PickMyBananas

PickMyBananas

Joined Member # 3400757
0 Posts 33 Replies 87 Reputation

Great Mod guys! This has brought me back to Sins. In regards to the Sun speed boost. This could easily be achieved by adding a speed boost ability to the star entities. Going from cannon as in Star Trek IV, they use the Sun's gravity to sling shot into the past. It would purely be a decision of balancing though. The advantages and disadvantages of doing this. The Stars in this mod are larger than the vanilla Stars but I remember a mod called something like Planetary mod which had far

5,100 Replies 12,668,218 Views

[quote who="beemer127" reply="849" id="2362695"] I also noticed that fights between ships, if left unattended, end up far beyond the gravity well of the planet in which it originates. This is due to the fact that the ships DO NOT turn around (e.g. strafe), but keep running. Not sure how to fix this, but that isn't very good...I can't pay attention to every battle - especially the insignificant ones. At the same time, I can't let a battle go for 30 minutes because some i

1,969 Replies 4,012,755 Views

[quote who="SteinerX" reply="46" id="2356364"] TobiWahn: I can get the loading pictures in-game, but how do I change the main character? [/quote] You can find the character pictures in the texture folder for Sins called: "Startup_Loadscreen0" I don't know if you would be able to do more than the three characters already provided. Although there is space for one more on the file it might just be a matter of finding the co-ordinates for the f

5,473 Replies 14,192,048 Views

You've got some really great looking models. I'm a new comer to modelling and seeing this kind of work as well as others on this site just keeps me inspired to be that good one day. [e digicons]^_^[/e] Just out of interest what era are you looking at in terms of star trek ships? I've personally looked at just the non-canonical future ships for ideas. Ones like they are creating for the Star Trek MMO. Only because it's different from what has already past.

27 Replies 84,276 Views

Wow! That's a sweet debris system you have there. I'm guessing then that if it were klingon ships then it would be klingon wreckage, and so on and so forth. Nice touch! [e digicons]^_^[/e]

1,969 Replies 4,012,755 Views

Too true Moguta. As PC gamers we should know from experience. How many times have we bought and installed a game only to then have to download a patch to fix problems that shouldn't have made it into the release anyway, and this from professional developers who get paid for their work. As always the wait will be worth the inconvenience. [e digicons]^_^[/e]

1,969 Replies 4,012,755 Views
Reply to ship size in Sins Modding

Hey Whiskey144, I had exactly the same problem as you with my ships. I wish they had explained it in the guide about how to know if your ships were the right size for the game. I thought the the plane would be a good indicator, but not so. Initially I was rescaling and saving before exporting. Anyway I got around the problem of resizing in XSI by Freezing all transforms once the ship is resized. I read somewhere that unless you do this after resizing the model the model will still be exported

7 Replies 6,187 Views

Yeah, I know exactly what you mean. I had an old mod called Planetary Mod which mixed the real size planets from Cybdevil with new planet types that you see in Mad Scientist and had to update that for Entrenchment (because it was so cool). I then took the Real Capitals mod and resized each Capital to twice it's size (I thought that the current size of Capitals didn't make them seem significant), with the Capital Carriers to 3x (I thought they should be the biggest) and the Starbases to twice

3 Replies 2,623 Views

Thanks for the reply. I'll try it out. Something's better than nothing I guess. [e digicons]^_^[/e] Also just wanted to know whether you used zbrush for filling in your textures? My friend gave me this little program and it's really quite good at creating fantastic texturing for models. It's certainly a lot faster than Photoshop, but ultimately I know photoshop is needed to save the textures in .dds format. I used it currently to map out how the model should look like when textured (

7 Replies 5,780 Views

Yeah, I'm stuck on the texturing part but for a different reason. I'm using Mod Tool 7.5 and when I try to import a clip (black background picture from photoshop) before UV Stamping the mesh nothing comes up. Or shall I say, all I get is the default no Icon pic I started out with (also the reason I can't use Rotoscope). This is really frustrating at the moment as it's incredibly difficult, if not impossible, to edit the picture with the checkered coloured background. I don't know if it's just

7 Replies 5,780 Views

[quote who="Mystic Angel" reply="193" id="2337439"]Is there anything I can do to help out with the other factions? I've been playing around with mesh models, textures, particle effects, and entity files over the past month (including adding some new ships to the mix), so I've got a pretty good understanding of how everything works if you guys need an extra hand. [/quote] Well, they said after they release this version with the Federation and Klingons they would be accepting

1,969 Replies 4,012,755 Views

It sure is possible. All you will need is the reference entity file for the Advent starbase. Open it using the notepad (it should already be in text downloaded from forgetools) pick any one of the weapons that you are dissatisfied with. Then replace is with this Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIE

