siath1970

siath1970

Joined Member # 3134823
0 Posts 26 Replies 55 Reputation

[quote]Oh, if you don't like the balance of the current version of 7 Deadly, because of the Atlanteans, simply fo the the PlayerAtlantians file and change this oneline IsSelectable=FALSE This removes them from the game completely until they can be fully fleshed out by Danman[/quote] From what I understand this just stops the player from selecting them not the AI. You must remove this file from that folder, delete it, move it to your desktop incase you want to play them

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4k is the standard cap ship poly count/triangle (which is what Sins uses). The Kol battleship 4080 or there about. To say you can't run a ship with more than 4k is plain silly. There have been people who have ran ships with far more polygons/triangles in Sins already. While I agree I need to get it down to about 10k or less.

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What's to support? The hard settings is just for the molding of the polymesh. When you merge it removes all this when it creates the new polymesh with out the polymesh hull. Essentially removing all that info. You start a model to use this by creating a polymesh. I usually use a cube. Then I hit the "+" on the key pad to get a higher subdivision. Then iturn on Polymesh Hulls. (Remember if you want it to mirror what you do on the other side you can select have the cube using polygon

18 Replies 14,768 Views

Frankly, stop with the complaining about how unbalanced they are. [U][I][B]IT IS INTENTIONAL!!!!!!!!!!!!!!!!!!!!!!!!!!![/B][/I][/U] Get it through your thick skulls, how many times must it be said? They're a work in progress and will probably get some minor tweaks. They will have an enemy who is just as powerful as them. And they will be other races to help balance. I have explained several times how to remove them from the game... It isn't impossible to get s

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Reply to Forum Issues in Technical

And when will this be fixed? I need to be able to see the older posts in the modding forum.

4 Replies 3,399 Views

Well, because I'm a nice guy and I think you all need to be tossed a bone. Here is the Atlantian Carrier, This model is in progress and might change slightly before release. [img]http://www.eutharan.com/siath/Sins Model Pics/Finished/CarrierFront.JPG[/img] [img]http://www.eutharan.com/siath/Sins Model Pics/Finished/Carrier_Flack.JPG[/img] [img]http://www.eutharan.com/siath/Sins Model Pics/Finished/Carrier_Top_Guns.JPG[/img]

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Dunno, why they decided to make the models that way. I had to learn by doing... Starting SoaSE multiple times gets to be a big pain. So what I do now is the models I have in game I use as a reference to start building more. This why I don't have to worry aboutt he rotation thing. My main problem is, I have no earthly idea how to do the textures. Much less make a map, well making the map is easy, getting it sorted is a whole different ball of wax. But, I have no idea how to gene

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No, it wouldn't when the idea is to have the Atlantians default to being powerful. As I said there are going to be other races and the Atlantians are set the way they are for a reason. There might be some tweaks to them later but for now Dan has them how he wants them. Other races will be their balance. Right now there just happens to not be any other races. If you don't want to play them then don't I explained a very simple method for removing them from the default game. Until Dan make

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If you don't want to play with the Atlantians it is a simple thing to fix. 1. Choose the races for the AI players. In a multi player just everyone agree no Atlantians. 2. Go in to the 7 DEADLY SINS/GameInfo folder in the mod folder and removing the PlayerAtlantian.Entity file. This removes the Atlantian Race from the game. They can be put back by just extracting the same file from the mod package and puting it back in the same folder. There has been discussion on makin

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This is about model orientation. I was explaining how to correct a models orientation in XSI. I would think that if they know their model flys sideways or pointing upward. They have already gotten to the merge and freeze steps in XSI. As far as the tranform matrice I have no idea what you're talking about. I can resize move or rotate my models in XSI and then just freeze and export. I have no problems with getting models in game. Instead of people blurbing out a part here and a part the

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All you have to do is rotate your model in the right direction and freeze rotation history. Just do that until the model is pointed where you want it.

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There's a ton of info in the series, Malcom's flashbacks for one. One of his flash backs, I think it's the very begining of the series, actually shows a Fighter/Bomber also a planetary landing craft. That is if anyone ever figures that part out. The Serenity end battle shows a TON of ships. Reaver ships are easy, take a model attach bits and toss some red on them. They should look like other models in game, because that's what the Reavers do. The Reavers should also be equal in strength

10 Replies 9,224 Views

I just wanted to make a public apology to Seabass and Stardock. I would like to thank Seabass for taking his time and helping me even though I was a jerk. Sometimes, frustration makes us act very stupid. Thanks for all of your help!

129 Replies 68,362 Views

I would be more than happy to help you with your mod. I can create the models, I'm not the best mind you, someone else would have to do the texture. I can even help with some of the code work. As far as the models, I still haven't figured out how to import them. I wanted to do this to get a reference to their actual size. I have lightwave and XSI and have searched everywhere for an importer for either.

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If there was a server burp or something happened, sorry. I just never got anything from you. I have returned a message back to you. If you don't get it please let me know and I'll resubmit it. Oh and sorry I was wrong, it wasn't a week it was four days. Just seemed longer, I guess time drags when you're waiting. So I apologize for the time mix up and the mean post. I just want this resolved or to be told it can't be so I can either become a productive part of the commu

129 Replies 68,362 Views

I PMed you, as asked, with a question and here it is a week later and you haven't responded... I realize I was a jerk at first. But, understandably so. I bought a game off the shelf and have nothing but problems. So yeah I blew up. Then you seemed to want to help. But, you don't respond to the PM you said to send you if I had questions. If you don't want to help just say so. Don't leave people hanging in the wind. I will probably never buy another game from th

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There are now several Titans now in EvE. Although, they're not as tough as when they first came out. They can be killed very easily with the right planning. Put an interdictor class ship in the mod and I will jump for joy. I hate the fact that there isn't a ship that just disables a ship's Jump Drive. There are ships the disable ships completely. But, then you can't attack them. Which, to me makes no sense at all.

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An answer to your earlier question about how to make first capital NOT free. It is set in the map, when you create it. I don't think there is a switch any where else. Look at the Galaxy Forge for beginers thread it shows where to change that. Actually I can't remember if you asked that in this thread or your new races thread for the Atlantians... Sorry if this is wrong place.

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Ok, I admit, I was being hotheaded. Yes I was upset something I just purchased didn't work like it was supposed to. Well I tried to send an email in and got this response: Hi, Thank you for your email. Your email has been filtered and has -NOT- been read due to the following reasons... 1) It matched or contained key items which caused it to be flagged as spam 2) It did not have a subject 3) The body of your email was blank 4) The attachmen

129 Replies 68,362 Views