SZ0

SZ0

Joined Member # 3178462
24 Posts 611 Replies 1,347 Reputation

[quote who="IskatuMesk" reply="1527" id="3284324"]SZ0 > Alright, when I get to textures I'll try grayscaling the first channel, copying it to the other 2, then inverting that for the alpha and will see what happens.[/quote] The channels are all already gray scale. What I do is make a standard normal map with an alpha, make an inverted version as well, change them both from RGBA to Greyscale then the original back to RGBA. This removes all colour info so everything is effectivel

2,761 Replies 7,627,265 Views

[quote who="IskatuMesk" reply="1524" id="3283447"]How are Rebellion normals created? They look like grayscale normals but 3 of the channels are identical. Is it enough to grayscale a regular normal?[/quote] It would seem that this is the case, though also the alpha is an inversion of the other layers. Perhaps this is why they are grey scale, since channels are only grey scale. I don't know for sure, but it works like that. [quote who="IskatuMesk" reply="1524" id="3283447"]

2,761 Replies 7,627,265 Views

You can do it very easy in SoftImage by just using "Invert Polygons". Select your polygon then in the left side tool bar go to "Modify" > "Poly. Mesh" > "Invert Polygons". Then you may only need to adjust the tangent of that polygon, maybe a few surrounding ones.

12 Replies 17,204 Views

[quote who="Sinperium" reply="6" id="3202856"]Hard to tell on the Kol. I'll look it over a little more now as I just got back.[/quote] In the Kol's mesh file. TXT MeshData maxDiffuseMipLevel 0 hasValidTangents TRUE BoundingRadius 414.046265 MaxBoundingExtents [ 129.605881 109.220428 413.758118 ] MinBoundingExtents [ -94.877136 -166.864258 -397.99

10 Replies 6,700 Views

[quote who="Makon86" reply="207" id="3192340"]Not sure if I am even worth mentioning on this thread because others on this list have been worlds more active, and likely accomplished alot for than I have..[/quote] If your not worthy then neither am I. I made Alliance Hidden Agenda for Diplomacy, with help I might add, from ZombiesRus5, PUREVENOM, psychoak, Thoumsin, JTAYLORPC with some abilities, and of coarse Harpo9999 and Zanyth0x42's tools. I ceased work on it some

240 Replies 580,792 Views

[quote who="GoaFan77" reply="1" id="3191859"]If I could remember the syntax for the program itself I could write you one in a minute, but alas I haven't had to convert anything in months.[/quote] I kept this from a thread some time ago now, with the hope of 1 day maybe making a convertdata to work for the newer .xsi layout. But I suck at code and don't know what I am doing. Some time, when I get time, I'd like to learn it more, It would certainly be handy for plugins and t

3 Replies 4,046 Views

[quote who="DANMAN3712" reply="9" id="3191142"]Szo, if you need any help, feel free to ask.[/quote] Thanks. No doubt I will have some. [quote who="DANMAN3712" reply="9" id="3191142"]As to giving credit, make sure its Danman Games 7DS 2.5, not just Danman. [/quote] Will do.

12 Replies 23,797 Views

[quote who="RiddleKing" reply="52" id="3188406"]What a bunch of sisys . [/quote] FYI, speaking for myself, I'm a NERD not a sissy. There is a difference you know. When I reach Geek level, I will be able to explain to you what that difference is. But for now, please the benefit of the doubt! Stupid hero's. mumble grumble! I'll show ya's.

240 Replies 580,792 Views

Yes, I do remember a quick way around for that, that may work in some cases. Say for enlarging an exhaust and the effect ends up some distance from the exhaust port or flowing through the exhaust port mesh or mesh of the ship. You might try repositioning the hard point.

