships from a near by Friendly GW would jump in do the Trade ship trick and swing past the ships, it wouldnt take much to add these ships in, infact you can pretty much build them off of the Tradeship design.[/quote] No, you can't. The Trade ship behavior is hard-coded, there is no way to modify how

16 Replies 6,358 Views

I wasn't talking about ridiculous canon hypotheticals, I was talking about what is physically possible to do in the game. None of what you say is possible.

16 Replies 6,358 Views

Well, we were considering it, but jettisoned it in favor of a Power attribute that has a little bit more subtle of gameplay effects. I mean, I love the idea, but the fact is you only get one chance to hijack the Antimatter variable and while it's great to run supply ships and have that mechanic, that means you have to do a lot of changes elsewhere to make it work (like making all abilities based on cooldowns only, no "mana"). I think there were a couple people that had either implemented it o

16 Replies 6,358 Views

[quote] A very polished Star Wars mod....[/quote] Are you kidding? I played Requiem with a friend just to try it out, and it's about the antithesis of "polished". When a mod lumps every single ship into one weapon type and then leaves the other research trees intact, that's a clue that maybe you might want to work a little bit more on it before release. Save for the models, it needs about six months of solid work to make it a mod worth playing. Dist

18 Replies 15,590 Views

You can turn it off by messing with gameplay.constants. Someone suggested making it negative, but that doesn't seem to work, which is a shame.

19 Replies 6,282 Views

Since the mods here seem to not care so much about stickying anything relevant to 2009 and the files on the site are like three versions old (and search sucks), can somebody link me to a reference data package for 1.17 or 1.18? I'd prefer not to have to convert it all over myself, as while I just need copies of the plaintext Window files, it'd be nice to have a archive lying around with everything. Thanks.

1 Replies 4,606 Views