IskatuMesk

IskatuMesk

Joined Member # 3511603
22 Posts 1,007 Replies 17,446 Reputation

[quote who="IskatuMesk" reply="1811" id="3353433"] What is the subExplosionCount limit in explosiondata with Rebellion?[/quote] Also curious what file controls the spawning of dust clouds and asteroid doodads, and if it's possible to increase the amount and determine a min/max radius.

2,761 Replies 7,628,648 Views

For space caverns, I'm thinking a huge three-dimensional rock formation. Something that encompasses many star systems. However, since we're just using it for backdrop in movies, it wouldn't need to be a large network like that - just something that can be used in some of the scenes. I need several different versions, but I can probably cobble together the variants myself. Just need something to go off of... <a href="http://ngm.nationalgeographic.com/2011/01/largest-cave/in

48 Replies 108,589 Views

Yeah the whole official thing is just a face. Anyone who has watched any of my videos, even my developer videos, knows my casting style gets ridiculous. The LP's and compilation videos are the more extreme end of that spectrum. Willpower is indeed the toughest thing. To conquer this project, I must first conquer myself. Somehow...

114 Replies 329,851 Views

I look forward to the night I have created something I can finally be proud of. The lack of textures in sins is a hard bullet to bite, but I am confident the project will be able to stand without that. Salvation's problems were more fundamental, with the lack of textures being more of a minor thing. With all of that solved, I am sure it will be seen as insignificant in the grand scheme of things.

114 Replies 329,851 Views

I decided not to bother trying to texture stuff in sins for two reasons. 1.) The RAM limit. It plagues every mod and this one is no exception. Due to the sheer amount of content I am adding mesh and particle-wise, I am already getting dangerously close and I have so much more to go. Giving each ship unique textures that would look any good is beyond my ability as a UV'er to do, and beyond the abilities of sins to do. The method I used to texture that AO Juggernaut i

114 Replies 329,851 Views

In this video I talk about and then demonstrate in-game some of the new particle systems and textures in the works for Black Sun: Retribution. For the first time since the project began tentative beginnings in early 2012 the public will see some of the new work in motion. Those with close eyes may catch sight of some new ships. http://www.gameproc.com/meskstuff/ret_particledemo.mkv Note that the production vi

114 Replies 329,851 Views

[quote who="Unikraken" reply="26" id="3361401"] Come up with a clear vision of your mod and try not to let outside sources change it unless they are amazingly good ideas[/quote] This may seem like a small/insignificant point but I would like to emphasize it. Projects don't need idea people. Formulate your vision and stick to it. If you at any point doubt yourself, figure out the doubt and conquer it. One of the critical aspects to managing a team, large or small, or a solo pr

43 Replies 88,551 Views

I can predict that the sins portion of Retribution will take me about a 3/4 a year to fully finish if I can work fairly regularly. That's around 5-6 full factions, including all sfx and models. By fairly regularly, I mean getting at least one thing finished a day. The average ship takes me about 2-3 days to create start to finished inside sins minus sfx and particles. The polish of particles has taken me many months to reach what I'd call privately demonstrable, however. I have a purs

43 Replies 88,551 Views

Modding is a learning process. I see nothing in that list that wouldn't be easy for you to pick up given time. The only "hard" things as far as sins are concerned is 3d models and textures. You can't animate anything in sins. Textures can be worked around. So it's just modeling. This is something you will inevitably need to learn, else all modding ventures involving graphics you attempt will be folly. The less people in a team the better. The less you need to rely on peopl

43 Replies 88,551 Views

I've been trying to get OBS to work for my desktop recording (for the dev series) so I can ditch the piece of shit known as camtasia, and finally reliably record desktop audio in addition to my mic. I'd just use fraps, but the desktop composition is always disabled from the programs I use. Unfortunately, despite OBS claiming to support vegas it has yet to be able to encode a video recorded by that program. So, I don't think the developer series is going to cover audio editing. No

114 Replies 329,851 Views

I have a list a mile high of models I need but I'll settle for some massive high-poly space caverns. These aren't for sins, they're for the UDK, so go hogwild.

48 Replies 108,589 Views

A very quick and dirty hack of my old Kerugheist shuttle into a new DyiithJhinn ship (Zelconian arc). [img]http://i.imgur.com/bb2d5tv.jpg[/img] I might do some more with it before it goes in, but the Dj textures should do the detail work for me.

1,643 Replies 3,598,068 Views

I searched all the folders and couldn't find them. Maybe I am just blind. A few of them are there, but the Battleship and the second one on the left of it I couldn't locate (between them is the pirate ship that [i]is[/i] there).

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I can probably make use of that station, I'll just have to figure out how I'm going to handle the textures for it. I was interested to take a look at the battleship and one of the other ships in that station group render but as I can't seem to find them on the server I'll assume they are not available.

48 Replies 108,589 Views

Like that, do you? Here's another one of the models from Armageddon Onslaught. I didn't do any of the textures for it myself, though. Someone I used to know did the entirety of this one (and the originals for that first one which I had to rebuild myself when I put it into Starcraft 2 and remodelled a bunch). I think this is circa 2009ish. [img]https://imageshack.us/a/img41/5996/waxonwaxoff.jpg[/img] [img]https://imageshack.us/a/img5/3699/dread.jpg[/img] Unfortu

114 Replies 329,851 Views

Yeah, their bio-armor is supposed to look like faint segments, and it is a shiny from their film. The old texture had plating which broke all kinds of canon and looked bad with their shapes.

114 Replies 329,851 Views

Ah. Well, if you send me a video and a script, I can easily cast over it and just send you the audio. Or I could post it. Whichever works best for you.

26 Replies 37,101 Views

I find the very concept of mod reviews hilarious. Even if you were a programmer you still wouldn't have been able to make a new game with sins. There's a huge difference between making some new code and then reverse engineering something like this game. I know people who have been reverse engineering games, much simpler (2d) games, for over 5-6 years. The best of the best, and they still aren't near being done. Reversing sins could easily take a decade. Complaining about someone n

26 Replies 37,101 Views

Today I shall post the something significant for this month. Last month I showed you the DyiithJhinn Mel-Type Dreadnaught. The follow pictures were a part of my release media. It shows the new Anahn texture. Some people seemed to have been confused with the Xy`Kranasha having similar texture schemes to the Anahn in Salvation. This was unintentional, but at the time I didn't have the resources to make a new texture for them - plus, I wasn't sure what exactly I wanted.</

114 Replies 329,851 Views

If you want, I could cast for your video provided you give me a script. You'd have to do the video editing yourself, though. I have experience casting, I am an LP'er and I do various developer, review, and related stuff. None of the ships in my worlds have any visible windows or anything, Anahn crew are under kilometers of reactive armor and any bridges on the exterior are entirely ornamental. So, don't worry about texturing them... the textures would need to be too specif

26 Replies 37,101 Views

I have no idea how XSI even handles smoothing, but the smoothing groups from max somehow translate over (likely as a result of the fbx plugin). As a result I have never needed to touch tangent maps, not even once. However, the tangent maps are sometimes not 100% perfect, so they could probably be improved with manual work if I cared to figure out how to do that. For this, though, it's not worth the effort to me when I have so much else to do. I don't even save my XSI scenes to begin w

26 Replies 37,101 Views