Battlelust_Theta

Battlelust_Theta

Joined Member # 4455113
4 Posts 13 Replies 192 Reputation

I recently made a nice background image using the GIMP to go along with these, as well as got the Vasari Bomber and the Ravastra Skirmisher done. The background is also set as the light using a "Distant" lamp - a sun lamp with the preset set to Distant. The Fighter and the Bomber were done again, using a variant of the background image (I simply changed the opacity of the nebula layer to 0) <img src="http://www.luxrender.net/forum/download/file.php?id=22231&

7 Replies 31,997 Views

The latest version of the vanilla game, and I'm not concerned about converting the meshes, but rather I may have found an issue in regards to some of the mesh files even in the actual disc install. Some of those in particular aren't even being recognized by my copy of the 3D Object Converter, and this is straight from the install directory of my game - it throws me this message: "Unrecognized or unsupported file type! (or no valid object found!) It's very strange. The good

204 Replies 843,056 Views

Hey, I just want to bring this to people's attention (and yes this also applies to the actual files provided by the game install as confirmed by my disc install of vanilla Sins as well as the files being provided in this post, so you know): There are apparently a few broken .mesh files to take note of in case people are planning on converting the base game ships and structures from one format to another (doubtful, but still worthy of note) I h

204 Replies 843,056 Views

Alright, I've successfully managed to recreate the Vasari Fighter. Here's a step-by-step: I first opened the .mesh version of the fighter in my free version of 3D Object Converter and converted it to .obj, removing every 5th polygon in the process; remember to unwrap the UV map for it and save it as a .bmp for a reference. Using MeshLab, I opened the newly converted .obj model and activated both the UV map guide and the texture seams - even though the model ma

7 Replies 31,997 Views

Couple of questions: Firstly, in regards to the 3ds Max route (as a back up) I have no real way of obtaining an older version of the trial (2012 for instance) so what's the newest version that the mesh import script can work on? Now they're up to 3ds Max 2016 for the trial version (time flies lol). Secondly, I found that a couple of th e ship meshes in both the reference files from the ForgeTools 3 download and the actual

7 Replies 31,997 Views

No need. The UVs are throwing me for a loop, so I'm doing the noble task of trying to see where I should put some seams and make this come out close to right on the .raw mesh. I do have the image texture as a reference guide. The only thing is.. how do seams actually work? Looks like I'll be doing some trial and error. You know how it goes: if you want it done right, you do it yourself.

7 Replies 31,997 Views

I'm not planning on selling anything, so that's not a problem. However, I don't have the funds to get myself a copy of 3DS Max. On the other hand, I have found a way to get the models into Blender. I have the free version of the 3D Object Converter which can read .mesh files fine, so I put the file through that and, because of the limitations with this version and some of the formats, I'll export them as RAW Triangle meshes so that I can preserve all of

7 Replies 31,997 Views

Very long time since I last posted (I think it was over 4 years ago now o.o) and since then I've gained considerable knowledge on 3D modeling (not necessarily game models, sadly) and I have come back from hiding to ask a question (if this is in the wrong section, I apologize - I'm figuring it would go here because it IS technically modding, but for a different purpose) I was hoping if it's not going too far o

7 Replies 31,997 Views

Hello again! It seems I need to ask a lot of questions pertaining to the different files associated with the ships themselves: How do you really open the TEXTURE files? Isn't there a program made specially for them or do I need something like A

1 Replies 2,915 Views

Are you sure about that? The last time I opened with a Kol battleship, it was chaotic. It started out OK, with my little fleet (1 Kol, 10 Cobalts) blasting holes into the Vasari force nearby. But after about 10 to 15 minutes all hell broke lose. I know I set up the worst possible escort for the Kol, but it did the job until this point. The Kol needs more protection than it seems. And thus ends my (feeble

102 Replies 178,573 Views

Hey thanks a lot for this, and. . . your right, I did not know that the executable and the effects had to be put in the root folder. >. Anyway, thank you very much and I expect to enjoy my time here on the forums.

6 Replies 7,246 Views

Hello there! I was directed by Geo to post this issue to the Modding section, so here it is! I am just wondering if it is possible to create your own particles in the Particle Forge and if so how can I do it? I'll track down the tutorial from the depths of the Internet if I have to, unless

6 Replies 7,246 Views

Hello, I have a question concerning the Particle Forge. I recently downloaded it and played around with the effects that came with the game. I am wondering if it is possible to create your own particles with

2 Replies 11,145 Views