Mystic Angel

Mystic Angel

Joined Member # 2417455
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I've been trying to download the mod for a couple of hours but continue to get corrupted zip files. I've used a couple of different browsers, but I'm never able to download more than around 30 mb. Is there a mirror site I can download from, or would someone on the design team be kind enough to re-upload the mod? Thanks!

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My vote goes to the Norway for the diplomatic vessel. Any other cameo vessel shown in TNG just looks rediculous. I apologize to anyone here who likes them, but a vast majority of those ships shown at Wolf 359 are creative nightmares. I rank them down with the Yeager class from DS9--you know, that hideous combination of Intrepid and Maquis raider... While there is no real evidence as to the role of the Norway, we do know that it has a very low profile and most of it's

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[quote who="tesb" reply="1887" id="2457184"]well there is a huge discrapency between the klingon image they give themselves and reality (not the real reality ) i think that was coverd in ds9, when worf nearly became chancelor.[/quote] Very true. Also, don't forget Worf's explanation of Klingon cloaking strategies in Way of the Warrior. Referring to Klingon ships laying in wait near ship wreckage should any enemies come seeking survivors, he says that nothing is

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[quote who="judisheshok" reply="1675" id="2414291"]*facepalm*, indeed. Does half of anyone...READ anything on the post, or any of the previous comments? :/[/quote] No, unfortunately. I preferred the crowd that was around just before the Entrenchment version was released. They just seemed to be more considerate than all of these "I want" and "Gimme" people. Maybe they were just older...

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I'm working on a mod where nearly all ships have some type of torpedo-based physical damage in addition to energy weapons. The torpedoes are physical damage and generally inflict more damage than the energy weapons. I'm hoping there is a way to buffer the damage a ship takes from these torpedoes by ~50% while they still have intact shields. I've explored the ability route and think that something similar to Energy Absorption would work, but I'm not sure exactly what constr

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Hm, that's an interesting tidbit, harpo. I've been working off those files here and there and don't recall any major issues outside of my own errors, but I'll definitely keep it in mind. Thanks! By the way, I've been using your bin/txt converter for a few months now and have found it completely indispensable.

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The best advice I can give you on abilties is to start experimenting. There are so many things to talk about that it would be far easier if you can do play around with some files then ask some more specific when issues crop up. As for the translated files, download the Forge Tools from the Sins website. That folder contains translated files for both vanilla and entrenchment Game Info and Mesh files. Personally, I feel like a little piece of me die

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[quote who="Micael456" reply="1349" id="2385051"]Mystic, you'd have to give it two abilities per se, one which is the Unity's "Ship Shove" ability (on their Iconis Guardians) and one which would be the Unity Carrier's "Telekenetic Shove". For realism purposes you aught to make the strikecraft be affected by the explosions more than normal ships. I'm not on the mod team (obviously) but I for one would love to see that in there . Also, would it have to take up an ability slot, or could it just

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It might be interesting to experiment with a buff for the larger capital ships that activates upon the ship's destruction. It would essentially be the Unity Carrier's telekinetic shove that Micael mentioned, but with a very small radius and and minimal damage, which could possibly be set up to vary depending on ship/warp core size (in the form of ability levels). In fact, the longer I think about it the more plausible the idea becomes. I could work it up and submit it if the

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[quote who="G-ADM_Prawn" reply="1342" id="2384411"]BTW 2 - If anybody does know a way to get buffs to trigger abilities, I would greatly appreciate hearing it. So far, all my research has suggested that this is impossible and that I am not the first to complain about it.[/quote] Unfortunately a buff can't activate an ability at the present time. But, I think I can help achieve the result you want. PM me, and we can discuss the specifics.

