[quote who="Swiss Knight" reply="31" id="3104516"]In memory of "myfist0" I will make a post in a bad thread. Done and done. [/quote]
IskatuMesk
Well, your voice is relatively unique and you are well-spoken, plus you have decent mic quality. This is much fairer game than the majority of people I've taught how to act.
I made a video tutorial a while back regarding turning max meshes into XSI and then into sins-compatible stuff, with the majority of work including hardpointing being done in max already. I don't think I ever upped an updated one, though, since I managed to remove about half the steps from the XSI process in a more efficient rundown. I cut the process down to about a minute worth of time in XSI needed for my Black Sun ships, with most of that time being waiting for it to load stuff.
At least someone will get use out of them. :3
The amount of disrespect in this thread is offensive.
Although extremely unlikely to so much as reinstall sins, here's some old models that I have started working on again in the wake of difficult events. [img]http://i.imgur.com/ArwcW.jpg[/img] [img]http://i.imgur.com/GtxxT.jpg[/img] ^ The Kerr`As`Ussan, Royal flagship. Serviced during the civil war, commanded by the Anahn High Admiral, Haktish, son of Adashim. This is an ancient Gahennas model, the last one that remained to be fixed. As of now I doubt I can fix the s
Tables are there to be broken.
[quote who="SemazRalan" reply="50" id="3054397"]sideways lightning wave travel particle. it's only 4 particles and uses a .texanim file. weapon is a projectile traveling at 10,000 with rapid fire (0.5 seconds) and only a single burst. Particle file: effect can be seen coming from front/back/top/bottom, inflates from 25/25 at 300/900 rate so a good lightning muzzle and hit would be needed as particle is highly visible only when half way to target. Another L
Too low-res for the effect I'm after. Most of the existing textures in Black Sun are too low res as it is.
I'm thinking of a little cluster of hardpoints that all fire to one target (so this wouldn't work for a larger Templar ship, or a Phantom ship that can target like 20 enemy ships..), and they fire in a very short burst, with a thick, layered trail of short-lived lightning particles that flicker. Something like the WE orb but not an orb. They'd have to travel extremely fast (ships have minimum of 15k range in this). I can't use photoshop for crap so I'd have to rip some mor
Some day I might get around to trying a few of my ideas - I still would need an arc and not a beam, so that solution really doesn't work for me. The key may be in layered, angled missiles...
This was what the World Eater's lightning looked like, if anyone was curious. I meant to make the projectiles much faster and such but as it turns out they were never shown in Black Sun, anyways, though there's some smaller versions. [video]https://www.youtube.com/watch?v=jcwYP7gokTQ[/video]
They should just work. I didn't do anything differently with my fighters than I do other ships.
Strike craft are basically ships with some hardcoded attributes related to them as far as graphics are concerned. In Black Sun there are fighters with 3 weapons that fire from various turrets and such.
[quote who="SemazRalan" reply="4" id="3046379"] Hope this helps a bit, I didn't bother doing muzzle and hit effects. Watch in 720. [/quote] Interesting. While not what I was looking for, it has potential if I ever decide to suicide myself in an effort to work with sins again.
I needed this for ships in Black Sun. As beams are a silly hardcoded mess the absolute best you can do is make a missile that spawns lightning textures, preferably animated, in a random sequence that end very fast to avoid that cutoff you speak of. Incidentally, this is one reason why a Black Sun episode 2 is an absolute no-go; a lot of races need those arc-styled weapons, and the missile route always looked terrible in comparison (re: all Xy lightning weapons in ep1). </p
Okay. Well, I was just curious why it's crashing at all. Particleforge does crash a lot (even in 3) but it's usually very random and not when loading textures.
Huh. It explodes adding files to the textures directory of your mod? That is really weird. What formats are you working with in your new textures? This is how I have mine set up. [img]http://i.imgur.com/0oPkL.jpg[/img] For me it's as simple as running PF, then when I needed a new texture, I'd copy-paste it into the texture directory of the project and open it with PF from there. (I edited my sins directories, since I had to delete most of the game'
[i]Here strides the Blood-Prince Adashim, he who considers himself a God, he who cloaks himself in the ashes of his kin to hide his wings. True to you title, you soak yourself in the blood of your forefathers, sealing them to the Ruby Keeper's crypt, taking from them their lineage and future! A forgotten kingdom with an empty throne whose idle crown laid only at your fingertips! So you strode, so you reached, but Fate did menace, the universe did weep, for thy crown was cursed, and you wo
Custom mod files? How do you mean?
The latest .net stuff doesn't work AFAIK. You need 3.5 enabled in Windows features. .net is retarded like that (all the more question why you'd even use it in the first place). I can run the program perfectly fine right now, and I have literally nothing of value installed on this installation of windows 7. I don't know if there's any tangible difference between PF 3 and 1.1, though. So, what directory are you trying to run it from? On my laptop I could o
[quote who="KrdaxDrkrun" reply="13" id="3042286"]HMMMM Particle Forge 3 doesn't work at all... I spent 3 hours on it today and it doesn't frickin work with Windows 7... I STILL use Particle Forge 1.1 as it actually works in reasonable ways... If anyone wants to actually get into Particle Forge, but they can't because PF3 doesn't work, then I shall upload my copy of Particle Forge.[/quote] How
To be honest, 3 years isn't even that long. It seems like a long time when you're watching from the sidelines twiddling your thumbs.
"Modding is problem solving." That's one I always used when I was still really active.
Well, I had a pretty quick pipeline narrowed down for XSI. I could go through max -> XSI -> sins in about 2 minutes or less, just waiting for XSI to putter around in its slow manner. That and my project is finished. I appreciate the gesture, though.