IskatuMesk

IskatuMesk

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

I use 2010 as well but there isn't really too many differences on the rudimentary level between the versions except for the color of the layout, some viewport rendering changes, and the FBX formats they support.

12 Replies 7,094 Views

Nope. Wouldn't touch moddb with a 69 foot pole. As this isn't a mod, there isn't much need for a dedicated page. There is a slightly more updated OP at Campaign Creations, but nothing worth linking. /e I updated the OP's time prediction to reflect the current work rate. We are looking at a late 2014/2015 deployment now, and that's if things go smoothly.

114 Replies 329,671 Views

You can use any of them really. If softimage works for you, you can just stick with that. I couldn't fathom doing anything with it other than converting, myself.

12 Replies 7,094 Views

Жесткий человек для тяжелого рабочего дня в тылу. Но только за счет расширения наших горизонтов мы можем открыть разрыв <span class="hps

114 Replies 329,671 Views

2012 doesn't work in my experience. Some kind of incompatability with the materials was my best guess, possibly just due to new default settings in XSI. I use 2010 without issue on win7 64.

12 Replies 7,094 Views

Well, I've modded plenty of games that have used stereo sounds in 3d environments. I'm not technically inclined enough to know why, I'm only a sound guy. There are certain effects that are much harder/impossible to create in mono. In all likelihood the game ends up flattening the sounds anyways far as I know. It makes a huge difference for unit responses, at least.

11 Replies 44,171 Views

Ah, I just guessed they were stereo since mine were originally stereo. The size difference is so minimal that the quality increase is worth it, and I've been assured that sound resources don't add to the RAM limit anyways. I really wish the game supported stereo for everything.

11 Replies 44,171 Views

You can use either .ogg or .wav. I use wav for SFX and ogg for music. The wavs need to be PCM format, and I'd stick to using CBR in the oggs for all games. Music and unit responses need to be stereo, and all SFX e.g. explosions and hits and such need to be mono. Sins doesn't support 24-bit to my knowledge, but I'm using sampling rates ranging from 22k hz to 48khz without any issues. Sins cycles sound alternates,

11 Replies 44,171 Views

I'm using 2010. I couldn't get conversions to work with 2012. Either some defaults changed in the material/format or it's just not supported by the converter.

48 Replies 108,475 Views

I use XSI strictly for the process of converting it to an .xsi file. The only operations I need to perform inside XSI are cleaning up the things it screws up when I import the fbx. Takes less than a minute, if it weren't for the fact clicking in a viewport incites an immediate crash, so I have to do things entirely through the menus.

48 Replies 108,475 Views

I ended up remastering your seed ship for the DyiithJhinn Providence. [img]https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/78221687f53191453d01d36f658f2019/tumblr_mst0irJJRv1rm9t8io1_1280.jpg[/img] [img]https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/919288445b6009a99b58f06f2b6a9d5a/tumblr_mst0irJJRv1rm9t8io2_1280.jpg[/img] Getting base meshes that look proper tends to be, by far, the hardest part of making ships for me. Unfortunately, most your designs d

48 Replies 108,475 Views

Export from maya to fbx and XSI/max can open it. It will need some cleanup more than likely.

1,320 Replies 4,037,790 Views

Those effects are probably FumeFX or something equivalent which is not doable in sins. The most you can do is get sprite sheets built with fumeFX (I made a bunch for Black Sun) but sins has a very small frame limit on animated textures so that sort of a drawn out effect is basically impossible. Also, as I said, Sins doesn't have child particles, so those streaks of fire traveling outwards from debris will never look anywhere near as good ingame. As for the sounds, there's a co

23 Replies 17,764 Views

Yup, those are the links I've been using. I've gotten several interesting sound bytes out of this so far. I only managed to get like 2-3 out of the live action show; while decent, quantity is pretty critical. I expect I can make use out of all of them, as beam sounds are particularly hard to fabricate from scratch. My beam sounds are very different from sins, which just uses a looping drone and fade in-out graphic. I managed to create quite a few interesting effects with a bit of tink

23 Replies 17,764 Views

Only thing that comes to mind is a busted explosion reference, busted ability in some shape or fashion, or something a lot weirder. If you can't figure it out, revert that ship to defaults and do your changes in phases and test them each individually.

3 Replies 5,677 Views

The tool for resizing meshes is different than particleforge. It's a usermade tool. I imagine someone will probably pop in here with a link sooner or later, I don't have it on hand myself. Particleforge is what handles the actual particle systems, some of which use those meshes (all torpedo bodies are effectively meshes spawned as particles). Particleforge can't resize those meshes, but it can do everything else with particles including colors and textures, spawn rates, etc.

23 Replies 17,764 Views

It's mostly the details that are extremely hard with sins because of the limits. Sins technically doesn't have real child particles, so stuff like particles inheriting the properties of other particles in terms of position and velocity is all entirely impossible. Sins also doesn't have ribbons, which would make these pulsebeams extremely trivial. So, things like the beams colliding correctly or leaving weapons smoothly is very challenging, and the challenge gets harder the faster

23 Replies 17,764 Views

Mesh files are easily resized through a mesh resize tool that can be found around here. Non-mesh based effects can be resized through particleforge which should have come with rebellion. Nice trailer. I see some sound effects I'd love to rip from the actual anime. I might have to try to find that, now. The projectile speeds are not that high. I believe you can get a trail like that quite easily. The problem will be just the trail vanishing whe

23 Replies 17,764 Views

I've definitely used Yamato and other Anime influences (namely Gundam) when designing stuff in Black Sun. So yeah, there's a lot of really cool designs there that I personally don't think really get approached by modern western media. The trouble you'll run into is the effects and how limited sins is. Effect trails in sins are a total mess because they don't update very fast, and the child particles always die immediately with the parent. So, any and all long trail

23 Replies 17,764 Views

[quote who="Kirath" reply="4341" id="3393267"]I turned off shadows, and that fixed the washed out display problem! Thanks for the tip. I also tried turning off the mesh highlight filter that Iskatumesk suggested, but it had no effect I could see, either with the shadows on or off.[/quote] Weird. I'm not quite sure what it is you are talking about since I myself have not run the mod, but I would think any issues with the shadows are due to the normal maps

5,100 Replies 12,675,062 Views

[quote who="Kirath" reply="4335" id="3393203"] The only issues I'm seeing are the models now look all washed out; I am playing Federation and the ships look pearl white! They look "normal" (grey) when they're in warp.[/quote] Turn off "mesh highlight filter" in video options.

5,100 Replies 12,675,062 Views

Technically I don't have permission to use a lot of things including all of the music I am using. But one thing I won't do is take something from a modder who doesn't want it to be used. As for getting soundtracks out of games, some are easy to rip on your own, but there's some sites with a lot of rippers on them you can get them from as well.

5,100 Replies 12,675,062 Views