I like that! Nice model Sinperium! And nice work there also Zombies!
SZ0
[quote] who="ice27828" reply="9" id="3116718"]This isn't minecraft with 16 bit graphics. Although my personal concerns is why aren't the textures like 1024x1024 but rather 1024x2048?[/quote] I think it works the opposite to the way you are thinking, you can achieve better resolution this way with less seams packing wise due to the long nature of the models. To achieve the same resolution using an even sided texture map the file size would be bigger and have a lot of blank unus
[quote] who=" Thoums i n " reply="3" id="3115551"]Option don't work in a cumulative way like in plenty of other game... by example, let say that you have a hull called A and 3 option called B,C and D... with a cumulative way, you only need to have 4 mesh : A,B,C and D ... with sins, each mesh need to exist for each option, it mean that you need 8 mesh : A, AB, AC, AD, ABC, ACD, ABD, ABCD ... 4 option and you need 16 mesh ( A, AB, AC, AD, AE
[quote who="Heavenfall" reply="1" id="3114161"]That said, is it just me or is an exploding starship fade-to-white the most generic ending to a sci fi video imaginable?[/quote] Yeah! It is still fairly early days.
Are looking in the User/ AppData / Local / Ironclad Games / SoaSE / Whatever version of the game your playing folder?
Amplitude Studios , a new games development company based in Paris is developing a new space strategy game called " Endless Space " Aiming to inherit the values of: Master of Orion, Civilization and to some extent Total War all of that with a strong focus on Multiplayer. Looks promising & certainly worth checking out.
Well, I don't agree either. Why is there a need to do this? All players have the same rate they can level their titan. It doesn't make for an uneven playing field if all players can do the same thing. If you make it so they are level-able like SB's then you would naturally shift your focus to obtaining more resources and just let your titan sit there until its fully leveled. I like the idea that you have to go and use the thing a lot better.
[QUOTE]If I am vetted officially at some point as be ing correct, I prefer to be the reafter referred to by name with the honorific, "Most Mighty and Wise" prefacing it.[/QUOTE] After adm
Indeed. If you try to do too many things at once you invariably lose focus & the thing you should focus on is what you have the most passion for. Offloading Impulse was the right move I think.
Well thankyou! That's probably the best complement I have had, but I don't think I am up to that standard yet. It is not meant to be Advent or any race, just SoaSE ish, I have other plans for it. I do appreciate the complement, but just a friendly reminder that this is somewhat off topic for the thread. Do you have any suggestions, observations about obtaining pirate fleets? Any ideas welcome!
I just had the 14 or 15, something like that Cap ship fleet & it kept constantly going back and forth from the GW I was in & another GW. Like it was shitting itself, making a run for it, then being ordered straight back into battle. All I had to do was build a SB within range of where it was jumping back and forth, shift some ships within range and sit back and watch as 1 by 1 all the caps destroyed themselves. I didn't lose a thing not even a corvett. And
Scuttling the pirates is a valid option & I can see at time's this could be quite advantagous, but it is more micro managing which is the the real issue to begin with, esspecially if they begin attacking something and are all scattered all over the GW. Personally I would like to have the option to accept or decline an up coming pirate fleet. You could still scuttle them if you wanted. Perhaps though this might not be an option because of the implementing
So when the pirates throw thier lot in with you its very nice to have a bunch of ships just materialize at no cost, except fleet supply. The draw back of course is that it uses your fleet supply, which is fair enough other wise you would end up with an unlimited amount of them. This does however make it quite difficult to build something that you want, when you have researched all your fleet supply levels and you want to build say a SB constructor, or perhaps even a new titan, then just
Yeah! something is wrong here playing as Tec Rebel, Occupation Victory only. The mysterious planet is non attackable so you can't finish the game. oops!
Yeah! something is wrong here playing as Tec Rebel, Occupation Victory only. The mysterious planet is non attackable so you can't finish the game.
Yes, self shadowing. I hope IC kept all those original textures of the original models before they baked the AO on them, perhaps some reduction in the opacity of the AO layer could be benificial. Perhaps there is no need for AO at all in Rebellion.
[quote who="Rovert10" reply="1" id="3089978"]We were also told that you're finally going to get some solid hints as to what the Vasari are running from, which has been a plot point teased for several years now. Apparently little bits of info will be hidden in the code, and Ironclad is anxious to find out how long it takes the community to sort through it all and crack the clues. Our guess? Seven minutes. Before the game comes out. Nothing really new except for this part. Well a
Personally I don't mind this DRM, I like Steam, Impulse and Game Stop for the most part. What pissed me off however was those pop up adds that would just whammo pop up when ever they felt like popping up, right when I was trying to get something important done. Please no pop up adds, don't come back. When I want to buy something I will look for myself.
Well I can't say for sure without looking at your model, but you may still have more vertices than you need. Have you many double edges (light blue in colour) in mod tool? Another thing that may have happened is that a duplicate copy of your model sitting right on top of the actual model. You can check if that is the case by using the "u" key on your key board, select a polygon here and there and delete them. If it doesn't leave a hole in your mesh but just shows blue edges arou
[quote who=" bosh i m i 336 " reply="6832" id="3068909"]Quoting SivCorp, reply 6831 Why is there only 24 hours in a day?!? Because if there were more ... then we'd have to work more. '[/quote] No way man, I don't think so!
Interesting! how many poly's?
Perhaps you did what was needed in the program you exported the Obj. from. IDK. In any case I don't think obj's can hold tangent and definitely they don't transfer null/ hardpoint info.
[quote who="Stant123" reply="614" id="3068925"]I just exported another and it did not save the groups. Is there a simple way to preserve groups from an OBJ file when exporting it out as XSI?[/quote] Yes, but you will have to do several things in XSI first. Its kinda hard for me to explain so bear with me, and it would be a good idea to go over the section in the documentation of the forge tools "Modding_XSItoSins_ModdingSupplement" and read over the advanced section at the bottom of t
I believe the max poly count is around 50k if it is optimized on conversion, which since they are all triangles would add up to around 2/3 of that many vertices, since each triangle will share vertices with the triangles along side it. Some times only 1. So 65k vertices is too many by roughly twice. I think in some cases 50k polys. is also too high where optimization has only a small effect, but you will just have to keep reducing until it works.
After you have re-scaled it in Mod Tool you must "freeze all transforms" before the scaling will become permanent. To do this go to the "Transform" tab up at the top right of the UI under "Select" tab. Then locate "Freeze all Transforms" and press it. Make sure you have the model only selected when you do this, don't "Freeze all transforms" the nulls. Edit beat me to it MyFist. But don't freeze all tranforms of your null, or they will all go back to the rootpoint.