22 Replies 21,237 Views

[quote who="SemazRalan" reply="3" id="3188075"]Credit "Danman -7DS 2.5" Working on adding something to quickstart that's already planned for 2.5 Final Release, but just so we know it'll work. http://www.danmangames.com/dmgadv/ our main site. register as a free user. when approved, you'll be able to download 7DS 2.5 Beta 6g for Entrenchment 1.053. The GalaxyScenarioDef for that is more extensive than the one in these mini-mods. You

12 Replies 23,797 Views

Hey thanks! Looks cool! I was thinking about doing a mod something like this, but with the militia having their own unique vessels that I have started to make. Not sure if its possible as yet, but I'll give it a go. Would it be OK if I use your mods coding as reference? Full credit of course!

12 Replies 23,797 Views

Don't forget "SivCorp"- Did a lot of work for TSOP & Assets for DS addons. And "Stannum" - Created a Max plugin for converting SoaSE .mesh files. Some other MIA's "Aractain" - Was creating a tool to import tangents from Max to SoftImage. Don't know if he finished it. Also found and fixed the the white dot issue with Anti alias settings that was actually implemented into the game by the Dev's. "<a id="ctl00__Content__RepeaterReplies_ctl00__Li

240 Replies 580,792 Views

[quote who="Volt_Cruelerz" reply="21" id="3187510"]I'm not familiar with everything Psychoak did/does, but I know he at least was the one that came up with boomerang buffs.[/quote] Yes, me either. He is and has been very helpful with those tricky Ability files for sure. I think that if any opinions on peoples points of view are taken into account, then this thread will be dumb. What about Thoumsin? He has been pretty helpful for a long time, I think. And Do

240 Replies 580,792 Views

[quote who="mostly80" reply="14" id="3187466"]I might be taking up SZO's generous offer of help with the textures in the next couple of weeks. SZO I'll pm you to sort out details. Full credit will be given of course.[/quote] Yep! OK, I'll stay tuned. [quote who="mostly80" reply="14" id="3187466"]I appreciate the comments on the Human ships, but what do you think about the Swarm? I'll be posting some Swarm pics soon, at the minute they're a collection of ali

129 Replies 743,978 Views

Well between studying for and getting my diploma, working interstate, testing out ES, I have been trying to do some stuff. All modeling and texturing, a lot of learning there, but I'm still struggling to get things how I want. I'm pretty sure I have forgotten how to code. [e digicons]:rolleyes:[/e] Best of all worlds here in OZ, sun, rain, sun and rain, wind, calm, wind and calm. Haven't got a pool though(Nice Job there by the way ZombiesRus5), but I can just go j

39 Replies 20,536 Views

[quote who="silencedhawk" reply="27" id="3183587"]Do weapons need to be in order in the mesh file? or above or below "Aura" "Center" "Above" ?[/quote] Nope. Have you been changing the Cosmetic entity also? By the way, does anyone know why there is a cosmetic file fore the titans? Edit; never mind, I think I know what there for,

33 Replies 30,524 Views

[quote who="Sinperium" reply="9" id="3183259"]Teleporters to put me on the bridge of my own warship in space?[/quote] And off again, before it blows up! [e digicons]:grin:[/e] Oh! and I'd be happy with Sins II coming soon also. And better control over weapon firing arc's.

31 Replies 24,343 Views

[quote who="Volt_Cruelerz" reply="109" id="3183169"]My best guess at this point is that it's some sort of achievable easter egg.. Use ability x at planet y under conditions y,z, and alpha.[/quote] That makes sense to me and would be the most fun way also, for everyone not just modders. Maybe even something like a particle effect.

136 Replies 345,948 Views

[quote who="Sinperium" reply="7" id="3182627"]Am I mistaken or do we not now have rear firing weapons in Rebellion? (unlike Trinity).[/quote] Mistaken. The Kol, for instance can fire backwards. To elaborate on hardpoints Point DataString "Center" Position [ 0.000000 0.000000 0.000000 ] Orientation

9 Replies 50,740 Views

Also this WAS for modder's to find and in a sense it is a code, just not the computer language type. Regarding speculation on what has the Vasari running, just my theory. Perhaps the beginnings of it are already here. Perhaps the salvers are slaves themselves. The Loyalist are already defeated and the Rebels are the only hope to save their kind. The Vasari home systems are completely destroyed and now there is nothing but machines and they are expanding, at the momen

136 Replies 345,948 Views