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The ship in the top pictures is definitely on a white background, but it's the hull template (which is white for all intents and purposes). The ship in the bottom on the right is also on a white and gray background. The bottom left ship is a bit dark; I haven't tweaked it's color scheme or lighting to my liking yet. I'll look into the UV overlapping thing. I'm not sure if it's the problem since the hull texture itself is white, but you never know. Something is

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They're actual white dots along any type of straight edge. As I said in my original post, I've already been through the whole anti-aliasing thing. Yes, it gets rid of the problem (for the most part), but then I get jagged models when I zoom out. Who wants that? Plus, some models have very few dots while others have a ton. That tells me that it's not some all-encompassing anti-aliasing issue. <img src="http://i23.photobucket.com/albums/b363/aaron067/ScreenShot

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I'm working on a set of models and am having issues with tiny white dots that appear along the edges of the ships. Now, before anyone suggests that I go find the one or two threads pertaining to the whtie artifacts, I've done that already. None of those suggestions helped. What has helped is setting the glossiness to 0.000000 in the mesh file. Obviously, this destroys any possibility I have of using a spectral map (it results in a second skin that lightens/darkens th

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(I apologize for this irritating run-on paragraph. Apparently, the quick reply function doesn't allow for spaces between paragraphs). Quick question for the mod team (or anyone else who might know the answer): I've been playing around with the weapon arcs, specifically the phaser arcs on federation starships. In some instances it just makes more sense for the direction to be facing at an angle rather than toward one of the 4 compass points. With that said, I know that most of your wea

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The fact of the matter is that capital ships in SoA2 function as normal vessels with elite crews who benefit from experience gained. How is experience gained best implemented in this mod? That would be through abilities gained upon level up. Just because the Defiant class has abilities doesn't mean said abilities are "special features" as you describe them. They can also be the manifestation of the crew's growing experience. Perhaps the engineer discovered a new

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[quote who="Weed_Warrior" reply="1189" id="2374197"]guys does the sins engine allow for normal ship weapons (ie phasers and photons for example) to knock systems offline on a target ship: example a federation ship fires at a klingon ship and at random it knocks the klingon ships weapons or engines offline for 10 secs. its not an ability it just happens randomly like in the tv shows where key systems randomly stop working even though th

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Yeah, I ran into similar issues working on the ship separation ability. I had copied vanilla ability/buff coding and tried to use it in entrenchment without realizing that new coding lines were added to the expansion version. Plus, some of the actual modifer terms have changed as well. There's a sticky in the Sins modding forum for all of these modifiers, but I suggest you just copy some of the reference files that go along with the modding tools to be safe.

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Now I'm getting somewhere. I had tried creating separate elements just before you suggested it (though I wasn't thinking of it in the same terminology you used), but the exporting script was actually combining them back together again. I had to extrude the depression a bit more for it recognize it as two separate elements. Thanks again for your help!

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Would you mind being a LOT more specific. My modeling vernacular is pretty low because I've never had to talk with someone about working with mesh before, and I'm just not sure of the specifics. What exactly should I make into separate objects, and how should I do it? I ask because I've tried separating the mesh into appropriate elements that fit the shape I want. I've tried breaking the Normals (though I can't say whether this worked or not because I wasn't

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That pictures makes a lot of sense (thanks). The section of the model I'm frustrated with definitely has the two normals extending outward from the edge, but I haven't had any success yet. How do I make sure they aren't averaged during exporting?

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Yeah, I was thinking along the same lines, element-wise. I separated the lower saucer into distinct elements representing each tier I wanted to be able to distinguish. So far I'm getting the same smooth result, but I've got a few more ideas to try.

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Thanks for the tip! I'll try separating the edges to see if it helps out. It definitely sounds it's the smoothing groups that are creating the issues I don't like. Is there a way to nix all of the smoothing groups in the mesh?

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It's weird. I've gotten a couple of different results depending on whether I'm messing with the smoothing groups in "Edit Poly" or just the "smooth" modifier under Editable Mesh. The model itself definitely has a faceted look, but when it's ported into Sins it's much smoother. One part in particular bothers me; a portion of the lower saucer on the ship is depressed upward, creating a very angular multi-level look in the original model. Once I export it and either add

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So I've just discovered. I knew I hadn't set up any smoothing groups or autosmooth features, but when I experimented with those it created the exact effect I was seeing. I'm running 9.0 with 3ds Max and 1.0 of the importer/exporter. I'm working to see if I can get rid of the autosmoothing right now, but if you've got any advice I'm all ears.

15 Replies 6,747 Views