LCCX

LCCX

Joined Member # 3064129
13 Posts 33 Replies 593 Reputation

Okay. Update on the EVE models with double textures because they have multiple materials/layers: Kudos to Major Stress for identifying the solution tool. 1) Download Deep Exploration CAD edition by Right Hemisphere, and install 2) Export a model from TriExporter as a .3ds file 3) Open the .3ds model in Deep Exploration, right click on the shape > tools > separate by materials (last option) 4) Save the model as a directX .x file 5) Now you can import t

137 Replies 219,446 Views

Whiskey144, purdydaw, and myself are working on getting something together, but we are using the live thread: https://forums.sinsofasolarempire.com/372050/page/4 Please no more thread necromancy on this thread. Thanks.

170 Replies 350,376 Views

Since the hardcoded limits have been raised, I intend on having 2x manifests: 1 EVE+Sins and 1 EVE only. Everything should still be fine and all fit. Yay. As for moon mining or mining frigates/barges/orca/rorqual -- I am including none. The empires do not engage in those activities, pod pilots do. The *EMPIRES* of EVE will be the focus of this mod, and the primary Sins mechanics will be relatively unchanged. AFTER all 4 primary NPC empires are in, then I will consider adding a 5th rac

137 Replies 219,446 Views

@ Whiskey144: 2b) I was thinking about both Jump Bridges and Jump Gates from EVE, or possibly Acceleration Gates. Also, I am working on a suggestion from Major Stress about how to overcome the dual-texture set models and get those in-game. If that fails, then I will post a list of them as unusable. I will try and get a copy of purdydaw's progress today to give to you if you can contact me? I'll be in IRC and on AIM as lostcommanderx. I would really appreciate it if you could t

137 Replies 219,446 Views

@ SemazRalan: Yeah, there are a ton of setting things that would probably be sweet, but are also probably beyond the scope of my interest in sinking time into this. I would be happy to hand off the project to someone else for further improvement and refinement once I have what I want out of it. @ EadTaes: Since I have played VERY little of anything not-Amarr, that kind of information may well come in handy in a bit. For now I am sticking with looking at the few top rated loadouts on B

137 Replies 219,446 Views

@ Archangel1980: Yes, I exactly intend to have 1 separate mod for each race adding it, and only it, to Sins. Since you can enable multiple mods at once, if you want to play/interact with multiple EVE races, you just enable the mod(s) of the races you want to play with for that game. Especially given the new increased hardcoded limits, I see no reason to do otherwise. Is there some reason you think there should be a unified mod (with all 4 races) available? Once the first 4 are done, making a

137 Replies 219,446 Views

Hmm, yeah... The impetus behind my idea would be to provide a more thorough document to the community detailing what kinds of abilities are possible, especially for some of the more creative and esoteric solutions to desired effects.

7 Replies 35,124 Views

Hello. I was wondering whether I could spark some interest in the community, especially among the more active modders, to assist in the creation of a library of buff and ability files that could be shared with everyone in the modding community. The idea would be to collect as many of these as possible to ease the creation of later mods, since going in and changing names and descriptions is a relatively easy thing to do compared to writing all the files. I envision a collection of buff

7 Replies 35,124 Views

I have no idea how to make YouTube (or any other) videos, sorry. The best I can do is ridiculously detailed text instructions. purdyaw and I had an extensive chat today, and I learned some things about modding in Sins, especially about what the AI requires to operate. This has required a significant departure from my initial thoughts about design. I am hopeful that we can get at least 1 complete mod out sooner rather than later. I am hoping to do at least 5 mods, 4 each adding a singl

137 Replies 219,446 Views

http://forums.civfanatics.com/showthread.php?t=173061 This article is tied to Civilization 4, but the answers have really got me thinking. I think this (and some of the articles linked below in the comments) might be invaluable to a new modder or someone having trouble creating a "good" mod. Even successfully experienced modders might find the questions and interview answers very interesting, even though they may have

2 Replies 4,650 Views

Whiskey144 said: @LCCX- I did outline a method by which a mining barge/exhumer could be implemented quite well within the game, earlier in this post. Really, it would rely on the AI building "ResourceCapturer" ships. Yeah, I see that now. I've just been typing and reading so much I missed on my first pass through. I think it is unlikely the Sins AI would cope well with that, my intuition tells me that would wind up bein

