Thank you very much for so many answers! [e digicons]:grin:[/e] = +Karma! Is there a list somewhere with ALL of the WeaponClassType options? Is there a way to add them (to add a "Hybrid" type that deals part energy and part pysical damage, or at least the name for the InfoCard, even if I cannot have to deal split damage)? For whoever can answer the XSI question, I know how to add weapon meshpoints in XSI, but I'm not sure how those points are selected for dealing damage from
LCCX
These questions regard the weapon settings in the .entity files. What WeaponType are there? What AttackType are there? What DamageType are there? What WeaponClassType are there? How do the DamagePerBank settings work? What is SynchronizedTargeting? What is PointStaggerDelay? How do all of these settings relate to what needs to be done in XSI to ensure that the proper weapon meshpoints/Nu
Hello. In trying to make a mod that changes gameplay, I find that quite a few .entity files seem to include enumerated fields (those with "value_name" values). Is there a listing of those somewhere and what they mean? I am looking for a document or file or something that I could read to get answers to questions such as: What AttackType options are there? What does using the WeaponClassType = "AUTOCANNON" mean? Also, how might I go about adding to those enumerations (
I have some ships models and textures I am trying to convert and mod into Sins. Some of these happen to have antennas that were applied as a double-sided flat plane, then were sort of "cut out" by using an opacity channel to hide the part of the plane that was not antenna. Is there a way to deal with this for Sins, or should I choose between removing the antennas or not using those particular models?
Well, it would be nice to still have as much randomness as possible in the opponents, but yeah that does work.
Okay, I did everything over again from scratch and it worked flawlessly this time, so I do not know what the trouble was before. Thanks!
Okay, if I rotate, export, re-import, and then do everything over again correctly, there is no issue. Thanks! I really do not understand why export-import seems to fix it, but as long as it works and it's simple. :)
Is it possible to disable the AI selection of a race, either by completely removing it as a random possibility or otherwise keeping the AI from trying to play as it? Thanks in advance, and apology for forum-search failure...
[quote]That would be illegal, since the team doesn't have CCP's permission to do that.[/quote] Well, that doesn't stop anyone from making their own mod without distributing it does it? And you do not have to reduce any poly-counts (albeit it is running on a REALLY nice computer). They look REALLY pretty! :) The *_lowdetail_* files are the low-polygon models that are already available BtW. <a href="http://s70.photobucket.com/albums/i96/lostcommander/Screenshots/?action=vi
Actually, the converter is clearly not finding the null points this round. I do not know when it stopped finding them, so let me fix that first and see if this clears itself up.
Sadly, I already saved it (in the other program) as .obj and imported it. I'll try the whole process with the next model (with fewer mistakes since I have a better idea of what's going on now) and see how that turns out.
Hmm, well that also indicates I've added the nullpoints incorrectly somehow...
If the null points are improperly done, will the weapons fire, engines, etc. all start at the origin/rootpoint of the model?
Center, Aura, and Above are the Buff points. So yes they are mandatory. Ability Points, Bombing Points, and Weapon Points each have their own identification already, as do Flair Points and Hangar Points. Other Particle Effects are a separate kind of null point and I would like to know what they are and a simple example of how I might use them. It also appears that Weapon Points are mandatory for the number of weapons assigned to the ship, but I need to verify this.
I read the 7 Deadly Sins Tutorial V1.1 and the PDFs in the documentation of Forge Tools 3. I have rotated the model, the rootpoint, and the other null points (as a set) in combinations and individually, but no luck, my ship still always flies backwards, in-game. I have noticed that, no matter how I rotate things and whether or not I freeze the model and/or all transforms, the XYZ values never seem to change. As such, I am pretty sure I am messing something up on the Softimage XSI side of thin
I am having the same troubles as the original poster. [quote who="ManSh00ter" reply="1" id="1807236"]go to the point selection mode in XSI, ("t"), press Ctrl-A to select all points and the do a point filter on them using very small values (too large values will merge neighbouring vertices together and trash your model, but you can always undo)[/quote] However, I am new at using Softimage XSI. How does one do a "point filter"? Does it do anything other than remove duplicate ver
Could anyone give me some additional description of the meshpoint types, which and how many are mandatory, and how they are used? Especially: Are the Buff Points mandatory? Are Exhaust Points where the engines are, or smokestacks (like on the TEX Refinery structure)? What are Other Particle Effects? Thank you very much.
Well, I have a workaround. I can right-click in the empty area on the right-hand toolbar, add a toolbar group, and add buttons under it corresponding to the commands the tutorials say I should be working with.
Sorry for the bother with such a simple question, but I am stuck. The XSI help file and the tutorials all seem to assume that there is some readily accessible "SELECT > ..." menu, and, well, there isn't. It looks in the screenshots like there ought to be something in the top right-hand corner, but I just have a purple "Selection" group tag - it does not operate like a menu. What am I doing wrong, please?
Okay, thank you very much. I was not clear on that. The links I had seen earlier did not lead to XSI 6.01 but to 7.5 and I saw nothing saying it was not free. I'll try to find 6.01 though so maybe at least the tutorials are clearer. I'm afraid I do not have the time to relearn 3D modeling nor in another tool, so I hope this is not too difficult...
Hello. I already have some modeled, textured, and rendered ships I did with Blender3D and GIMP that I would like to use in Sins. I tried simply exporting them from Blender as Softimage .xsi format files, but ConvertXSI was not happy with them. I downloaded ModTool_7.5 and tried openning the .xsi files there, but that did not work either. Does anyone know how to do this, or why ModTool would fail to open an .xsi file?