Grendels_Workshop

Grendels_Workshop

Joined Member # 3513180
4 Posts 28 Replies 307 Reputation

I hate replying to my own threads... but I am pleading for fellow modders that want to start working on another mod that will be remembered for all times from gamers all around. Please check ModDB here for updates on progress with Models. Currently working on developing all 3D models necessary for the mod... Working on compiling musical tracks for gameplay expe

4 Replies 4,504 Views
Reply to Halo MOD? in Sins Modding

I don't know if this has been mentioned or not on this thread as I'm not going to dig through 90+ pages of msgs... on ModDB there is someone working on the SoaSE mod called Halo: Sins of the Prophets . Now I don't know if this is the same team working on the same mod... hard to tell given the thread description, but if not, then I would see what this mod team may have to offer in helping you folks get a wo

2,504 Replies 4,903,530 Views

Babylon 5 vs Star Trek - Is like putting Battletech vs Robotech... two different genres sharing one universe, ugly, messy, non-proportionable... etc. B5 Ships have no shields and rely on projectile and energy weapons, Trek Ships have shields and rely on mainly energy based weapons (photon torpedo may be manufactured but in the end it's an energy weapon) The two are great alone, but combined can only complicate the mod for balancing. One will always be better than the other, despite nu

27 Replies 84,273 Views

This Mod is still a long way from being released... Anyone not currenty buried up to their head in other Mod projects and would like to participate in this Mod... please contact me, I need all the help I can as I am learning as I go and eagerly trying to get my hands dirty and my name known to other gamers like me out there.

4 Replies 4,504 Views

I have killed wave after wave or pirate raids in numerous locations on the map "Kingdom of Heaven" and have yet wanted to venture into the three Pirate bases there (looking forward to a huge battle with the Pirates, might need my entire fleet supply for those three bases)... I like to take them out last and work around their paths so as I expand and take out more AI players I keep up a nice bounty on the others AIs to keep them off balance and away from my growing empire... course we all have

8,423 Replies 15,659,224 Views

Mooster, I tend to build 4 Starbases in the Sun gravity well of each star system I inhabit... this also helps slow down the enemy or pirates while I decide to reinforce that area with a fleet or let my planetary defenses do their work alone... But if the Trade/Refinery ships had a laser a hair weaker than the Colony Frigate, or even just a single flak cannon could ensure some survivability out of those civilian ships... But if you are using the Distant Stars mod... they have more armo

7 Replies 5,932 Views

Here's another idea some may want to figure out. Can you equip a Trade Ship and Refinery Ship with a weapon? The Colony Frigate has one, why not other civilian ships? This would definately put a small twist on things... if this is possible I plan to use it in the mod I am making...

7 Replies 5,932 Views

Thank you... now I just need to do that tomorrow... after I've had some Zzzz Got done doing the bases for two new ships and before I got further I wanted to make sure I didn't screw myself into having to start over completely... btw I love your mods and wish to incorporate them into my mod I am developing these models for... keep up the great work ManSh00ter

7 Replies 5,778 Views

Okay so I am totally inept at texturing... I am working on a mod like everyone else in the galaxy and most of my models are composed of multiple objects... how is the best way of going about applying textures.... do I need to combine them all into one object first... and if so how with XSIModTool6? I've checked multiple tutorials and none seem to work, I've checked the documentation... nothing is helping me correctly. Basically wanting to know if I need to start my models over from scratch as

7 Replies 5,778 Views

I wouldn't add the Vanilla races to the BSG mod... if people want another race other than Cylon and Colonial then maybe in a future version of the BSG mod it could include the fabled Terran Alliance from the original BSG series, who were seperated somewhere along the path the colonials took and ultimately have similar yet less developed technology than the Colonial race they are related to... my two cents as I don't want to start another account on another forum when I can barely keep track o

1,489 Replies 3,376,411 Views

Quoting myself: New Idea for planet type below: Jump Gate - Colonizable; half the Tactical Slots of an Asteroid 15 or so; 1 Logistical Slot; and works essentially like a wormhole Just more tactical usage unlike a wormhole being guarded by a lonely star base while your fleet is way out of position to do anything... just a random idea I had waking up this afternoon (yes I dream in Sins mode) -- After playing more Distant Stars lastnight all night till like 6am

8,423 Replies 15,659,224 Views

Links to the maps I found for you to debate upon: http://www.fireflyshipworks.com/2008/11/map-of-the-verse/ (Best site I found from a fan to date) more maps available here... check this site first... http://media.photobucket.com/image/firefly%20map/austin1300/Phoenix/TheVerseMap.gif (same map from the game mentioned earlier in thread) http://www.fireflysim.com/images/map-large.jpg (actually a good map around 1 star I believe) http://www.fireflyfans.net/bluesuni

53 Replies 50,483 Views

Even better idea for the mod would be to create it just before the war of the Indies and the Alliance. So Two major factions... Indies (aka Brown Coats which was more as a insult like the Colonists gave the British the term Red Coats for our history): -Backwater worlds mainly non-terran worlds. Lower technology compared to Alliance (so TEC would work good for this race)... Not many "warships" as much as there are "converted" ships out there to defend their worlds... course this i

53 Replies 50,483 Views

Okay so I am totally inept at texturing... I am working on a mod like everyone else in the galaxy and most of my models are composed of multiple objects... how is the best way of going about applying textures.... do I need to combine them all into one object first... and if so how with XSIModTool6? I've checked multiple tutorials and none seem to work, I've checked the documentation... nothing is helping me correctly. Basically wanting to know if I need to start my models over from scratch as

86 Replies 87,358 Views

Look up the WWII ship Bismark or Bizmark depending on which side of the globe you are on... That german boat killed more than it did dent... try and find history on some of the battles it took place in... then how she finally sank to the cold dark bottom... try looking in wikipedia first

11 Replies 2,994 Views

I agree with just_jim... being a huge fan of Firefly and Serenity, it was all to be in one solar system some unknown distance from Sol, almost like it was cut off or seperate from the Sol Terran government(s)... However, if does not mention if that solar system may be a mini-globular cluster of planets, moon, and a couple companion stars... then again it's a fanbased game and no one is perfect... I'll try it out with a different mod and a tweak to the galaxy file...

53 Replies 50,483 Views
Reply to Texturing in Sins Modding

If you have photoshop available in the Layers menu there is a tab called Channel which is where you can create your "Alpha Channel" So essentially, create where you want to team colors to fall on the texture map for the ship (whichever file it may be) in a new layer above the "background" layer that is locked. Once you've got the basic coloring down, select the outside with your marquee tool or wand tool then right click to select the "inverse selection" and then right click again and

5 Replies 4,339 Views

Um... what? I found Space Ponies! Refugees from Candy Mountain!?! I must find this Candy Mountain place... Okay, I laughed my hide off when I saw, luckily I wasn't drinking or I'd have a ruined keyboard and monitor to replace... New Idea for planet type below: Jump Gate - Colonizable; half the Tactical Slots of an Asteroid 15 or so; 1 Logistical Slot; and works essentially like a wormhole Just more tactical usage unlike a wormhole being guarded by a lonely star ba

8,423 Replies 15,659,224 Views

The Exodus Saga: Shattered Alliances Background Story: The year is 2712, it has been over seven hundred years since humanity has spread itself across the stars in a mass exodus, leaving the cradle of its civilization, Earth. Even as the centuries progressed, mankind's struggle for power and wealth has only grown as the countless stars offer untold promises and opportuni

4 Replies 4,504 Views

I don't know how much help this could be for your B5 Mod, but download the B5 Mod for Nexus: The Jupiter Incident... there are textures and mesh files that could prove beneficial... you might need to give kudos to the makers of that mod however ;)

159 Replies 447,637 Views

[quote who="Ryat" reply="729" id="2332073"]1. we are going to revamp the skyboxes 2. We borrowed that mod from someone else. we dont know textures[/quote] Ryat, advice on textures, if you are familiar with Adobe Photoshop, or someone on your team, could easily modify the color to a deeper blue with a good Overlay or Multiply effect and resave over the original file without doing serious work... Actually, graphics are my forte, I'm just learning 3D modeling an

8,423 Replies 15,659,224 Views

Just installed DSv0.82, adjusted a custom map I designed to reflect the Sol system (like many others I am sure) since I noticed in the Extras you guys added planets and planetoids of our lovely solar backyard. Now if it has been mentioned, or not, you guys have once again outdone yourselves. Few minor to note upon: 1. Some of the planets glow white on the "light side" since the skybox that loaded for the map was a nice cyan blue... I am sure you guys are working on revamping thes

8,423 Replies 15,659,224 Views