[quote who="Thoumsin" reply="20" id="2443738"]by the way, having tangent set on true but no tangent calculated in XSI is the main reason why so much model look very dark in game...[/quote] Hi Thoumsin, Can you please elaborate on that? I've had this issue since I've started and have yet to find a solution. I do have copies of the UV map (Texture_Projection_1) selected as the tangent map as per the Modding Supplement but I still end up with dark ships in gam
dolynick
[quote who="noing" reply="1651" id="2993610"]yeah i saw his ori familiar ships their fantastic any chance of getting tauri ships in stargate races?[/quote] Yes, that might be a possibility too. For now I'm going to concentrate on a few select models and get them done up for SGRaces. I do not want to borrow too much from SGI right off the hop. I'd feel much better if I had as many resources to offer them as I use from SGI, an equal exchang
I should mention some other good news... After speaking with EOmega (of the SGI project) this weekend, I think we have reached an agreement to more freely share resources between the two mods. With any luck, that should mean that I will be able to get some of their fantastic models into SGRaces in future updates. It will take some work since many of them need to be textured yet (hopefully to their benefit as well) and tweaked for how they work (sometimes differently) in th
[quote who="noing" reply="1647" id="2993409"]lol did u happen to get any ingame pics of it yet[/quote] No, I didn't take any pics. It's in game and working but I didn't grab any screenshots. Aside from being way too dark/shadowed, it looks like you'd expect a Wraith ship to. It has a blue hide-like texture over the main portions and a black/dark gray bone/resin texture on the rest. There are also a few lit, team colored highlight patc
Yeah. Not bad for 2-3 hours of modelling work. Didn't turn out textured in game as I'd hoped but that's normal for me. Heh :p -dolynick
New model for the Wraith Spire I created over the last few days: -dolynick
I made this over the past couple days: It's a Wraith heavy cruiser/battleship for the SGRaces mod. I finished it up and got it in game today. It didn't turn out quite as well after texturing, etc as I had hoped but it'll do. It'
D2RDrache, I know the mod has always had it's following. I just noted that the downloads for the current SGGalaxy version are much, much higher than is usual for any given version of the mods. I don't have any explanation as for why there are 10 times as many downloads of it this time around as there would normally be at this point. I wondered if anybody knew of a reason for it. I'm not complaining of course, just curious. -do
I have a mod posted that does nothing but modify the size of available fleet slots. It's called FleetSize and you can find download links here . It's a tiny mod and it can potentially be stacked with other mods if you like. -dolynick
Hmmm... Megaupload says 3038 downloads of SGGalaxy since the update was posted... That can't be right. The past version only had about 600 downloads and SGRaces was about equal with it. I can't think of any reason why the mod (SGGalaxy in particular) would see such a sudden surge in popularity this time around. Have I missed a memo or something? Heh. -dolynick
[quote who="Agod92" reply="1315" id="2973319"]does this work for diplomacy, or it is just for the orginal sins?[/quote] I am still maintaining my own personal reference copy of the Sins Plus mod. I have called it GalaxyMod and it is compatible with Diplomacy v1.32. There are a few minor changes, such as the removal of the ship graveyard but otherwise I have kept it basically as is in Sins Plus. The reason I have been maintaining my own copy is because I use it in con
[quote who="Theophantus" reply="33" id="2984862"]@myfisto, sort of done it thanks. @4rearo, I'm watching SG1-series 9 at the moment. I've put the Ori into the mod, but took them out because the ship didn't have the centre ball thing. I couldn't reproduce the effect. I will stick them back in if someone would show how to do it.[/quote] The hook for the glowing orb is built right into the models. All you need to do is put the appropriate particle effect in the
D2Drache & therealjcool, That's very encouraging to hear that the Wraith are fairing better overall now. I tried to find ways to generally improve their effectiveness but not go overboard. I'm glad to hear the positive feedback concerning them this update. I'm sure the AI playing them is going to have issues, as is almost always the case but I think in the hands of a smart player they should do alright now. -dolynick
[quote who="qweasd458" reply="1635" id="2986655"]Great mod! love Playing as the ancients. One problem i have come across however and that is when I'm playing my game will randomly stop responding and shutting down. I am playing on a custom map with all 8 races. This is happening on single player and when my brother and I play online. Any ideas?[/quote] Check your video settings. If you have things ship and structure details set to "highest
Heh. I've gone through that document before and I just missed it I guess. I know it's normal to have multiple materials, I more meant that I thought it was a Sins limitation that everything had to be in one set of textures. It's funny though because I use clusters all the time just for normal texturing - I find it's just much easier to cluster them then use the cluster to select the polys in the UVs that way rather than clicking/selecting them manually every
That's very impressive Thoumsin. Nice job! I wasn't aware that we were able to assign multiple textures to a single mesh in Sins. I always assumed it had to be all in just one. -dolynick
[quote who="shakinbakon" reply="1632" id="2986253"]this may sound dumb but how do i use the space gates [/quote] The same way you use Vasari Phase Gates. Just build them at planets and it's automatic from there. -dolynick
[quote who="noing" reply="1020" id="2985453"]kinda looks like an ori ship from stargate awesome model/s[/quote] I agree. Those look like they would make excellent ship models for the Ori. I've been trying to visually difference designs for them but those have turned out much better than anything I came up with in my head or in XSI. Very nice. -dolynick
The thread has now been updated with new download links for Diplomacy v1.32 versions of all the mods. Enjoy. SGRaces d1.05 Change Log: [quote] d1.05 Changes: ============== -Compatibility update for SoaSE Diplomacy v1.32. -Fixed ommission of intial racial diplomatic modifiers between several races. -Implemented Dunkelzahn63's list of error correction changes across mod entities. Ancients -------- -Revised Pacts:
No new ship models but some tweaks to a couple races and revise pacts. Also a lot of code clean-up. I wasn't able to get everything uploaded tonight so I'll finish up and most likely have links posted tomorrow. -dolynick
Just an fyi here... The current download links are dead. I accidentally deleted them trying to sort them into folders on megaupload (grumble...). On the plus side, I'm currently uploading the new v1.32 compatible versions. -dolynick
[quote who="noing" reply="1619" id="2985024"]as far as mods go sgi and stargate races are very very different and would kinda be hard to merge as most of the ships in each are very unigue but it would be nice if they were compatible with each other i would love to play ur ancients vs the pegasus replicators of sgi[/quote] You're right. Balance wise they'd be nearly impossible to merge. We had very different goals for the mods when we started. This mod is mean
Yes, v1.32 versions are coming... I've just been a little busy with my home business this week so finding the time to finish things up has been difficult. As for installing the mods, I find the easiest way is to just expand them with the +/> icon beside the mod zip in Windows Explorer, grab the root folder name and drag it to the proper mod directory location. It will all go over in the proper folder structure with no mucking about if you do that. [quote
[quote who="GoaFan77" reply="56" id="2984352"]Quoting dolynick, reply 541.32 doesn't seem to break mods... at least not that I have run into yet in my (admittedly short) tests this evening. It does look like they mofified gameplay.constants though at some point this patch. No apparent structure changes so it doesn't stop mods from loading but probably one that needs to be taken a look at and compared if used in a mod. The rest of the modified files seem relatively inconseqential in te
Well v1.32 is out now and it looks like the changes are fairly minor in terms of relativity to the mod. That means that I shouldn't have much patchwork to do on the 1.31 versions... mostly just finalizing any new or other game changes I am looking at this update. I'm relatively happy with what I have in place so hopefully that means I will have new versions up for download in not too long. therealjcool, That's a generous offer. I wi