StickMan9000

StickMan9000

Joined Member # 2426564
0 Posts 6 Replies 170 Reputation

I've only tried this with new hulls that I've created. If I make a custom thumnail for a new hull of mine and place it in the thumbnail folder for my mod, the game will not load it and will create it's own thumbnail from the model itself. Now, if I place that same thumbnail in the main thumbnail folder for the game itself, it will use it then. It will not however look in the thumbnail folder for the mod itself. -Stick

8 Replies 5,527 Views

Is it possible to make a new style, and have it selectable from the ship style menu when starting a new game? I asked about this in a previous post, but nobody responded :/ -Stick

7 Replies 6,979 Views

Does anyone know where the information for the different ship styles is located? I'm trying to add a new series of hulls, but i dont want to overwrite any of the existing ones. I just want to make a new set that is available for the user to select when creating a new custom race. -Stick

0 Replies 2,057 Views

I would take on a race right now, but there is wayy too much on my plate right now school wise to do any modeling lol. Towards the end of this month/start of next month, I should have free time to finish my new skin for my animated hull, texture my large animated hull, THEN I can start on star bases -Stick

8 Replies 7,286 Views

Making new starbase models wouldn't be a problem. I could do it this once I get some time after I finish exams and whatnot, but the thing would be coding them in so that x race gets x style, and y race gets y style etc. etc. Currently, the way the game is set up, I'm pretty sure that this isnt supported (but then again, I havn't poked around the xml files enough). Modeling em is easy. Implementing them will be a different story.<b

8 Replies 7,286 Views

lol I honestly didn't notice that the game shrunk down your hull if you made a gigantic ship. Oops! Well, I really don't think there is anything I can do about that. Like Coplann said, the animation may be screwing with the engine. I'll see what I can do about this though. -Stick

27 Replies 21,101 Views

Well, since you made such a huge ship, it is just that: HUGE. As far as I know there is nothing I can do about that just because you made such a large ship. On a different note, I'm currently making a new texture from scratch for this hull. It'll be in the works for the next little while due to the fact that I have finals here at school and I will be going on vacation afterwards. So for the time being, I'm putting the larger hull on ho

27 Replies 21,101 Views

Hey mementh, Heh, well, the textures suck on my 'cargo hauler' because I just threw that togeather as a test. I did that entire model, textures and all mayine in, I dunno, 6 hours? I was tinkering a lot with the model itself and the animations, so that added some time. The whole model was just a test really But I think I may go back and beef up the t

27 Replies 21,101 Views

Ok, I'm starting a larger animated hull. Now, since as of now, you cannot make rotating jewlery pieces, I was thinking of adding at least a couple of extra rotating points on the model. For example: Point I rotates 360 degrees. Point II rotates in a 160 degree arc facing forwards. ...and most of the cylindrical section of the hull rotates

27 Replies 21,101 Views

Ok, I just threw my animated jewlery piece in game, and no, it does not work. The animation plays when I have the object selected, but when I go to place it, the animation stops. -Stick

27 Replies 21,101 Views

Hey Thrawn, I made a rotating jewlery piece that was animated a while about a week ago, but never tested it and kinda forgot about it. I think now it's time to try that out -Stick

27 Replies 21,101 Views

Hey Coplann, Heh, ok, wasnt sure if it was well known yet. Oh well Anyway, I submitted the hull to the library and should be up whenever the evaluation is finished. You can also download it here: http://stickman9000.visiblesurface.com/main/galciv2/cargo_hauler/cargo_hauler.zip And here is another pic: <img s

27 Replies 21,101 Views

Video: http://stickman9000.visiblesurface.com/gc2%20cargo.avi Note: the compression made some of the frames jump around a bit, but when viewing the model ingame, there is no jump between the frames in the animation. I should have this hull released tomorrow. It's nothing special, but it was made just to prove that fully animated hulls are possible. EDIT: You can now download the hull in the library (when the evaluation is finished), or for now, you can get it here: <

27 Replies 21,101 Views

Currently, I'm making an entire new race for the game. Currently, I have all the hulls modeled but not textured, and a few new components modeled and untextured. I started putting the hulls into the game, but have yet to start on the components. -Stick

23 Replies 20,965 Views

Hey Sicjake, Thanks for that info. Now I know what I'm dealing with to an extent heh Now all I have to do is try and figure out how to add new components and hulls. Should be interesting! Also, does anyone know if it's possible to add a completely new race that even the computer can use WITHOUT replacing one of the existing ones

3 Replies 5,412 Views

Hey everyone, I plan to make my own custom race from scratch. New protrait, icon, hulls, components, trade animations, everything. First off, I just started poking around in GalCiv2 and added in some new portraits and logos, but is it possible to add new animations so that, say, if the computer was this race (can the computer be custom races?) and you were to trade with it, it would play a custom animation in the trade window?

3 Replies 5,412 Views

I've always loved modeling ships so I think I'll be making a full set of custom hulls and components for a completely new race. I was just messing around this evening and quickly threw togeather a new hull. It's nowhere near finished, and the texture is just one of the ones that come with 3D Studio Max. Oh, and here is the ship itself:<b

0 Replies 3,229 Views