dolynick

dolynick

Joined Member # 3162142
8 Posts 777 Replies 2,301 Reputation

Wow... Now that's odd... I went to resize that mesh for you and I get a runtime error too. I know the tool works because I tried it last night while I was replying to this thread. It's something with that particular model. Try the tool with something else and see if it works for you Sinperium. -dolynick

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Never said I was an expert. Only sharing what I observed happens when that channel is missing and describing the effect. That's what it looks like is happening. Either way, your own post states that bump/normal mapping modifies how light is reflected... pretty much what I was trying to say anyways and it explains why the missing channel has such a darkening effect. -dolynick

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[quote who="Thoumsin" reply="16" id="3035551"]Quoting dolynick, reply 12I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .da. Strange that it work... da map is about light, specular, bloom, etc... normaly nm map is created from the cl map ( without the alpha ) in 2d software or by 3D tools like melody who use a low and high poly model...[/quote] You&#3

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Sorry for the delay guys. I have all the code/files of all the mods updated for 1.34 and FleetSize, PlanetSize and GalaxyMod are all ready to to go for the new update but I would like to get one model I'm almost finished in before I release updated versions of SGRaces and SGGalaxy. That's the reason nothing has been posted as of yet. I made some good progress yesterday, so hopefully with another day or two of continued good progress and it ready. &n

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[quote who="angryalbatross" reply="13" id="3035404"]THanks!!!! that solved the problem![/quote] Glad it worked for you and you're welcome. It took me the better part of a year or two of banging my head against the wall trying to figure out why my models didn't light properly before I finally stumbled across that bit of information myself. -dolynick

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I have a working version (Mesh 'Resize' (c)Newboerg Version 0.85). I have a bunch of dlls in the directory along with the tool but they could also be for the convert.exes for Sins itself. I tried removing them all to a different directory to see which one might be the trick but it didn't seem to matter. I must have registered it or put in one of the system directories. I know that's not really helpful but at least you know it's possible to have a wo

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I haven't downloaded your texture files but check your normal map file (.nm). I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .cl. It took me forever to figure this out as it wasn't mentioned in any of the original modding supplements but you should copy the red channel into the alpha for your .nm. If the alpha is blank/black in the normal map you ge

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Pretty much along these lines, continuing the general old-ish look of the rest of the Ancient fleet: The above is not a model I can take credit for. It's EOmega's (of the SGI Team) work. He w

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A couple shots of the current work in progress: I've been rather inactive modding/modelling for the last while. I really need to go and finish this thing up. Only the final little detailing bits to do and texture, etc. It's kind of holding up my 1.34 updates atm. -dolyn

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Just an fyi for Theophantus... I finally found the cause of the lighting problems on the textures for the ships he has borrowed from the SGRaces mod. They're still not perfectly lit and a little dark but they are much better now. There isn't a current release with the fixes incorporated available as of this writing, but the next release version will have them. With the recent patches I should get back to work on that and get a new current version out, but I've be

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[quote who="Yoda900900" reply="1673" id="3017252"]Hi! I was wondering where could I find the RESEARCHSUBJECT_MAXCAPITALSHIPS and the FLEET CAPACITY in your diplomacy 1.32 the SG races. I Can't find it anywhere. Thank You for your response![/quote] They aren't modified in SGRaces. Those files are changed in the FleetSize add-on mini mod. -dolynick

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GalaxyMod (Sins Plus) only adds the planets and their respective abilities/artifacts. It doesn't really do anything else. If you want to play what is basically SGGalaxy without the Sins Plus planets, just enable SGRaces and PlanetSize (SGRaces on top). SGGalaxy only exists because you cannot stack GalaxyMod and SGRaces directly due to conflicting files modified in both. -dolynick

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[quote who="IskatuMesk" reply="1173" id="3009034"]The Emperor is basically complete. I had to greatly limit the weapons on this because I was very concerned about their attacks clipping through the quantum driver (the ring). I hate clipping, and without weapon arcs...[/quote] The four lateral cannons on each side should be sufficient for Sins. Even if you do multi-targetting, you've got enough to have unique firepoints for several targets at once. It looks like it'

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I don't have any timetable for the next update. There is no pressing need for one due to patches, major bugs or anything right now. I could probably spend the next 6 months working on custom models and still not be done... So it'll be whenever I have enough new stuff ready that I feel like I want to push what's done out the door. Even if I do a release after I finish up the the two models I mentioned in my last few posts, it'll probably be a while.&nbsp

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I didn't take any screenshots of it so there is nothing to show. I can tell you it looks something like the battlecruiser but bulkier. It has an upper "wing" type section and weapon/fighter pods hanging down off of them at both sides. It's a little longer than the Aurora in length but doesn't look it since the hull is wider in diameter. If the Adamas is a larger, bulkier version of the battlecruiser then I guess can be said of the Invictus and the Aurora.

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Well, the Adamas model is done and in game. It turned out alright but not quite as well as I had envisioned. It'll do though and does fit in well with the general aesthetic of the other Ancient ships. The SGI Hive resize/retexture and customization for SGRaces is also complete now. I have also finally had a go at the Daniel Jackson model that was submitted ages ago and it's up and running in game. There are some vertex errors on the original model that I

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Thoumsin, I wasn't fretting about the poly count. I'm not looking to have a Beliskner as part of the model either. I only imported it for the screenshot to give an idea of scale. I mentioned the poly count because you can see the number listed in the shot and I was just pointing out that a large portion of it was from the ship which was temporarily part of the scene. -dolynick

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[quote who="noing" reply="1133" id="3004456"]ok wow that is awesome and big would this be a starbase or a trade center?[/quote] It would be the Asgard starbase. Stat wise in SGRaces, the Asgard have the most expensive (and powerful) starbase in the game and it's far from just a military asset. Two trade upgrades for it, culture/allegiance increases and city population income by default with multiple upgrades. -dolynick

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I just quickly did some duplication as I discussed in the last post and took another screenshot. Just to give you a better idea of the finished model: I haven't decided if I will keep the detailing you can see I've done on the main arch yet or try it again a different way. What I have didn't seem to increase the poly count too much so I might use it as is. Once again, tha

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Thoumsin, Yes, you did send me some ships quite a while back and I do have a few of them done up for Sins. I believe myfist must be using models from the SGI project though thus far, as I have not heard from him regarding using anything from SGRaces yet. I'm certainly willing to share what I can, although many of the models I use in SGRaces were not of my own making so there may be some extra permission needed in some cases. You've already covered your models

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Just an update on what's been going on with the mod lately... I've been spending a lot of time in XSI the last week or two doing modelling. -I've already posted a pic of the new Wraith Spire Battleship model. It's pretty much done but I may go back and redo certain parts of the texture. -I am currently in the process of re-texturing a new model for the Wraith Hive Ship that SGI has so graciously opted to share. -I've already got finish

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Errors like that concerning points in triangles are usually the result of polygons with more than 4 sides in the .xsi (or whatever you're using before converting to .mesh). If you're using XSI I would suggesting doing an n-sided polygon filter on the model and it will probably come back with some. It's usually pretty easy to clean-up using subdivide or manually with the slice tool. -dolynick

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