myfist0
the UI is set to 1024 max width ;p
DXT5 ARGB 8 bpp | interpolated alpha choose GENERATE MIP MAPS in the mip map generation make sure the image size is a multiple of 8, ie 1024x1024 or 512x512 the images for the -da (data) are greyscale values should work...
you can do that with simple notepad but I recommend Notepad++ https://notepad-plus-plus.org/download/v7.5.6.html You need to convert some entity files in the GameInfo folder, or download converted files here http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/convertdata-
http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/convertdata-folders-for-rebellion-modders move the files you want to convert into their respective folders, double click the appropriate .bat file. it will convert everything in the folder with the proper extension. eg: copy all the .entity files from the install GameInfo folder into the Convert Entity folde
use notepad++ find in files feature. Select/highlight the term you want to find all the values used, Search ->> Find in Files [Ctrl+Shift+F] and point to the reference files GameInfo or whatever. it will find every time it is used and you can see the value added. Scroll the list and find the variables or highest and lowest integers . Sometimes the highest or lowest integers used is not the highest or lowest you can use, so you will have to test anything beyond what the game
[quote who="Nomada_Firefox" reply="4" id="3673543"] But I find curious how soase was not update for newer versions from softimage. [/quote] nobody was expected to spend a couple grand on software, or pirate it. XSI mod tool is good for soase modding and free.
and here I thought I was last man standing... 0.o
[quote who="Nomada_Firefox" reply="2" id="3661186"] Is there a 3dsmax export tool at first place? [/quote] SOASE 3dsmax importer and exporter tool Updated for Rebellion I didnt test though [e digicons]O:)[/e] I'm moving to Blender and about to test an older script called <a h
Yeah, it's been a while since I first tried to figure this out, but now I am moving to Blender and creating shaders that allow me to render models with all the separate channels attached, and I needed some good world environments to test reflections and lighting. Finding all this info was a real pain, not many people do these, so I made this page more for myself for future reference. ;p [quote who="GoaFan77" reply="2" id="3671474"] I've tried and failed to
See also: How to Create Your Own HDR Environment Maps Skyboxs for download Blender - Blender Render (Inter
A skybox is a method of creating backgrounds to make a computer and video game levels look bigger than it really is. When a skybox is used, the level is enclosed in a cuboid; and the sky, distant mountains, distant buildings, and other unreachable objects are projected onto the cube's faces (using a technique called cube mapping), thus creating the illusion of distant three-dimensional surroundings. A skydome employs
I find he best way to do that is with a text editor like notepad, most use notepad++ https://notepad-plus-plus.org/download/v7.3.html all of the assets loaded in maps is called by the GalaxyScenarioDef.galaxyScenarioDef C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\GameInfo GalaxyScenarioDef.galaxyScenarioDef this will contain common templ
Thank you for the continued support :)
[quote who="Frogboy" reply="20" id="3654509"] When did you start modding Sins? Was it 6 months after release or after thousands of people had already figured out how to do things? [/quote] Like I said I didnt come into Sins until ENT, but the forge tools was all I needed to make my 1st mod First I downloaded the tool pack and read and tested the tutorials Then I made my 1st mod using nothing but the tools released. It wasnt until I started to model th
[quote who="Frogboy" reply="7" id="3654321"] Sins is not that easy to mod. It's that modders took the time to take it apart. [/quote] I have to disagree here. I have never modded a game before Sins, and between the Modding documentation and the huge modding community, it was extremely easy to learn, and was by far the biggest feature that drew me to Sins and kept me here since Entrenchment. Maps are feature me and my friends never bothered with in a
The tutorials are slowly coming back YouTube XSI Tutorials http://wiki.sinsofasolarempire.com/index.php/Category:Modeling http://wiki.sinsofasolarempire.com/inde
cant open http://wiki.sinsofasolarempire.com/ [e digicons]:([/e] EDIT: its up :) was down ~1hr
I could do some work on the Sins wiki Like post a page "WHERE IS SINS 2?" [e digicons]X([/e] EDIT: Signed up http://wiki.sinsofasolarempire.com/index.php/User:Myfist0 Could we use the same theme as the Sins forums? Black background, whitish text with yellow/gold links? Pretty sure that needs admin privileges.
I love teasing you guys [e digicons]:smitten:[/e]
New Galaxy class model from Scratchy. I am doing the normal, bloom and reflective channels, and the tangent map. New shield mesh. New weapon loadout and graphics. New ability effects. This super detailed model will be coming soon as an add-on.
[quote who="JoshuaTedder" reply="2628" id="3645923"] Thanks for the enlightenment! [/quote] down side. Fighter class have no abilities and dont replace the same as frigates do.
Maybe you can make all ships that can't jump fighter class. Set the hangar points on your ships that jump away from the ship where particle effect will be. You may have to delay the jump to give the fighters a chance to get to the ships before they jump. This should give the proper effect you want, and IIRC you can make many different fighter class ships, but each shp can only handle 3 classes of fighters. So just make sure you have a couple of different ships that can ope
[quote who="JoshuaTedder" reply="2620" id="3645723"] Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation. [/quote] Use an orbital