2 Replies 3,581 Views

[quote who="riviaguy221" reply="2" id="2330365"]i just want i tied to a tier 8 research, not a NEW tier 8 research[/quote] You could do this by tying it with the Cannon research for each race which is on the 8th tier. All you would need to do for each races capitalship entity file is look for the section which says Prerequisites NumResearchPrerequisites 0 and add this for Tech Prerequisites NumResea

4 Replies 4,641 Views

You just need to download the Forgetools to gain access to the default Planet/ STAR entity files. Copy and paste these files into a new folder, then place this into your Mods folder for either Vanilla Sins or Entrenchment. Using notepad to open the Planet or Star entities, press ctrl F and type moveAreaRadius (or go right to the bottom of the Planet entitiy file) which will have the parameter hyperspaceExitRadius below it. These two parameters determine the gravity size

3 Replies 3,596 Views

You can record any sound made on your computer with Audacity, however the option to do so is disabled by default on Vista/ Windows 7, by Microsoft to prevent copying copy righted material. For those of you who want to record material off dvds/ video see link below http://www.singsnap.com/snap/forum/topic/aa373f You are looking for stereo mix , and can also access this through Start Menu> Control Panel> Hardware and Sound> Manage Audio Devices</

11 Replies 8,858 Views

There is a great free audio editor called Audacity which does that job admirably. It's has a very intuitive user interface and allows you to modify and edit existing tracks. It will also record audio from any dvd or video (e.g. youtube) that you watch. Allowing you to record lines that you could use in the game. link: http://audacity.sourceforge.net/ For music you will need to edit the SoundMusic entity to register the music that you have plac

11 Replies 8,858 Views

[quote who="kyogre12" reply="1" id="2294716"]I am pleased to announce that I am taking over as administrator of the Sins of Alethia mod (the other BSG mod) I plan to merge SoA into Sins of the 13th Tribe, taking the best of both mods to hopefully create one, single, better BSG mod.[/quote] Great news! It's amazing how much you have done so far considering the amount of time this has been in development. The video was very good to watch in terms of the

1,489 Replies 3,376,617 Views

Yes, it's the Gauss defense turrets sound rather than the ability. When you get the fire rate for the front cannons right it's quite a satisfying effect[e digicons]:grin:[/e] I'd like to add that I always thought that the models had very good textures (once the reflection and bloom textures were sorted out). Interesting to see how the team colours for the models were also applied. Thanks for those in game screen shots.

1,489 Replies 3,376,617 Views

Great news! Thanks for the update Danman. The prospect of such a battle is too much to think about :-) On another note I was messing around with the sound effects for the weapons that you have for the pegasus and I stumbled upon a familiar if not exact effect for the front weapons. The Gauss muzzle effect seemed to sound alot like the one in the show when it fires it's front canons. You might want to try it out. No biggie, and I'm sure you will probably use more "official" sound effec

1,489 Replies 3,376,617 Views

[quote who="ShadowMastiff2468" reply="3" id="2288592"]??????? Disabling hardcoded....I heavely doubt that as I have created several versions of this ability and they all allow mouvement without issues![/quote] I was only basing this on other people's and my own experience. PhaseOut with movement :-) by all means let us know how you done it.

6 Replies 5,573 Views

Unfortunately what you have done has been performed by many people in the past trying to do an alternate cloaking system. The sad fact is that it's just hardcoded in as part of the "PhaseOut" modifier. It's strange that you would even need to write down entityBoolModifier "DisableLinearEngines" entityBoolModifier "DisableAngularEngines" because even when you eliminate them the PhaseOut still acts with those parameters included. From a programming point of view it would ha

6 Replies 5,573 Views

[quote who="Hell" reply="21" id="2269847"]I'm glad to know this is not their normal look then Does anyone know how come they look like that ? I put the mod file in Mods-Entrenchment v1.03 instead of Mods-Entrenchment v1.02 as it was said to do. Do you believe this could have an impact on it ? Cause the problem is, I've already DLed and installed V1.03 and it wd be a shame to go back to V1.02. I hope someone can help and tell me where this si comi

1,489 Replies 3,376,617 Views
Reply to *DELETED* in Sins Modding

[quote who="Desamator" reply="1" id="2221491"]a RaR file that was supposed to be a mod, the Dynamic Combat beta ( or something like that) by Mansh00ter- that is the RaR file im refering to[/quote] Right folder, all you need to do is then unpack the RAR file using either Winrar or 7-zip to gain access to the mod folder that you are looking for. They usually do it this way so that large mods can be downloaded faster as they are compressed into smaller more manageable file

6 Replies 5,397 Views