bailknight

bailknight

Joined Member # 3062172
3 Posts 119 Replies 1,369 Reputation

This is very impressive.. best mod supporting dev I ever met. :SURPRISED: Still I`m completly know nothng about programing so making script for convertdata is big mountain for me :SNIFF!:

41 Replies 27,567 Views

[quote]theRetroboy[/quote] Tested with 10 vasari AI particle still missing eventually. I fixed every weapon paricles so I have no idea what cause this now. [img]http://pds8.egloos.com/pds/200804/07/99/c0016999_47f8eefa4cae4.jpg[/img] Weekly Update. Utility Crusier and Heavy Cruiser.

770 Replies 2,169,445 Views

[quote]lol an young ha sa yo, ba bo yaa~~ Korean would definly play this. Koreans love strat game. However yea since it dosent say Blizzard, not sure how much eye browes it will raise. ... hmmm yeaa... maybe your right after all... Hey remember the 3 "B" Gods of Korea Budda Baseball Blizzard.[/quote] Everything you mention is completly wrong Except Blizzard. [quote]Is this game even sold in the above stated countries?[/quote] I don`t think so. How

7 Replies 5,369 Views

For who want to mod with abilities and buffs I sort every modifiers you can use for sins. This may help you..I don`t know :LOL: Edit - Add research modifier lists Edit - Add constraint, AI define,Triger Type Edit - Add buffOverTimeActionType - Magnetize Constraint CanBeCaptured CanBeJumpBlocked CanHaveFighters CanHaveShields CanPhaseDodge (?)<br /

74 Replies 336,049 Views

[quote]hey bailknight is there any chance youll merge your (awesome) mod with mods like the mars effect or distant stars because that would be amazing.[/quote] I`m trying to make merge guide soon but I was in middle of hell recently(and more to go till june..) so I need some more time(May be next week?) Merging pack will contain optimized particles and some new effects(not sure). [img]http://pds9.egloos.com/pds/200803/31/99/c0016999_47f0442f20fae.jpg[/img] Only one new

770 Replies 2,169,445 Views

About ConvertData.exe I really want somekind of multiple file converting. Convert every single file by hand input is really hard work. EDIT - Please release official 3dmax plugin or script :SNIFF!:

41 Replies 27,567 Views

[quote]But doesn't that long range frigate looks more like a rail gun frigate than a missile frigate?[/quote] Yes. That is Ballista class rail gun frigate. Their will be new faction(no TEC replacement right now) in ver 2.0 called "The Order" or "Renegade" or "F.S.A." something like that (whatever...I`m still choosing) made by somekind of militarized humuns.

770 Replies 2,169,445 Views

[quote]Have you thought about making a change to shields? When playing it seems hard to see the shields taking a hit. You see the weapon fire, then hit something near a ship. You pretty much have to be zoomed right in a tthe ship to see a hint of shield taking damage.[/quote] Thats one thing i can`t touch. Their is no entities related shield transparency and shield mesh itself have no transparency or texture. [img]http://pds8.egloos.com/pds/200803/22/99/c0016999_47e4d

770 Replies 2,169,445 Views

[quote]I am in no way blasting you bailknight, your mod is amazing but you need to chill.[/quote] Yes actually I`m agree with your opinion. But it`s still hard to stand because I already declare no "particle only" merging for public release(for private and personal use I don`t care absolutly) and critically I didn`t get any PM about this one. Even Uzii want to recieve PM for his free-to-merge Sins Plus. That is basic manner isn`t it? At least other modders who want merging my mod sent me

10 Replies 11,158 Views

[quote]Included mods: BailKnights Graphical mod's particles.[/quote] WOW I can`t believe this. SERIOUSLY :d Stop hijacking my work please?

10 Replies 11,158 Views

[quote]I meant no offence by it, it is a very well drawn picture, and this mod is coming along nicely. Good luck with it, and any help, although I'm totally useless when it comes to modeling I'll do my best. Keep it up[/quote] I didn`t take it as offensive :D Thanks. [quote]Bailknight which mesh and particle files have you edited?[/quote] Any files modified after 2008-03-08. Sort to date may help a lot.

770 Replies 2,169,445 Views

[quote]Damn !! t looks pretty good. Make the mesh[/quote] Already finished 2 meshs (flak and light frigate) [quote]This frigate has a nice military look. It remind me an idea for a new TEC race. [/quote] That is exactly what I have in mind ;) [quote]The front of that ship looks strangely familiar... But a very nice design nonetheless.Edit: Homeworld 2. The Flak frigate per chance? Does it have a similar bow to that?[/quote] [img]http://shipyards.relicnews.com/h

770 Replies 2,169,445 Views

[quote]Did you make any changes to the graphics part of it, or is the latest version only to make the gameplay changes compatible with 1.03?[/quote] Only compatiblity. OK. I`m quite upset these days still I`m trying to make some progress for next version. [img]http://pds8.egloos.com/pds/200803/16/99/c0016999_47dcd541569fd.jpg[/img] Here is a concept art for flak frigate. I`m not decide yet make complete new faction or just replace TEC`s one. Thanks.

770 Replies 2,169,445 Views

I thought I was only korean in this forum so far... Supporting double-byte character is quite pointless IMHO because countries like korea, china, and japane never buy this kind of game - localized or not :( Good Work about manual still I feel sentences are stiff too much however. Little more free translate may produce better results. :CONGRAT:

7 Replies 5,369 Views

[quote]As much as I like to make mine free to distribute, bail has a very valid point. A polite PM would have done the trick, but now it might not be as easy. I've heard a saying; "Better to ask for Forgiveness than for Permission." But, in this case, it probably wasn't.[/quote] Well I`m generally welcomed any request for this time at least but it looks like some people in this forum don`t respect good mod makers and their great works that spend their precious time for making

84 Replies 85,255 Views

[quote]It looks like a particle counter leak. Some structure/ship/entity emits particles that are considered visible by the game at all times, which, after a certain time/number of entities results in the perma-lock of "too many particles - will stop rendering them". Upping the max particle count by hand will help extend the time till cutoff, but it won't prevent it.[/quote] May be.. I already worked on every suspicious particles(ex. damage smoke) play only short limited time. I`ll poke

770 Replies 2,169,445 Views