I'm generally too busy huffing Jenkem to be of any use, but I would like to reiterate that I would like to see some of your revised explosion particles when you get to that stage.
IskatuMesk
Is phase jumping tied to an ability? Maybe you could make a buff or something that triggers effects on exhaust hardpoints...
Phase jump uses a hardcoded hardpoint I think (most likely Center), but I haven't checked. I don't know if it's possible to make each ship use its own jump graphic (I distinctly recall back in diplomacy some of those ship lines weren't having any effect) but if you verify that works, you could make a custom particle for each ship aligning emitters to the engine models. If you find a hardpoint reference for jump effects you can set it to Exhaust, and bing
Salvation didn't do any justice at portraying the massive scale of the world. I'm really hoping to resolve that with Retribution.
Phew, I'm a busy man. Between Let's Plays, compilations, general daydreaming and a shitton of modeling, running my patriarchy gets tight on schedule and warm in the closet. [img]http://i.imgur.com/QrwLipH.jpg[/img] There's a mostly finished revision of the Thunderhead, the smallest non-fighter Anahn ship that you might remember the general shape of from Salvation. I gutted the four engine blocks, fixed the missing turret mounts (ergo,
I don't think it's possible for sounds to dump sins. They'll just not play if set up incorrectly. But, then again, sins often surprises me in the ways it can kill itself.
Companies like Blizzard have only involved themselves in mods/campaigns just to shut them down when they fear there might be competition (sc2wc3 conversion comes to mind which, by the way, I have and will freely distribute because lol). They send a bullshit C&D, but that's the real reason. Just thought I'd mention that in regards to someone talking about companies shutting down user projects with market confusion. Without getting into this amusing shitstorm, there's on
Back when this project was a Homeworld 2 TC, I had used one of Axel's freely available models as an Anahn corvette, shown in the left of this screenshot (and also shown in many of the videos that got dumped when the project died). [img]http://i.imgur.com/b4jtqSK.jpg[/img] And now, many years later, I have pulled that ship out of the project files, remastered it, and brought it up to spec with my current work. Amongst the many, many modeling projects I've run through in
Alright. I thought that might have been what it was for initially but I really wanted to be sure.
Are those only active with that ship mesh highlight filter thing on? Because I always, [i]always[/i] have that off. I changed one ship from 0.1 min 0.8 max to 0.0 for both as myfist0 does but I don't see any differences. I don't think any of my DA textures have anything in the luminosity channel except for the one DyiithJhinn circuit texture that doesn't even work properly because sins bloom doesn't display against meshes. lol.
Hmm. Very curious. What would be a good neutral setting for that? 0? Or 0.5? Some ships have very different settings for that, and I'd like to unify them all...
Ships have some kind of MinShadow entry in their entity file, though I haven't messed with it yet.
[quote who="psychoak" reply="4133" id="3377882"]Iskatu, is this a mod of our mod or what?[/quote] No. [quote]It kinda sounds like maybe it's an asset loading problem. Is there a common resource you're pulling on during every crash that might be the culprit? I've seen files with errors in them that will only fail to load some of the time.[/quote] I thought it could be either an issue loading particles or loadin
My project is extremely simple, comprised only of ship entities, the global constants, gameplay scenario (these last two have been rebuilt *many* times), sound data, and stuff like that. Some very, very basic abilities, no research or anything like that except to just remove some stuff. I spent an eternity trying to isolate causes for this crash and my only conclusion is that the game is so heavily laden with hardcoded hacks to get around certain things that some kind of non-specific
I get that minidump regardless if it's a "first" run or not in my project. I often have to restart the game a dozen or more times to get it to work just once. I sacrifice interns to keep the angry Gods appeased and sometimes it works more than once.
[quote who="Overzealous" reply="8" id="3377694"]There has to be a way to debug this game without speaking an obscure language that only computers seem to really understand.[/quote] I built a giant flesh grill in my basement. Whenever I need something draconian like Sins to play nice, I sacrifice crates of interns to a bright red flame for ten days. Eventually, the flames start speaking to me, and though I don't understand their words, I take heart in my successful ritual.
Demotion is a form of flattery, because it tells you that Senpai noticed you~! There is no greater feeling.
Mods aren't about "working". Mods are about being beaten in the head with a cactus until you leak delicious, cheesy intern fluids. Then, and only then, will the ringing begin to fade and you hear your own screams echoing back to you as you tumble down billy's infinite gullet. You asked why.
Pretty balls-deep in a production cycle the last couple of weeks. I have, currently... 1, 2, 3... 4... 5 entirely new ships independent of those mentioned above are on the grill in varying stages of production. Between those and the slow and gradual remastering of a bunch of Axel's turrets, the two DyiithJhinn fighters I completed earlier this week and the two previous ships above that were finished earlier this month, plus a revision, my last two weeks have been a slow, gradual crawl bac
Unlink all helpers from the rootpoint, rotate, re-link.
I'd be willing to look at your library to see if there's anything I don't have. My collection is vast, but there's no such thing as too many resources. Is it general game rips, commercial CD's, or things inbetween?
I have noticed that sins can have very severe issues with reloading old data or even data out of the wrong directories. When updating a particle effect, I was noticing that it wasn't updating ingame. The non-Dev version of the game was loading [i]only[/i] the old textures from the Dev version of the mod, and nothing else; I confirmed this through Process Monitor. To resolve that particular issue I just deleted that dev folder's contents because I never put it there to begin wi
[quote who="GoaFan77" reply="1866" id="3374143"] Alright, here's an odd one. I've got a mesh that despite triple checking it over in XSI, gets its mesh points reversed in ConvertXSI.[/quote] This is due to xform data in 3ds max (no idea what the equivalent is in XSI). It happened to me several times in Salvation when I mirrored instances of hardpoints and then changed them. Even though their axis in XSI and max was correct, ingame it was flipped. To fix th
That's the way the things were in Starcraft. With the kind of effort you put into total conversions like I did, you [i]had[/i] to be doing it for yourself. I really can't even comprehend the mindset behind people who do it just for the publicity (which was the excuse many mappers gave me for making maps). That's also the reason why I only build original projects and not based on someone else's world.
Releases are just a bonus to making a mod.