TobiWahn_Kenobi

TobiWahn_Kenobi

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

@ Zvezdochet: Nice model!! Please send to me!! I beg you [e digicons]:pout:[/e] @ZEROibis: It will take a little while, cause I still got to get my mesh in order and then redo the texture. Besides that, I'm on (a much needed) vacation next week and will have no internet access so please be patient with me as I have to attend a marriage this weekend and not much time until the weekend thereafter. Perhaps I will release an intermittend release before I go on vacation (I

5,473 Replies 14,210,102 Views

I think first an foremost for a Diplomacy Expansion is the possibility to trade/hand over units/planets/prototypes/technology/resources/starbases and for the AI to have the ability to know when to accept or decline an offer (or make one themselves - and not the typical "give me" outrageous ones) - a little like Civ4 Second, I would love to have the ability to have a starbase (or something like that) as a colony for empty systems (think asteroid fields) which can act like a planet (i.e

59 Replies 143,121 Views

Greetings. I'm starting to get desperate. I've done a model of the bab5 Crusade Victory Class Destroyer in Cinema4D, but upon import in XSI and application of tangents, the tangents are wrongly aligned. I've tried numerous way but cannot get the tangents to work correctly. Can anybody help me to correct this or give me some advice how to change the model to fix the tangents?

1 Replies 7,551 Views

I'd love to see the Explorer Class Survey ship as it's iconic, veeery bug and can be used to set up jumpgates but in reality, I'd be fine with every ship you make cause they are all damn fine models [e digicons]:thumbsup:[/e] And we already talked about the Starfuries - I'd love to have the six Fury models (Tiger, Nova, Aurora, Badger, Thunderbolt, Firebolt) but this will be a hell of a job to get them that small!

5,473 Replies 14,210,102 Views

From my experience I must say (take a look at the asteroid dds textures as example) the normalmaps are standard normalmaps where the red channel is cut out and pasted in the alpha channel. But you need (as said above) to use the nvcompress tool and specify "nvcompress -b3cn -rgb filename.orig filename.dds" for it being compressed as normalmap (check for spelling or syntax errors please - I'm at work ATM, having lunch, so cannot look it up)

29 Replies 84,209 Views

This mod is meant to see the rise from the early years to try to reach dominance in the galaxy. It is loosely based upon the b5 timeline, with most of the progress taking place in the time of the series and films - so this means the timespan will be from about 1958 (minbari start) to 2270+. Earth will start in about 2225 but only for the capship (AI needs at least one) - the rest of the ships for ea will start at about 2190 (Artemis frigate start)

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First, sorry to post so late. I've had problems with my back lately, I couldn't even stand on my two feet (getting old it seems) so I couldn't read nor post here (or, for that matter, work on the mod) So to all of you still very active: White Stars are as of now not planned for the minbari (well, not at all for now) but the may be considered at a later stage. The Tech trees will firstly be conceived as I planned them. If you want to do your own research trees and present them

5,473 Replies 14,210,102 Views

Wonderful that Filosoft has already offered help. From now on I will send all the meshes to him for inspection before doing the texturing I suppose. @SteinerX Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short: Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brush

5,473 Replies 14,210,102 Views

Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...) I so wanted to release today, but it seems to be delayed till the weekend. Nice one Zvezdochets, The idea of an ability

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OK, Here is it. You need entrenchment 1.03. The mod folder (babylon5) needs to be in the respective entrenchment folder C:\Users\*MyUserName*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03 on Vista / Win7 or in the respective userfolder on your winxp system. When you start entrenchment, you go to options-> mods and enable the babylon5 mod That should be it. You should also read the included readme.txt on w

5,473 Replies 14,210,102 Views

No problem [e digicons]^_^[/e] It's as of now impossible to use it for AI, because the AI expects certain things to be able to do which shadows atm can't. I plan for Shadows to have completely different game mechanics, so I'm not sure if AI will ever be able to play shadows. If you come across other bugs, please let me know, as there I'm sure will be many of them.

5,473 Replies 14,210,102 Views

[quote who="Patrick Van Reijendam" reply="12" id="2357712"]The Gallery has been updated again with more pictures of the Omega, some of the Worlock and the Centauri Vorchan. The gravity section of the Omega works in the way BigBangTheory has posted a couple of times, by making it a particle effect, using the GS Ship shader pipeline effect and animating the mesh so it rotates. TobiWahn - the polygon count for the G'Quan is 34,754 triangles. Thanks ZRaz

27 Replies 84,434 Views

I hope you finish the Loadingscreen.dds soon for inclusion in the mod. Can't wait to see Kosh giving me helpful hints [e digicons]:moon:[/e] BTW I think we need to edit the brushes for all the Races to have loading screen Characters of their own. I will look into it when I have some spare time (and give you directions on how to implement them in a graphics file) Enjoy the Birthday!

5,473 Replies 14,210,102 Views

What kind of program are you using? If Photoshop, its under the channels tab, where you have red, green, blue and (if exists) alpha channels. They are all seperate grayscale images. In the alpha channel, White represents opaque and black represents transparent with the gray values representing the intermediate transparency levels. PM me if you need help!

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