137 Replies 219,446 Views

Who would be interested in helping out with a starter mod lead by me, that Ruppetus or someone else can continue later? PM me if you are interested and what of the following you would be willing and able to help with. If enough people are interested, then I will set up a WizeHive workspace with the to-do list, and share a GoogleDoc spreadsheet with the design plan. Necessary ToDo: (these will be needed for ANY EVE mod for Sin

137 Replies 219,446 Views

I would remind the reader to review the EVE lore and to carefully consider what place and perspective an EVE mod of Sins would take. Would a player be controlling an NPC empire, NPC corporation, or a pod-pilot-only corporation? What options should a player have open to them at that level of abstraction and with the chosen perspective? Is that possible in Sins? Is it APPROPRIATE for Sins? Would it be fun to play (after the first couple of games when the simple fact that you have

137 Replies 219,446 Views
Reply to EVE Online in PC Gaming

o7 Also an EVE player and CEO. My corporation specializes in exploration, wormhole space, tech 3 production, and capital ship production. We are actively anti-pirate, have station facilities, 0.0 access, group activities, an out-of-game support (forum, wiki, loyalty point system...).

40 Replies 130,510 Views

I have a spreadsheet of clearly doable ships and abilities. I have EVE ships working in Sins with proper ability points and re-textured to have team color sections. I have a VERY detailed instructions Word file on how to get tri-exported ships into Sins. I do not have anyone to make the ability, ship, or race files (though I think I could do the race files, and at least part of the ship files). I do not have any icons, although I could do that my

137 Replies 219,446 Views

So far I have had to do all the null points in XSI Modtool, but really it works pretty well (for null points at least; I haven't tried using it to actually model anything since I have only used my blender stuff).

2 Replies 3,744 Views

All of the .entity files have a bunch of integer figures, each with a whole pile of 0s behind them, such as MaxHullPoints or basePrice:credits... 1) Is there a certain accuracy (i.e. number of digits past the decimal place) that those figures MUST have? Does it even need the decimal? 2) Will the game engine tolerate non-integer values in these fields? (e.g. could I have a ship cost 3.413 metal and 75.666 credits?)

2 Replies 5,313 Views

The title says it all for this fairly direct question. Is it possible to create a new structure that can only produce page 2 frigates and to limit the initial frigate factory to only producing frigates from page 1? If so, can I get some tips/instructions for how to go about doing so?

6 Replies 31,323 Views

[quote quoting="post"]1. WHAT ARE TANGENT MAPS?!?!?! I haven't a clue what these are, or why they are needed. Someone please answer.[/quote] [quote who="Aractain" reply="5" id="2377496"]There is also something that could be called a tangent map that is the set of pervertex tagent vectors (tangent realtive to the normal vectors) on a mesh - I doubt you mean this.[/quote]In the ForgeTools 3\Documentation\Modding_XSItoSins_ModdingSupplement.pdf there are instructions that mandate you create

6 Replies 8,961 Views

If you want to do modelling and you just do not "get" XSI, you can also try using Blender3D (also open source = free), export the finished Blender model as a .obj file, and then follow the XSI modding supplement in the ForgeTools documentation.

20 Replies 10,906 Views

It is entirely optional. It identifies what icons they can choose to use. If you are making something original and do not mind using the default Sins faction icons, then there is no trouble. Modders who want to add only a few (e.g. rebel, imperial, confederate, republic) can simply add them to the existing LaceLogos.tga texture without issue (AFAIK). However, since I want to have an entire alternative swatch (sp? word choice?) of 40 or so new icons, I would have to either entirely replace the

2 Replies 7,104 Views

Honestly, I am a bit confused as to how you can even have both a normal map and a bump map applied to the same model... It looks alright doing what I did, but I'm quite happy to mess around some to try and make them look better if I have miss-mapped how the different channels from the various textures should be transfered/copied. Also, what's with nvcompress?I got a nvdxt.exe from the NVIDIA tools downloads, but I have not seen nvcompress. How does it work? Will Sins use it correctly?

29 Replies 83,962 Views

There are 3 relevant lines in the player.entity GameInfo file: hudSkinData loadScreenCharacterBrush "LoadScreenCharacterFourth" and the last two lines: playerThemeGroupName "PlayerFourth" playerPictureGroupName "PlayerFourth" I must assume that these relate to the following files in the Window folder: LoadScreen.brushes PlayerFourth.playerPictures PlayerFourth.playerThemes which in turn relate to the textures

2 Replies 7,104 Views