EzraeilBeatus

EzraeilBeatus

Joined Member # 3070301
3 Posts 72 Replies 672 Reputation

sweet... question in the way of gameplay not really related to Trek at all... Do you guys have any plans on changing Planets/phaselanes/etc, not just in the way on naming and textures, but perhaps in abilities and (please!) size? Maybe something like combining the Sins Plus planet types (appropriately remade for Trek) with Cybdevil's [link="https://forums.sinsofasolarempire.com/309307"]planet sizes[/link] or perhaps HammerSun's [link="https://forums.sinsofasolarempire.com/309250"]moons[/link]? I

1,754 Replies 4,114,285 Views

[quote]Here is the 1st NEW model for SoA2. The SoA2 Ambassador class Yamaguchi refit. wheighing in at 2800 tri's. She is proof of concept that a model doesnt have to have uber poly counts to look good.T[/quote] ... -tear- X-( its... just so BEAUTIFUL! I'm pretty sure that's the prettiest thing I've ever seen!

1,754 Replies 4,114,285 Views

Sigh, sorry for the lack of communication, guys. It's been a while since I've had time to do anything. Some of you are going to be scratching your heads at this one (actually probably all of you) but I've been modeling a Sabre instead of a Galaxy or Akira or Sovereign. Why? I dunno... It is my favorite ship, and i thought it would be sweet to make. I also want to look into making it a more permanent scout for maps w/ like a hundred star systems(Admiral Cobbs has got a sweet one made, if he hasn'

285 Replies 604,755 Views
Reply to Trek in Sins Modding

I've got a thread going [link="https://forums.sinsofasolarempire.com/307064"]here[/link] and there is a total conversion mod going on [link="https://forums.sinsofasolarempire.com/173883"]here[/link]. Both are good places to start. Hope this helps, and maybe I'll see you on one of the threads! Ezraeil

1 Replies 1,749 Views

What program are you using? If XSI, then make sure your model and rootpoint null are facing the same direction and you must freeze the rotational history of your model to get it to face the right direction. hope this helps! Ezraeil

8 Replies 4,700 Views

PMed the DoV team, and they agree with your conclusion that it's just not possible right now to change unit behavior in a way like that...yet. Hopefully when we have access to the full mod tools, it'll be a relatively simple fix, but for now, it seems my grand vision of defiants strafing cardassian fleets will remain but a dream. sigh Ezraeil

1,754 Replies 4,114,285 Views

[quote]Another issue we are currently having, is despite setting up the tangents properly for the weapons, we end up with phasers shooting their own hulls for no apparent reason.[/quote] What do you mean exactly? The only problem i've found with the phasers is that if your hardpoints are inside the mesh, the game will feel free to fire from the inside out any part of the ship, as long as it's in the direction the null is pointing. i.e. a null is just below the surface of the mesh, and the game w

1,754 Replies 4,114,285 Views

[quote]I don't get it...what do you do with those files? (Like I said, I don't mod at all or edit games like these. So I'm lost)Open them. Change things.[/quote] Hmm... probably what they tell you when your in med school to become a surgeon too...

9 Replies 4,986 Views

[quote]Screen shots, please?[/quote] OK, here you go! [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_13.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_14.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_18.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_20.jpg[/img] [img]http://i289.photobucket.com/albums/ll212/EzraeilBeatus/ScreenShot_21.jpg[/img]<br

285 Replies 604,755 Views
Reply to xsiftk? in Sins Modding

hmmm... you've got me stumped. All I use is modtool, so I'm not as experienced or informed about blender or sketchup... Sorry, man, don't know what to suggest. Ezraeil

9 Replies 4,909 Views

[quote]I'll be damned Annatar, you and I live in the same state! Where in MN are you at?Wee thread slipped away from me Rochester![/quote] There, that's what I'm reffering too! Ezraeil

171 Replies 374,657 Views

[quote]Minnesota, US Mid-west currently, moved from California (West Coast), moved from Romania, Europe. I know folks from all over the world, though, it's great One advantage the internets will always have over RL[/quote] oh, minnesota. Currently enrolled at the U of M right now... It's pretty nice except for the frozen wasteland part at the end of winter. which was last week :LOL: . Gotta love the snowboarding though, favorite sport EVER! Ezraeil

171 Replies 374,657 Views

You have to freeze the history of the model, not just the modeling history but the scaling, translation, and rotation history. Took me forever to figure this one out myself ;p . If when you have your model still selected it shows values other than 1:1:1 or 0:0:0 for translation/rotation/scaling, the history needs to be frozen for it to be exported properly. The best way I have found to do this is to right click on an open area of your tool bar and choose the customize option. this allows you to

2 Replies 2,857 Views

Okay, I'm not entirely happy with it, but you guys have been patient, so here's my attempt at the excelsior, rough version, complete with effects by a team effort of yours truly and Admiral Cobbs. The excelsior replaces your Kol, oh and the borg cube replaces your colony frigate, except it has no harpoints :p . Oh well, I got distracted this weekend with a meeting, and then I started designing my new snowboard, and you know how it is... Whatever, here you go. Expect a much more polished versio

285 Replies 604,755 Views

Okay, this is pretty easy. First, get a program capable of manipulating .dds files. In my experience, these are generally pretty expensive, so I suggest you get [link="http://www.gimp.org/"]the GIMP[/link] as it is free, and as far as I have seen, equally if not more powerful than Photoshop Elements. Then, get a plugin for the GIMP that allows you to work with .dds like the one found [link="http://nifelheim.dyndns.org/~cocidius/dds/"]here[/link]. Once you have made your texture and are ready to

15 Replies 12,642 Views
Reply to xsiftk? in Sins Modding

To the best of my knowledge, .xsi and xsiftk are the same thing. When I export from XSI ModTool to dotXSI, they show up as .xsi in program, but when I look at the properties in windows explorer, is shows them being xsiftk. I dunno, just try doing whatever you are doing with the xsiftk file and see if it works.

9 Replies 4,909 Views

Just scale your models in XSI, and then freeze the scaling history. You'll have to do some experimenting to get the size right on your first model, but once you do, you can use that to base the sizes of your other models on.

15 Replies 12,642 Views

I had this problem too when I first started, and it took me forever to figure it out (eventually I had to ask for help). A) are you applying textures to your model? If not, the default Sins texture is solid black. B) if you are, make sure the right texture is associated with it's counterpart in the .mesh file, i.e. DiffuseTextureFileName "Color Texture Goes Here.dds", SelfIlluminationTextureFileName " Illumination Texture Goes Here.dds", NormalTextureFileName "Bump Map Goes Here.dds". Make sure

15 Replies 12,642 Views

[quote]I formally request that Major Stress and Ezralibeatus work out some sort of work share agreement, so you guys dont do the same models, and after there all done each of you get a full set so Major Stress can use the complete set for his Dominion War Mod, and Ezrali can use the full set for a mod with borg, (maybe with some sort of its own story/setting/reason).ck![/quote] I formally request a work together agreement... :p I don't feel like making an entire mod by myself or with m

1,754 Replies 4,114,285 Views