The quality should be better because of the material systems in the 3d applications, which is why I mentioned Vray, as it's very powerful for rendering.
IskatuMesk
That model is only 20k triangles. Hardly demanding at all. That is probably the ingame version.
You'd need the source meshes. There is no way to reverse format a sculpture out of a low poly model. The best you can get is the low poly model and work with custom materials to give it the illusion of high detail or sculpt out of the low poly mesh. Best bet that I know of is vray materials.
Debris are already particle effects. Someone informed me that you can't child additional particles onto particles. I have not tested it thoroughly but that is probably why.
[quote who="myfist0" reply="4271" id="3385670"] Sacrifice of Angels 2 - Home Page[/quote] Loads instantly for me unlike the previous host. The hits are probably bots, though.
[quote who="ZombiesRus5" reply="4264" id="3385080"] I use SVN for my mod even though I'm the only person that works directly on it. Eclipse also hooks up nice with it and coupled with my Plugin and other tools I've made- it's a pretty nice modding environment. I can't say I'm surprised a lot of the mods have finally gone the SVN route. I know I was promoting that over file sharing when I first joined these forums. [/quote] I d
[quote who="myfist0" reply="4258" id="3384981"] SVN is the single best modding tool if you have a team [/quote] Well, I've never run a project with a team larger than 3, and I basically just acted as the master server outsourcing specific tasks and handled the implementation myself. I'm used to doing the 99% work of a project, though, including all testing. So for me it's natural to say "hey I need this", get it, and do the rest.
[img]http://i.imgur.com/ssczsRQ.jpg[/img] Not to speak of the utter anguish it was to split the mesh, and the cussing to follow after I got more FAILED VERTEX CHECKSUM errors... but yeah. Individually selecting 4k+ faces to split is a bit painful, especially when you fuck it all up at some point and have to redo a bunch.
I don't have the sounds anymore I don't think. I will look further for them, but yeah. I might pull them out of your newest version and take a look sometime. I know there was one specific sound I wanted to heavily mangle and see if I could make something cool out of it. I can probably make phaser alterations as well. In some stereo sounds I can remove or lessen the effect of background noise through central channel extraction. The whole SVN thing sounds really annoying to deal
I don't know if I still have them. A lot of interns got hucked into the furnace between then and now. I don't see the archive anywhere immediately. I fixed a whole bunch of stereo issues on weapon sounds, removed all the static/empty tails from a bunch of unit responses, stuff like that.
Wait, I remember doing something. I remember fixing a whole bunch of your sounds and posting them here like, two years ago. Did you ever use those?
Haha, he's sending me angry PM's. http://i.imgur.com/XVHaB6k.jpg It's like he doesn't know I have nothing to do with the mod.
[quote who="Darksxx" reply="4212" id="3384765"] So, your literally going to tell me not to compare this to Sins, when in facts it’s all about Sins, you can cut it anyway you like, but in the end, this game still plays like sins. I’ve been playing this game since the early beta days.[/quote] Implying your playtime has anything to do with anything. [quote]First off pal, when a person is telling you they have an issue with your mod, you damn well better
[quote who="Major Stress" reply="4209" id="3384646"] Congratulations Fist0 you are now a Veteran Modder ( judging from the rant that rivals my infamous meltdowns ) [/quote] You think [i]that[/i] is a rant? And here I thought it was just another average fastreply... catch me on a good day and I'll show you a rant. I've given plenty to associates when working with this game. All it takes is "FAILED VERTEX CHECKSUM" Oh... how that triggers me.
Do you only have 1rdy 3 yes 2 wht and 2 attkyes responses? That's less than Brood War, and will get repetitive in a real hurry with games as long as sins'. I'd go with at least 5-6 responses per type per unit. For static, just use the Spaceman VST plugin. With all of my fans on I don't even need to use a filter, it already sounds like I'm flying a B17. [img]http://i.imgur.com/YHRYSoD.png[/img] Example of those specific settings - <a t
The Royal Fleet has entered beta. Other than the Revelation and Jordan Cannon, I am freezing their ship pool. This is the second faction to reach beta, with the first being the Third-generation Undead. Much polish work, like particles, abilities, and sounds remain to be done for them. But those are trivial in comparison to the extreme difficulty involved in modeling. My attention turns to the remaining factions, including the Anahn Warlords, that need to be completed. As alway
Rotating sections are just a particle. Spawn the rotating section as a particle and use a flair hardpoint for the position.
My experiments are yielding results, but making exactly what I want will be very tough. [video]http://www.youtube.com/watch?v=hgrMpN-Z1Zg[/video] I'm well aware there is some kind of jitter going on. It's because I can't align anything in photoshop for shit. /edit I implemented the above and another similar effect to replace a chunk of the current non-animated kinetic impacts. The differenc
How big are all of the images on the page size-wise? I should still be nearly instantly loading it, even if it's like 20mb worth.
That website is extremely slow for me and has always been that way. I can leave it loading for minutes and not really get that far. The SOA2 one, that is.
I haven't tried it, but at the moment I'm not looking too bad on RAM. Any time I start getting close to 1.8gb usage I just gut more of the default game. I'd like to gut the planet textures and a chunk of the UI next, which should free quite an amount. I still have a large amount of the default meshes and textures being loaded, the former of which because the game just crashes without them and I can't be assed to change every single ship entity to point to something tiny yet.</
As mentioned in previous posts in other threads, I planned to conduct research in building my own animated texture sheets out of FumeFX. Out of the dozens of games I have painstakingly ripped, I've only managed to reach the conclusion that the kind of resources I desire simply do not exist. I must create them myself, from scratch. I've recently begun doing just this. Currently, my goals are just to create some fireballs and kinetic impact effects worthy of being used with the
Today I am 26 years old. I literally started my modding work over 15 years ago, now. There is nothing to celebrate, nothing worth doing. Nothing but continuing my work, and pushing ever harder to complete this legacy before I am no longer able to work at all. [img]http://i.imgur.com/0g1f336.jpg[/img] The clock is ticking.
I doubt Stardock currently has anyone on staff who would even be capable of updating sins to 64bit. It is so immensely heavily hardcoded and buggy that the task would be utterly colossal. Had they originally made the game with expansion and updates in mind it probably would have been done already. I shudder to think of how their damage system looks under the hood.
[quote who="MalakieUSN" reply="760" id="3380942"] I have 16 gig of ram and over 2 TB of data storage open.. Watching the system it averages about 2 gig in ram use even in huge games that I have been playing.[/quote] All of which is entirely irrelevant as far as sins is concerned. I have over 13tb of storage. It will happily run out of memory with The ShowErrors setting is within t