Eomega

Eomega

Joined Member # 3036189
3 Posts 439 Replies 1,327 Reputation

[quote]Hi, im having the same problem that Eomega had which is this one:I dont know if anyone else has played with this yet, but anytime I try to run the script it ends up with an error. here it is:--Syntax error: at ),, expected ]-- In line: texture.v_diffuse=[1.0,1.0,1.0,1.0]-- In file: mzp.run in patckage C:\3dsmax\scrips\SINS_Tool.mzpThe script doesnt work with the latest version of 3ds max and I cant find a trustworthy site that has an older working version.Right now im using Gmax which is

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Well everyone I have a bit of an update. After talking with Major Stress, I was able to figure out what my problem was with the textures, and now it is all sorted out. That being said, all my models should be working fine from this point on. On that note, I have started to rework the Daedalus for Sins, adding extra hull parts, touching up everything else, that sort of thing. Tell me what you all think [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/304Revamp.jpg[/IMG]<

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[quote]so how much is actually done so far though?[/quote] so far not much, but that is because I am gather resources such as screenshots of the cannon ships, as well as looking at their fan made versions on scifi-meshes.com, plus gathering resources for other models as well. I am laying everything out and going from there, so that way I can see where Im at, what has been done, and what needs to be done. EO

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[quote]amazing work thus far. im impressed with the ships. however i have to ask now, how did you change the mesh's for the ships to, or rather how did you change them from what they were to the current ships? Iv wanted to impliment the ability to make my ships modles look different in working with my own mod, but i always get stopped there. do you make them in some external program or do you take them from somewhere, and if so where? sorry about the questionare, i realize your busy with this bu

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[quote]the whole ground combat idea would work if you set it in the Milky Way around Season 6. not much ground pounding in SG:A[/quote] you have a good point there... well the mod is still in development, so it can go either way.

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[quote]OMG!! I just got the game not too long ago and iv been searchin for a mod like this to no avail until now. How long have you been working on this i have to wonder. So next i have to wonder when is this going to be completed do you estimate? that and what do the wrath and replicator ships look like?? and do you have a working mod for this yet, cause completed or not im itchin to play.[/quote] well if you are willing to help out, then you can get the models for the mod before anyon

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[quote]I'm also willing to offer my services to this mod.My introductory offer is to go through my collection of episodes, identify some moments of good sounds for the various ships, record them in whatever format Sins likes, and send them to you. I figured it would be cool to actually hear the voice of Caldwell or Ellis when you command them around your planets, and hearing the railguns firing, etc when going into battle.I figured I'd start out small, just look at the 304s and 302s, the two shi

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1. Name - Stargate Invasion 2. PoC - Eomega (Epytron_Omega) 3. URL - [link="http://z15.invisionfree.com/Stargate_Invasion/index.php?"]Beyond the Invasion Forums[/link] 4. Info - A total Conversion mod for Sins of a Solar Empire based on Stargate Atlantis. While some aspects of SG1 will be involved with the mod, it holds the races of the Pegasus Galaxy, these being the Humans, Wraith and the Asurans (Replicators). New units, as well as units that we have seen will be involved in the

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[quote]where is the textures? you could easily steal realistic textures from screen caps of episodes and pics off the net. if you need any 3d models, I should be able to make them for most ships.[/quote] ?? what do you mean where are the textures? they are on the model. The model Im using is that of Major A Payne from the Srat Trek Armada/Star Wars EaW scene. All the texture stuff is his and what not. If you would like to join the team, follow the link on the main post

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it'll take a lot to tell you how I got this model ingame. It required several test phases to get it to where you see it now. Needless to say, the best thing you could do is check out [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176051"]this thread[/link] for how to export and everything.

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Sort of a Bump as well as an Update. I plan to finish up some minor things that could use a touch up and then I was planning on a general release for this ship. I plan to build a completely new model for the Mod, so I want to give the community something to play with. EO

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Sorry, no Furlings, lol. We dont exactly see any of their ships, at least if I remember correctly. Update on the 304, I have the Strings Replaced for the 304, and screenshots will be provided. To go with the BC304, I have also imported the F-302, there are some minor things I need to change on both models, but for now they work... Minus the 302 not flying like a 302. here are some more shots. [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_

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I would love to see better fighter movement. I dont know about anyone else, but after watching shows like the new BSG series, and also Stargate SG-1/Atlantis, fighter movement is more fluid, they bank, do barrel rolls, and other things. I would love to see this in the new patch.

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[quote] So will it be a purely Pegasus galaxy game? If so then there are the vessels of the Travelers also though the show has only revealed a single class of vessel among their ranks so might mean that a lot of new designs would have to be made. If not a purely Atlantis mod then thoe others that I suggested I think would make some interesting factions. The Tok'ra could be added into the Tau'ri side as scouts or something like that. Anubis and his forces could be add

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I have a place to work at, a site that i am Admin of. It is located [link="http://z15.invisionfree.com/stargate_invasion/index.php?"]Here[/link]. Races havent been fully decided on yet, but I am sticking with Tau'ri, Wraith, and Asurans no matter what.

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I have spent most of the last couple of days working on the 304 and getting it fully into game, and so far I have replaced all the icons for the ship. Instead of it showing the Sova Carrier, it now shows the 304 in both the Empire Tree, as well as when you zoom out. Plus the display picture is changed. Havent gotten to the Strings yet, but just giving everyone an Update, with Pictures! [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_12.jpg[/IMG] [IMG]http

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Actually I was thinking of making the mod is two segments, the first being the Pegasus Side, this being Tau'ri, Asurans(Replicators), and the Wraith. After that I was going to go and do Milkyway side, which would be Tau'ri, Goa'uld, Asgard/OR/Anubis. EO

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here are some more shots everyone. I fixed the backwards-ness of the mesh. [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_4.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_5.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_6.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_7.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/Soa

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hey Stannum, I have been playing around with the exporter part some more, and Im having problems. When i export a mesh, it immediately mirrors the mesh ingame, so something that should be on the left side is actually on the right side. Dont know if it is just the model Im exporting, havent tried to export any others yet. Thought I would let you know about this little bug, and another, when i mirror the mesh in Max before I link the points to the mesh, and then export it, the ship doe

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