TES2312

TES2312

Joined Member # 3146865
4 Posts 13 Replies 204 Reputation

[quote]I am not 100% sure on this, but I think tags that reffer to buffs/abilities have to start with 'buff' or ability[/quote] From my exprience they dont. i found the problem, the game was confused as to if the weapon was a projectile or a missile, with a few added lines to make sure it knew it was a missile (turn distance ect) it worked fine...although i found out that the missile used in planetary bombardment is actually a projectile

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So far it only seams to work with missiles, and I would assume other "guided" weapons. when i tested it with a direct fire weapon it just ignored the angle and just fired in its usual arc. Speaking of which is there a way of confining or expanding the fireing arc of weapons. for example making a weapon with a 0 firing arc so the ship would have to be directly facing its target before it fired.

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Reply to Halo MOD? in Sins Modding

[quote]He didn't make the MAC an orbital bombardment weapon, he just used to effect for the firing of the MAC.[/quote] Nope the MAC is an orbital bombardment at the moment (as well as a ship to ship weapon), mainly because when it comes to halo I have somewhat of a MAC fetish :P, but I'm planning on making a few changes, probably will have a missile form of orbital bombardment for the frigates as there MAC shells are rather precious (they supposedly only carry 6 total), however some of

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Yea they are a little to "straight" what I really want is to make them come out a bit more randomly directed like the way a ship bombs a planet, I'm sure there's a way of doing it but my current coding skills are rather basic

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Reply to Halo MOD? in Sins Modding

Done a little updating with the Frigate, Nothing much to the model other than making it more cannon by removing my extra MAC, but its attacks and such look nice, mainly thanks to mixing in bailknight's graphicmod v1.2, Currently the MAC is just an over sized (10* bigger) orbital defence gauss cannon round, when it impacts it produces the same effect as the TEC planet bombing effect, and the firing effect is the one form the Marza using its raze planet ability, oh and ive made the MAC a bombing w

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Here's a pic of the frigate unloading all its front missile bays [img]http://i20.photobucket.com/albums/b218/tes2312/SOASE%20HALO%20MOD/3.jpg[/img]

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opps forgot to put an edit in this :P I worked it out minutes after posting this its just a case of rotating the weapon null objects in XSI, currently have my ship releasing a 3d wave of missiles (2 straight, 2 at 65 degrees up and down left and right) makes for a nice 3d pincer look, ill upload a pic later. although another Q, any body know how to make a weapon affect an objects position aka make a ship get thrown around due to the power of the impact. That and is there an option in si

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Reply to Halo MOD? in Sins Modding

Yeah once this mod has skinners I'm sure it will sky-rocket, like I said I don't know how much help ill be with current time constraints but im happy to join the team if you guys'll have me, also if/when i find a way to move models from sketchup to XSI effectively might be able to put this lil (way non cannon) unit I made a few years back into the game, she's supposed to be battleship, currently 3 times the size of the PoA, [img]http://i20.photobucket.com/albums/b218/tes2312/Mod/side2.jpg?t=

2,504 Replies 4,903,411 Views
Reply to Halo MOD? in Sins Modding

Yea I know they only have one but when I was making it, it was to tempting to double the fire power :P, and as for detail level I know its low (the whole thing is just under 500 triangles :P) but this is the first model I've got into the game that ive been able to apply even a basic texture to, I made a ~5000 triangle "low detail" version but I cant for the life of me work out how to even start getting a skin on it, let alone making textures that would look anywhere near half good looking. :P

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Reply to Halo MOD? in Sins Modding

I could do it but the turn around would be pretty slow, the modding doc's on the downloads page cover how to make them in XSI very well, however if ya not using XSI I have no idea. either way I can give it a go but like i said i probably wont turn them out very fast (Uni exam season... should be revising as we speak :P)

2,504 Replies 4,903,411 Views
Reply to Halo MOD? in Sins Modding

a Quick little something I've thrown together (btw i cant skin or model and haven't done any before :P) [img]http://img265.imageshack.us/img265/7005/41628911fq0.jpg[/img] [img]http://img368.imageshack.us/img368/7499/51948203kf4.jpg[/img] She's just come out of a battle hence the fire and smoke

2,504 Replies 4,903,411 Views

Hi im trying to get a weapon to fire out of my ship at a direction other than forward but to hit enemies that are infront of it (a missile that will fly out of the side of the ship for a while then target onto the enemy ship and go after it) sort of like this Where ship A is attacking ship B (arrows are the missiles path) sorry for the eye pain only had paint on hand at the time :P

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Hi ive managed to get a model into sins fully its fully textured and working except for the hard points that always reset them selves to the centre of the model. ive tried freezing the transformations on the null objects but that just makes them go back to the centre again. How do you get them to stay in place in XSI? is there some trick that is required or is there another way? Thanks in advance TES2312 no worrys fixed it

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Thanks I've finally got it in game facing and scaled properly :D. She looks good even if she's untextured and darker than black :P. One problem though it seams that some of the sides of the model are "sided" wrong aka see-through from in front when they should be solid and vice versa from behind. is there an easy command in Mod Tool to flip sides or make them double sided (I know its bad practice to do double sides but I just want this model looking good I can worry bout "optimisation" later)

2 Replies 2,843 Views

I've got a model in game (just replaced the mesh file for the TEC light frigate with my mesh file by renaming them) but the model initially came out way to small and the front of my ship was facing the left side (forward movement = leftward strafing) so I thought I would rotate the model 90 degrees in XSI Mod Tool (where i made the model) and up the scale but this hasn't changed it at all ? is there something I'm missing ?

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its not a file format that's part of the XSI model. it says .ship because i changed the name of the material from "material" to "ship" in XSI to test if it was something to do with the material ok found out what it was you have to use XSI version 3.6 for the converter to work, cant believe it was that simple.

3 Replies 3,281 Views

Hi im new to using XSI (only downloaded the mod tool version a few days ago. Ive manadged to make a basic model that im trying to get into SoaSE just to learn the processes involved for when i start making good models. but i keep hitting a problem, when i use convertXSI it wont produce a mesh from the .XSI (makes the mesh file but it doesnt contain my model) Heres what the comand promt window says Ignoring unknown meterial type : Defultlib.ship Valid meterial not found

3 Replies 3,281 Views