I don't want to have anything to do with moddb and I definitely do not want any of my videos or other content on it. What do you want the scene for? I could show you one one of my internal videos if you want to see my newer ships. I'd rather not hand out any meshes though.
IskatuMesk
The data channel is specular. I don't get the same kind of relationships of glossiness in sins as I do in max, and I did screw around with it quite a lot. I think you might be able to get the effect with an extremely busy normal map though. Like I said, ngons get triangulated, but you want to make sure they get triangulated favorably. Basically what you are saying. I have plenty of hard edges in sins now, you'll see. :3
https://www.youtube.com/watch?v=kAra8yHozNU This is a video I made covering my 3ds max to sins conversion progress using XSI 2010. I don't cover making the textures though, because I am not an artist.
"data" maps, you mean the texture, right? Then yes, this is independent of modeling programs and you should make it. It provides specular, cubemapping, lighting, and bloom mapping for the meshes. You can just use a black texture if you want, though.
What is the subExplosionCount limit in explosiondata with Rebellion?
[quote who="Lavo_2" reply="1800" id="3351522"] Ah, so decreasing the value makes the AI less likely to retreat. Thanks! Also I believe it calculates threats based on ship stacks/pure numbers (see the little bars on the side of a planet's icon when zoomed out). As there have been times where I'm against an AI, it has a better fleet, but it has less units total, and it retreated. [/quote] I think numbers do play a role, but it's a bit hard to
Yes, aiRetreatThreshold is related to how the AI calculates threats in the gravity well. Make note that the AI doesn't account for modules in its threat calcs (which is bad for my guys because my stations do 100k DPS and they often jump into a system that has no ships in and thus must be "undefended"). This threshold is unrelated to attack threat calculations, and I don't know exactly it calculates threats (possibly dps totals or something). With the default threshold the AI r
My stations (replacing gauss and hangar defense) both have two weapons. However, I also removed all research-related stuff for them. I'll test more than two at some point and see if it causes problems.
If someone pms me lines I can pass through them and give them my thoughts. Unfortunately I am much too busy for dedicating any major effort to anything but my current workload, though.
[video]https://www.youtube.com/watch?v=e8DuvQl0oEc[/video] I have released the first public video about Retribution. This is an information video for my external viewerbase that introduces them to the project's goals, concepts, and the differences between it and Salvation. And yes, the 2001 release is a joke. I have to tell people that for some reason.
My comment was more or less in direction to Lord_Sith84 as some of the lines he quoted are extremely long for unit responses. But it's good to know there's at least a handful of other people who do voice acting here than just me.
Keep in mind that unit responses should be relatively concise. Listening to the same needlessly long line over and over in a game as lengthy as sins tends to be exceptionally aggravating.
Yeah I was talking to Krdax the other day about secret hush hush stuff, and he had the interesting claim that (at least on his system), animated textures were significantly increasing his ram hit. I think the thing to take away from that is that a good animated texture sheet needs to be, at minimum, around 1024x1024 if not larger. For some cluttered projects this may simply not be viable. I planned for this ahead of time. I gut the base game's directory. Any meshes or textures I d
Whelp, if you're looking for AI you'd best give up right away. The absolute most you can do with the AI in sins is feed them money and special upgrades, and try to manipulate the composition of their fleets through roletypes which isn't particularly reliable. The rest is, as they say, lost in the gullet.
Use jdownloader or DownThemAll (firefox plugin) to download files if you're concerned about corruption.
How do you eat a mod, anyways? Would you just eat the hard drive? That doesn't sound very satisfying. There's not nearly as much protein in a hard drive as there is an intern. As long as the intern is fresh, anyways. Stale interns, or spoiled as little Billy calls them, are not very pleasant to eat. In fact, little Billy often gets very angry when you try to feed him spoiled interns. By the way, in the office every intern is called Tony. Tonys are often branded by numbers instead of n
Check your abilities. Isolate tests to a map with 1-2 active AI's and study them to see if they instigate the crash, or if it's something you do. Focus on per-race testing, then divide timeline by units and events active during X period that it decides to crash. Make incremental saves until you get a save near the point of crashing, then you can pause and study every area right before it crashes, then make targeted testing to confirm. Check to see if you removed any roletypes
I first start at the top of the pyramid with "it's a typo somewhere", but reasons as deep and complex as "Putin's KGB agents accidentally mixed up my executable code with Hello Kitty and fragmented my hard drive into byte-sized chunks scattered across all of the boatnets in China that I must now fish out with nothing but my goat" are just as likely. The first rule about sins is that it [i]wants[/i] to crash. Just like how the one ring wants to be found.
[quote who="BlazeHunter2500" reply="16" id="3346625"]And quite honestly how did sins come around in the first place? HIGH AND LOFTY IDEAS.[/quote] I like to think of it more as a cash grab. A lot of the inconsistencies and feature creep stuff makes more sense that way. Also, I think the game would need to have every last one of its sync issues solved before attempting something like this or it would be a nightmare. That won't happen, so it'
I ended up with a phantom "could not load .mesh" error at one point. I was a little confused, as generally mesh errors come with a name and not a empty .mesh extension, and are typically a result of a typo (and one I can easily identify with an actual mesh name). However, it was actually a result of loading a savegame after changing module data to not have any research-dependent meshes. Although the module itself worked fine normally, apparently the save data was still asking for some kind of
Avoid moddb and everything related. Sooner throw yourself into a boiling tub of lard. You'll thank yourself and your 69 unborn children.
I have decided to release two of my tutorial subsection videos for the developer series. These and further releases for this section will be found in that second post that I reserved. It goes without saying, but if you are easily offended you should steer clear of my casting media. Also I don't really care that the sins forum resizes those banners, I am too lazy to make ones just for this forum.
Simple outpost. Will replace the Hangar Defense as a Warlord point defense station. The quad cannons are deceptively high poly. Modeling the Star Fortress within these restrictions will be very, very hard. [img]http://i.imgur.com/o0OVbCh.jpg[/img]
Testing and perfecting details is the most time consuming part of this game, followed by bugfixing very obscure things (lol vertex checksum error).
I shall show something else today. Salvation had mangled textures for ships. The Xy`Kranasha's normal map was bugged and the Anahn textures were problematic in general. A while ago I took it upon myself to redo all of those textures. It is true that Retribution will still not have unique uvs/textures for ships. I do possess reasonably adequet skills to tackle this if I really wanted to, but the game's ram and texture entry limits would prohibit such an effort. I have only done