The Bishop is getting updated, too, but I'm still struggling with the wings. [img]http://i.imgur.com/iSzdxNN.jpg[/img]
IskatuMesk
Not sure. Maybe a total of 20-30 hours? Just a guess, that's usually the length of Xy ships of that scale.
I've got bigger and better. In due time...
[img]http://i.imgur.com/9zoFGV8.jpg[/img]
ManSh00ter, If you'd like some voice acting let me know. I can send you some of my demos to give you an idea what I can do. I mean, assuming the OP is even alive anymore, since this post is as ancient as father time.
Or just not waste nearly as many particles as vanilla sins wastes.
[quote who="IskatuMesk" reply="1668" id="3318949"]Gstar on particle meshes isn't producing any light or bloom. In fact, I can't get any textures to produce bloom at all. The data sheet's bloom channel is pure white, and I've tried having light pure white or variable or black with no change. What's wrong? Yes, bloom is enabled, and the Undead work fine. But it's like the bloom doesn't want to display against the other meshes or something
This is a non-combat game, and we are all individuals of the utmost pacifism. You won't find any fighting, here. We are much more civilized than that. I have a DEATHMATCHXTREME map I use for my recordings but without an accompanying mod to jack the logistics slots and remove culture and so on you wouldn't get much out of it.
Gstar on particle meshes isn't producing any light or bloom. In fact, I can't get any textures to produce bloom at all. The data sheet's bloom channel is pure white, and I've tried having light pure white or variable or black with no change. What's wrong? Yes, bloom is enabled, and the Undead work fine. But it's like the bloom doesn't want to display against the other meshes or something.
I'm joining just to bloat your group member count. I have no intention of ever posting anything on moddb. :3
TEC have gauss turrets. Anahn Warlord have this. [img]http://25.media.tumblr.com/99000e2ac2f075f90e7ae343092dbd2d/tumblr_mhqoovGISy1rm9t8io1_1280.jpg[/img]
[quote who="Major Stress" reply="3690" id="3317693"]XSI is really the only "hard" part about modding Sins. You really dont need to know XSI completely. Just enough to get the model imported into sins. Hooking up the textures, null points, and tangents is all you need to know for XSI. I do all my Meshing, and UV mapping in 3dsmax. Particle Forge comes a close second to XSI on the learning curve factor. Any image editor that can work with, export the DDS, and TGA format will do. Mainly working
Nothing in sins requires any degree of programming knowledge at all. It is quite possibly the easiest game to mod I've seen so far, next to Age of Wonders 2. Too bad the engine is a disaster and they used XSI of all things, otherwise it might have been nearly as pleasant, too.
There is not nearly enough space material in Starcraft to even make 1/4 a mod with it.
[quote who="GoaFan77" reply="1643" id="3315503"] Quoting IskatuMesk, reply 1640I remember reading or being told that a ship will orient to whatever direction has the highest DPS. Well, I have a ship with only a rear weapon. It tries to broadside. Time to redesign the entire ship or am I missing something? Hmm, to be honest I'm not sure if I've ever seen a ship with only rear weapons before. I'm guessing you want the ship to be able to fire while it is moving in the
I remember reading or being told that a ship will orient to whatever direction has the highest DPS. Well, I have a ship with only a rear weapon. It tries to broadside. Time to redesign the entire ship or am I missing something?
Go into mesh file. Copy paste above or aura hardpoint. Rename to "Hangar". Increase points number by 1. Control+S. Done.
My work has been intensely focused elsewhere, so not much of an update on models. [img]http://i.imgur.com/Y05fR9X.jpg[/img]
Ah well. Can't have everything I suppose. Good to hear about oriented impacts, though. I might be able to spruce up beams a bit if I'm clever. Thanks for the answers :3
I skip tangent maps on all of my ships, the smoothing/uvs from max seems sufficient. I'm assuming then, by order of natural selection, that I need to give the shield meshes UV's and smoothing. Unfortunately, we're on a strict particle budget and there's no way I can justify have some hundreds of particles for detail glows per ship. I always have bloom on. [quote] Can particle meshes create particles from flair hardpoints?
[quote who="IskatuMesk" reply="1601" id="3301937"]For Hit effects (particles), is their axis based on the direction of the incoming hit effect/beam or the surface they hit? Can particle meshes create particles from flair hardpoints?[/quote] No one knows? Got some more to add. Anything special needs to be done for shield meshes? Does light on the spec texture override bloom? aka if I wanted something to
[quote who="Nomada_Firefox" reply="203" id="3306825"]I have found these errors at two models when I converted them to mesh, do you know how it can be fixed? I did not see them because I used a bat file for convert them. Dominator cruiser "failed vertex checksum" Super Star Destroyer "error *** found duplicated vertex at [0.0 , 5.8 , -1005.5] Dev.exe gives me this error with the SSD. Failed to Clean Mesh: C:\Documents and Settings\xc\Mis documentos\
[quote who="myfist0" reply="187" id="3306138"]I use 2010 with no issues. Even the scripts I write for 7.5 work in 2010. I did read of a convert XSI issue with 2011 or 2012, cant remember.[/quote] 2012 is confirmed to not work. At least not with the exact same methods that work for 2010 for me. There is definitely something different between 2010->2012 that convertxsi.exe does not like, and I would guess it's something related to materials.
You should send Gabe an ocean of hatemail until he fixes it in that case.