devastatorIX

devastatorIX

Joined Member # 3227333
7 Posts 25 Replies 154 Reputation

I know this has being posted countless times,but the only thing that realy turns me off from Soase after awhile is the fact that turrets arent animated (I know the reason was to cut down lag and such) and also the lack of a sort of evasion/movement code for ships. I am going to ask the same question that probably has being asked countless times,will we ever get animated turrets ?... atleast Also any oppinions/thoughs ?

1 Replies 7,778 Views

[quote who="Tridus" reply="9" id="1929715"]I'm not a fan of randomness. One of the reasons why Starcraft was so successful was the lack of randomness. If you use X, you know what it gives you. You're not going to get weird cases where you get crushed by a tiny fleet because the random number generator didn't like you. I f you're intent on making a game focused on strategy, randomness is a bad thing .[/quote] I dont know

20 Replies 20,988 Views

Yes I did freeze the model again. When converting from XSI to mesh I get: Bounding Information Calculated - Radius:3.46 Im asuming this represents it's size,even if I enlarge it in the mod tools,freeze it and then export it ,the radius only increases by 1.00 or soo,and ive made it huge. Also when editing ENTITY files,how do I save them to ENTITY format,cause they get converted if I use notepad to TEXT files?

11 Replies 7,224 Views

I found the solution to the problem,should have posted here aswell,when exporting under version select 3.6 instead of 3.0. The problem im encountering now however is that the models ingame are too small and enlarging them in XSI doesnt help at all.

18 Replies 9,834 Views

Soo I managed to finaly import my models into sins,problem is,they are too small and ive tryed enlarging them in XSI to a huge size but they are still small.Any suggestions,help ?

11 Replies 7,224 Views

I just found the problem when exporting I had version 3.0 selected,now that I picked 3.6 the vertex are being recognized.

4 Replies 3,475 Views

I made the cube only triangles and got the same result,it's just too purplexing as why it doesnt work.

4 Replies 3,475 Views

Im having trouble converting XSI files to mesh files ,this is the message I get when using convertxsi: Ignoring unknown material type : DefaultLib.Scene_Material Valid Material not found for PolygonList: DefaultLib.Scene_Material Bounding Information Calculated - Radius:-1.00 Optimizing... Pre-Optimization Vertex Count = 0 Post-Optimization Vertex Count = 0 Basicly it does not recognize any Vertex thus my mesh is invisible (inexistent) and the m

4 Replies 3,475 Views

1.Nope,no transparent,inversed etc. 2.I tryed enlaring the mesh to a ridiculos size. 3.Ive tripple checked for n-sided 5 sides or more and nothing came up,cause im testing on a simple cube,tho I did add triangle splits to them. Could it be the way I make my models with XSI mod tools? I just take a cube from models and start molding it ,note that ive being testing alot with a simple cube (nothing modified) and still the same results. I just cant figure out what is wron

18 Replies 9,834 Views

Yes Idid freeze modeling and such... it's driving me nuts since I dont understand why my freaking mesh is invisible whatever I do! When using convertxsi ,this is what I get: Ignoring unknown material type : DefaultLib.Scene_Material Valid Material not found for PolygonList: DefaultLib.Scene_Material Bounding Information Calculated - Radius:-1.00 Optimizing... Pre-Optimization Vertex Count = 0 Post-Optimization Vertex Count = 0

18 Replies 9,834 Views

What do you mean by "finilise" ,do you mean have I done everything as it portrayed in the documentation files that come with forge tools or ?... If it isnt to troubling could you please describe how to finilise the mesh ? With my simple cube test I didnt even add texture to it,tho I still had some sort of "ignoring unknown material" when converting from xsi to mesh and still the model ingame was invisible. Basicly this is how im trying to test my meshes ingame:<br/

18 Replies 9,834 Views

Also when I convert from xsi to mesh I get "Ignoring unknown material",anything to do with the fact that my mesh is invisible ingame ? To add ive being getting "Function not implemented in EXP version" when I try to export dotXSI tho the file is succefully exported,it's probably the cause of all this mess,anyone know why I get it ? Please help me out,ive got alot of finished meshes ready for export but cant do it if they are invisible ingame. I also tryed testing o

18 Replies 9,834 Views

Afaik ,you can merge mods that dont use the same things,like a mod that makes planets bigger with a mod that modifies capital abilities. Merging mods that both affect weapon graphic effects will cause conflicts and could cause bugged effects or even worse,crashes.

26 Replies 10,525 Views

Ive being trying for awhile to figure out why my models are invisible ingame. I basicly overwrited PsiScout.mesh (advent scout) in my mod directory with my model's mesh (named it exactly),also added texture-cl.dds and added another replacing the PsiScout one,but to no success. Can anyone tell me what im doing wrong ?

18 Replies 9,834 Views

Thank you,ive understood on how to add my new mesh to build tabs etc. But when I try to convert the XSI file I get " How should the format of the syntax be? (sorry im abit slow sometimes)..

7 Replies 9,063 Views