You add the module to the planetitem list and then add that item to the race both in the Glaxyscenariodefinition file.
gruntmaster1
bump so that people can find it (these tools really need a sticky)
erh hopefully anywhere.
Just to make it clear is it rotating planets as an effect or an actual entity which can be captured individually. The reason I ask is that I tink he more think of it as a gameplay mechanic rather then something visual.
The only thing that would effect performance would be the reduced cooldown as that would mean more effects, but it shouldn't be an issue. The game can handle a max of the 2 gb ram which can be an issue if you increased the fleet size etc.
I had originally planned to wait with the next version untill I had more preparred, but found a problem with the export function and thus I choosed to distribute it as it currently is. All the options in the edit mesh should work and only the stay sellected option work at the mesh points. The desellect all buton worked, but somehow it seems it doesn't currently. Also only the points which is set to stay sellected will be changed in the edit meshpoint section. <img src="http
Depends on what you mean by rotating guns. If it is just a mesh which just rotates around a specific point then yes (the weapon point can't be changed however), but if you mean like aiming on enemies then no.
bump since it is propably not gona be stickied soon.
Modding is easy, but the information is somewhat limmited so you will either have to learn through trial and error or ask here on the forums. The forgetools 3 have a modding documentation which is a good intro, but some of the info is outdated and has changed e.g. according to the documentation you will need all the GameInfo files and those who isn't included is not used by the game, now you only have to include the files that you want to
Epic o_O? ... I am begging to have quite something to live up to >_
Good to hear that there is some interest :). Most of the GUI is done so now it is "only" the code.
press prt sc or print screen on the keybord, if you are using a labtop then hold down the fn button before pressing print screen. Then open a picture editor (like paint), press ctrl+v and save the picture.
Looks quite good, but I think that there is a lot of ideas of what unique is. Any change you will cover that more?
Ty, I will. Even if it is not constructive, it is alway nice with some encouragement. Next is expanding the functions with different options like multiple point selection and removing and adding mesh points. Just added a loading bar for importing and exporting meshes.
The tool has been updated, it now shows the location and orientation of mesh points, can make the model transparent and sellect mesh points and change them. The P button is used to switch between model edditing and mesh point edditting. The green line of the meshpoint is forward (z), blue is the side (x) and the red is up (y). The blue box shows the currently sellected and the yellow box shows how the point will "look" after the change. <a href="http:
Mind showing a screenshot of the options menu? Also are you running any mods?
Are you running it in fullscreen or window mode?
The entitiy.manifest goes to your modfolder. It is basicly a text file which tells sins wath entities it should use, meaning that removing entries in the manifest also removes them from the game, just be sure that there aren't any entities which refer to that file and that it isn't in your modfolder. You can use harpoes manifest maker (a dream when you have 500 + new entities) which you can find in his tool thread. I hope this helped :)
Its basicly a for that is repeated for each line that is written and also using a %s\n. I am not really sure why it is that notepad doesn't seem to recoignise/ignore the new lines.
1. It only supports text files. 2. It changes the mesh points in the same way as the model. So if you rotate the model around the x axis, the points will also be rotated around the x axis and etc. I can give you the calculation if you want to :). 3. what I mean by that line is this: So if you want to edit the content afterwards you will have to use another program
Hi, its me again :) I present to you the Sins Model Tool... erh... v 0.8 Currently it can show a 3d model (no textures, maybe yet and maybe never), resize in any direction and rotate in any direction. The tool shows how the changes affect the mesh without saving the changes untill you tell it to, it can however only rezise or rotate (and then you will have to save the changes) and rotate once for each axis in the order x z y, so if you want to rotat
Well, the question is not so stupid as older versions of Sins (pre entrenchment) needed to have all the files and it also stands in the "ancient" mod documentation.
Ah, thx for clarifying it. Here is a small update for thoose who should be interested: This is how the tool currently looks. It can import data from a specified .mesh file (file needs to be in the same folder) and make a 3d model from this data. The models however seems to have some problems with some of the vertexes. UPDATE: Finally got the 3d part to work and i
... I think this proves my limited knowledge within modelling. Just to be sure isn't a polygon just a single point which when connected with others creates a 2d figure, as a triangle, which is a face or am I totally messing around with the different terms?
Thx :D Because of my really limited knowledge of programming (as mentioned I am even making it in another program) it is not possible for me to make it for another program. currently it is capable to load the orientation and position of mesh points from a .mesh file and I figured out how to make the 3d model, now I just need to know how to get the x y z coordinates for the faces "angles" and understand how to make an ui (never tried xD). <img style="border: 0; margin: