Moguta

Moguta

Joined Member # 3536049
4 Posts 147 Replies 26,340 Reputation

The mesh and texture limits seem to be the most crucial. I think the first post in the thread should be edited to specify exactly *what* limits we're talking about, because it's rather vague as-is. Three cheers for upping the max number of textures & meshes!

78 Replies 46,428 Views

After feeling lazy for a few seconds, I decided to look myself. Voila, here is a sample chunk of the SoA2 entity.manifest file: entityName "FrigateFederationStarBaseConstructor.entity" [b]entityName "FrigatePhaseAntiFighter.entity" entityName "FrigatePhaseCarrier.entity" entityName "FrigatePhaseColony.entity" entityName "FrigatePhaseHeavy.entity" entityName "FrigatePhaseLight.entity" entityName "FrigatePhaseLongRange.entity" entityName "Frigate

1,969 Replies 4,016,110 Views

Just played a long vanilla Sins game with all settings at max, and it went smooth as butter. Question: Do the manifests in SoA2 include entities that aren't used in the mod? If it's generated by Harpo's tool, without custom tweaking, then they probably are automatically including them. If that's something you guys dealt with a long time ago, forgive me. I'm just hoping to help find an easier workaround.

1,969 Replies 4,016,110 Views

Sweet. Now we have a Star Trek game to play on ICO again! :D Also... I just noticed there seems to be a mysterious "entity" orbiting an asteroid here: http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SoA2-EasterEgg.jpg You guys really are too much. ;)<a href="http://i24.photobucket.com/albums/c21/starskies

1,969 Replies 4,016,110 Views

[quote who="GoaFan77" reply="513" id="2411618"]The hangar is still used as a hardpoint as the Strikecraft launch point right? Couldn't you just find that location in the mesh text file, copy and then change it as a new ability point?[/quote] Heh, heh. So simple a solution... And no modelling experience needed.

827 Replies 2,303,382 Views

[quote who="Whiskey144" reply="511" id="2411513"]here's what I plan on doing- have 2 copies of the mesh, 1 TXT and 1 BIN. Import the BIN into 3DO, save as .slp, import into Blender, save as .xsi. From there, import .xsi into XSI. Open the TXT in notepad, delete the ability points. Proceed to re-hardpoint the ability points in XSI, and simply adding them by hand in notepad to the TXT mesh. The beauty of this is that you have no issues with worrying about reapplying no les

827 Replies 2,303,382 Views

Well, that sucks. Two attempts, and no go. First time, it blackscreened on load. Second time, it loaded fine... then a few minutes into the game, it acted as if it were paused. All I could see were other people trying to pause and unpause the game as if that would fix it... and it went on like that for a minute or two, so I quit figuring everyone's game was stuck too.

84 Replies 165,544 Views

Darker blue it is! http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto2.jpg It's merely a recolor of the TEC beam, but it looks pretty true to the SW effect. Note that the hardpoint still needs to be moved to the hangar bay (I have no idea how to do this), and the cooldown, damage, and antimatter nee

827 Replies 2,303,382 Views

The only two things that ever bugged me about Bailknight's effects were the Advent starfish's fireballs (they hardly looked building-busting) and the TEC missiles (the glowing tip would sometimes be slightly offset from the trail). So I went ahead and made a couple tweaks: tweaked Advent starfish fireballs <a href="http://i24.photobucket.com/album

770 Replies 2,170,801 Views

[quote who="GoaFan77" reply="486" id="2400152"]Speaking of that, if anyone is decent with the particle forge, it would be really cool if someone could make a particle for the beam that fires from the Venator from about 2:32 to 2:34 here on this video. I guess the Advent illum lasers could work otherwise but it just wouldn't be as awesome.[/quote] Is this okay? <a href="http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto1.jpg

827 Replies 2,303,382 Views

[quote]ConvertData_Entrenchment1.041.exe has encountered a problem and needs to close. We are sorry for the inconvenience.[/quote] Unfortunately, this is what I get when I try to use the most recent textbinner to convert any of 1.041's AbilityBeamBlast.entity / BuffBeamBlastActivated.entity / BuffBeamBlastCharging.entity / BuffBeamBlastDamage.entity files to text format. Any idea what could be causing this?

238 Replies 585,721 Views

[quote who="Ryat" reply="1275" id="2401341"]@EternalRequiem- Just wait until the graphix changes I made come into play[/quote] Wait. Someone's replacing Bailknight's already-slick weapon graphics? This I would like to see! Also, if anyone wants to see BK's Vassari graphics in motion -- those still shots look awesome, and to see it moving is sweeter still -- I recorded a HD YouTube video here: http://ww

8,423 Replies 15,673,043 Views

[quote who="GoaFan77" reply="492" id="2402295"]No, the Venator texture and mesh won't be effected in the slightest, I probably couldn't do a better job if I tried. Right now I'm mainly just thinking of ways to diversify the mod, so other than some minor polishes the ships themselves will probably look the way they do now. I think the effects themselves were originally EvilleJedi, but Jason might have set up the things like the muzzle effects. I don't think either of them will care to

827 Replies 2,303,382 Views