ransomthetoaster

ransomthetoaster

Joined Member # 4201580
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Ok, Ive searched and searched but I cant find the answer so I figured Id just ask. What does the tangent map actually do for models in game? I imported a model without one and no texture appeared but I haven't messed with it since so I have no idea. Been focusing on making actually good models, not weird cube things to see if they'll work in the first place.

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I started yesterday working on mods again after about 6 months of real life I just got my head shoved into XSI and have nailed down pretty much everything I need mesh wise like cleaning them up from importing(I find sketchup easier to model with). I like modeling and enjoy it plenty but now Im stuck in UV hell. I understand basically whats going on but manipulating the UVs and getting them to unwrap to something I can live with is another story and tutorials haven't

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The support ship is going to have a gigantic missile orifice on the back. My idea of a custom race is going to rely heavily on shields, like even more than the advent, so they wont need the sturdiest structures. Next on The first pic of the battleship is of the front. Should have a gigantic rail cannon or something right there in the center depending on what I finally decide its abilities will be; dont want to rip off the Kol too badly. The second is of the rear

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This is fairly amazing. Ill be looking forward to downloading this when its finished. For me, a science nerd, making the game more realistic just makes it more fun although I dont expect you to go totally realistic since Saturn has only 62 moons. If you need inspiration for moons, or just want to rip off some things for textures, take a look at the moons in our own solar system. The moons of Saturn and <a href=

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I was working on this among other things before I started my descent in to entity madness. At least I feel like Ive accomplised something! Probably going to be a capital shield support ship in my mod and dependent mainly on missiles. I need to add some more detail to the lacking areas. <img src="http://img222.imageshack.us/img222/6422/battleship41.png" alt="" width="80

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On my latest attempt I was using Diplomacy entities for version 1.011 which Impulse says isthe latest version obtained here . The game runs fine normally on diplomacy, entrenchment, and vanilla. Eclipse is a bit daunting for me at the moment because my java skills are high school leftovers. We didnt get much farther than for loops and system.Println("you are an idiot"); I am using Notepad++ at the moment

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Still hangs! Screw this Sorry I keep bumping this stupid thread. Ill be a quiet noob from now on. Probably going to reinstall since no other mod seems to work anymore either.

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I actually did just that to the same effect. It hangs even with the original sins 1.191 reference file from the weebly site. They were the same size files btw. Im going to download the diplomacy ones and trying again. You guys respond really fast!

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Thanks for the insight on how things work. That helps me a ton I used the same tutorial you linked for sketchup to XSI. The main reason is that I could immediately figure out everything on sketchup and xsi was like rubbing a cheese grater over my face with about a billion options that seem to do nothing. I want to get a simple mod working so I can actually see if this method works though and I can see my models in the game. Tried just modifying a core g

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I originally changed the FrigatePsiLight.entity file, put it in the GameInfo folder under my mod directory, and loaded my mod with no changes. Then I realized I probably missed the manifest file. At first I had a manifest file for my mod that contained only the file I changed listed in the manifest(result == minidump;) but upon closer inspection of other mods like distant stars I realized they contained both new mod files and original game files in the manifest. Also, if t

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ok, I succesfuly imported models into XSI from sketchup and it looks the same. I created a UV thing and applied a bland gray texture to it somehow, got the basics of null weapon and particle points and stuff, exported to dotXSI format, got the freaking mesh compiler to spit out a file with more than 0 polygons, and started work on entity files. Id say it was a good days worth of learning when you have to grind it up into little digestable pieces and start from nothing but now Im

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Thanks to Ryat for that link. Cant believe I missed it. It seems daunting now but I think my first order of business will be to change the TEC light frigate to one of my own design which encompasses a little bit of everything. I declare the first texture shall be something stupid from 4chan! Thanks for the opinions and youre all probably right, start off small. Once I have something that isnt embarrassingly simple I will post again for additional advice.

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I have played sins off and on for a couple of years now and have grown tired of all the races in game. Mods are completely new to me but I am very technically minded and have a little experience in programming. Entity files dont look like rocket science so I figured I would give creating a custom race a try. After reading the forums for about a week and seeing that things are pretty active with some very nice work floating around I think I should at least ask. I have c

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