TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
12 Posts 1,919 Replies 2,638 Reputation

[quote who="GRAVICH" reply="3" id="3716199"] Use Property-UItimapper, then Scene-Material-Simple-Tangent 45>180 and can export model, shadows look like normal [/quote] Not sure what you want me to use the ultimapper for. And what is Scene-Material-Simple-Tangent 45>180? Do you mean I need to change the TangentOp2 Smoothing from 45 to 180? That would change the behavior how light bleeds from one poly to the next. If you like to assist may I send you the fil

9 Replies 58,348 Views

Thanks. I already redid them once including recalculating the normals. lat time I had this problem it went away after starting a new game. This time it didn’t work. the first time I had this I had to redo the complete model. I wish someone could tell me what the reason for such problems is. I hate the xsi/sins combo

9 Replies 58,348 Views

[quote who="CBKX" reply="3" id="3714590"] Unfortunately I haven't been able to solve the problem yet. What came to my mind: Do I need to adapt (hook up) the new specular texture file to the mesh (via softimage) or should a replaced texture be accepted automatically without changing the .mesh file again? [/quote] if the texture uses the same name and same UV layout it should be used automatically. As for the specular - it's perceived visib

4 Replies 14,673 Views

Hi, please could someone help me? I've after long time of peace again encountered a very persistent tangent problem. I hate XSI... or my modelling skills. Or both. Problem is as follows: the tangent map looks fine in XSI. The vertex normals are angle-weighted vertex normals generated with MeshLabs. Also they are normalised. Mesh uses its own set of UVs, based on a cubic projection and then refined. In Sins the model is lighted 90 degrees off - if the light comes from t

9 Replies 58,348 Views

[quote who="Darvroth" reply="5083" id="3715744"] Not saying it can't be done but with a mod team of 2-3 people doing this part time there is no way. Especially not when so much other more basic work needs to still be done. [/quote] Actually with you and me it equates to 1 person working part time [e digicons]:grin:[/e] [quote who="enphily" reply="5085" id="3715753"] I know, you have much ships in your plans, but some of these ships is not

5,473 Replies 14,222,886 Views

[quote who="afcrobert22" reply="5079" id="3715180"] Have a question, when you first start the game and you click the button to choose which race you want to play, Rebellion changed it so that it was a split screen for each race between rebel and loyal. How do you get rid of that so that the button goes back to the way you have it (pre Rebellion)? [/quote] Not sure, perhaps Darvroth can enlighten you. Might be in the player config and/or need some adjustment of the UI picture

5,473 Replies 14,222,886 Views

[quote who="afcrobert22" reply="5075" id="3710282"] You could use https://forums.sinsofasolarempire.com/476805/soase-multimeshresizer-for-rebellion I have downloaded it but I'm having a hard time figuring out how it works. Do you have a walkthrough of how to use this? [/quote] Sorry, no walkthrough, but I hope this helps: F

5,473 Replies 14,222,886 Views

[quote who="afcrobert22" reply="5071" id="3699902"] I just want to say what a great job you and your team are doing on this mod. unfortunately i don't know much when it comes to the meshes and textures. I have been doing some very basic modding using several different mods for my own personal game play and i have been able to get a mesh and textures for the Whitestar. i was able to fix some weapon locations editing the mesh in text format but the issue that i have is that the size of the

5,473 Replies 14,222,886 Views

[quote who="Blair Fraser" reply="25" id="3667436"] I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired? [/quote] if I understand correctly there is a problem with mi

47 Replies 303,996 Views

Oh, and if someone could please test and find the reason for the asserts when loading? D:\SinsRebellion\main\CodeSource\Engine\DataStructures\DynamicArray.h(126): assert! [i >= 0] and D:\SinsRebellion\main\CodeSource\Engine\String\StringLibrary.h(107): assert! [result == 4] and D:\SinsRebellion\main\CodeSource\Engine\Math\RandomStream.h(79): assert! [maxV >= minV] Thanks!

5,473 Replies 14,222,886 Views

[quote who="Darvroth" reply="5037" id="3635705"] I'll be out of contact for a few months due to a crossroads in life. TobiWahn, my last question to you via email is still valid. See everyone on the other side. [/quote] Sorry, wrote you back just now. I'm pretty much not at home for most of the last 2 month. Many things happening, good and bad. So progress [e digicons]O:)[/e] [quote who="cybertx" reply="5043" id="3638620"] our latest built

5,473 Replies 14,222,886 Views

[quote who="Darvroth" reply="5029" id="3631504"] V 1.83 seems not only stable but my rig ran considerably cooler than previous builds which is an indirect measure of processing and system consumption in support of the game. I've been thinking...a dangerous activity...in my zealous attempt to fabricate unique approaches to the diverse races SB I overly complicated them. I'll begin an effort to simplify upgrading SB which will also assist human players as AI are never r

5,473 Replies 14,222,886 Views

[quote who="Darvroth" reply="5024" id="3630832"] Looking through the V1.83 conversion a lot of statements were converted to "invalid"...wonder the why of that... [/quote] I think somebody in the 1.83 thread posted about that and the why. [quote who="Darvroth" reply="5023" id="3630830"] I saw you posted build 71fed7c in the repository. Is this the new to be tested stability build or are you still tinkering? Standing by before investing TS time into other known pr

5,473 Replies 14,222,886 Views

[quote who="GoaFan77" reply="12" id="3630574"] The Devs have said before they cannot do this because some PCs do not handle the LAA flag well. Putting LAA on would be highly frustrating to those users. Most mod players are quite aware of it now though, so I don't think its much trouble to make it a requirement for your mod Tobi. [/quote] Thanks. Didn't know some PCs still had issues with this. Haven't had issues with LAA since windows2000 (I believe) t

20 Replies 40,206 Views

Since it is already 2016, could you make the exe LAA (Large Address Aware) by default now? Sins really could use the extra RAM (1 or 2 GB depending on system). I mean, those of us who still play the game do so mainly with mods of sorts, and we are hitting the mem wall left right and center Thanks!

20 Replies 40,206 Views