People tend to use SoftImage XSI or 3Dstudio Max, they are both pretty involved 3D applications it takes quite sometime to learn even the basics. Personally I would recommend Lynda.com and their training videos as they encourage you to have a go at stuff with the instructor right from the start.
TFL BigBANGtheory
CoH was plagued with problems when run in DX10 if memory serves, most players went back to DX9.
I read the review the other day, I can see what they were saying and some of their dialog made sense but ultimately it was poorly assessed when they tried to put it into numbers. I think they gave a shock review just to get noticed.
I would like a new PipelineEffect which can be applied to a particle mesh that can feed dynamic co-ordinates/trajectories for the purposes of tracking or pointing at a chosen target. In short the ability to add turrets :CONGRAT: It must be possible within the game engine already otherwise how would the weapon effects know how to render between a ships weapon emitter and the target?
Egosoft use a small number of trusted fans and contributors as sub-forum admins, what they tend to do is just dump abusive posts off-topic rather than deleting them, people soon learn to calm down cos no one can be bothered reading the rubbish.
What he is saying is that when you assign the texture in the Max materials editor the most important part is to correctly name the sub material to reflect the name of the .dds file in the textures game directory rather than assigning a bitmap to make it look right in Max. I believe this is because when the SoaSE compatible mesh is created the format requires these names in the first few lines. Have a look at a mesh from the reference in the beta mod tools and you will see what I mean.<b
dude I think you need to read Major Stress's post on textures. https://forums.sinsofasolarempire.com/162482 Sounds to me like your diffuse map isn't getting applied or you are missing the alpha channel off your dds textures.
You could ask someone to import the mesh you have in mind into 3DSmax then export it as a .3ds file because XSI can import .3ds files, long winded but it is possible.
[quote]This looks pretty amazing.[/quote] It looks even better in game, it brings an element of life to the ships. Actually what I can do is write up a guide in the public section of the SoaSE->Babylon5 Mod forum, I can sticky it there so if you want to ask questions at least I'll see them and can help out. Forum link: [link="http://babylon5mod4soase.myfreeforum.org/"]WWW Link[/link]
[quote]Is this model going in the b5 mod or is it an independent work?[/quote] Possibly, one of the other B5 mod team members was doing some work on an Omega, and we have another Omega model to play with as well. This was more an experiment on getting animated ships working rather than the Omega itself. [quote]rotation on the Omega looks rather fast[/quote] It moves though! Yes its definately too fast, I'll have to study the series to get the timing right. The ship is also missi
omfg I am such a dufus ;p this game is so logically put together should have just gone with my instinct and changed the effect modifier so obvious lol. Thats how you do it :CONGRAT: Ok time for a serious reworking with 20,000 poly capship :d ...or better yet 3 of them :HOT: [img]http://img86.imageshack.us/img86/7388/omegamuchbetternp7.jpg[/img] See how the lighting is better this time on the middle sections as they reflect the surroundings dynamically i
as you can see... :) [link="http://rapidshare.com/files/102451357/Animated_B5_EA_Omega_Class_Destroyer.wmv.html"]WWW Link[/link]
I have gone back to using v1.1 on Max9, mainly because of the progress bar v2.0a just seems to lockup and errors like others have reported. I am happy to help test v2.1 :)
Part of an EA Omega Destroyer in this thread: [link="https://forums.sinsofasolarempire.com/305381"]WWW Link[/link] If anyone can help figure out how you can apply the same lighting and shader effects to a mesh in the particle effects (the middle section of the ship in this case) as the whole ship model/mesh I would appreciate the advice. UPDATED: more than part, now you can see a demo vid of the EA Omega Destroyer with moving central section! Note the model used in the
Have you found out how to apply the dynamic lighting and shaders to a mesh used as part of a particle effect? They don't seem to follow the same diffuse, spec and bump maps that the normal mesh objects use. I finally figured out how the dummy helpers work in Max and how that translates to points in the mesh which was handy.
[img]http://img227.imageshack.us/img227/6907/omeganomiddleil2.jpg[/img] If only I had a way to convert the binary mesh to a text file... :) Then I could add a point and apply particle mesh/emitter effect for the missing section.
Is it just me or is the script supposed to take 20mins to run the conversion on a high spec PC with a 15k poly mesh?
I thought this would be of interest to modders considering making an animated ship model (like me with the Babylon5 mod) with moving parts or sections. Since I use 3DSmax and cannot export a mesh to the TXT format I have played about with existing models in the game. In this example I have : - based the experiment on the Pirate Cutthroat, which in my case replaces the TEC Cobalt Frigate. - replace the 2D flag, with the 3D Pirate Skull mesh (seen on the Pirate
any one know a good divorce lawyer? ;p
yeah basically you need to attach all the component objects, edit and apply the textures and then marquee select the entire mesh before trying to export. I tend to overwrite the TEC frigatlight model when experimenting so you can build it easily in game.
Major Stress wrote: [quote]Is it possible for the exporter to export in text instead of binary? This will help in debugging the mesh files.[/quote] I second that, there are elements to the Mesh I would prefer to edit manually. btw: you cannot import Mesh files in the TXT format atm
Ok, yep I see it thanks for that.
Can someone please explain how the Pirate Cutthroat is getting the torch and flag/skull effects applied? I can see the 'flair_Pirate...' particles describing the effects but assumed there would be something in the enity file that would reference these particles. If there is I cannot see it or I am looking in the wrong place. Thanks in advance.
Can someone please explain how the Pirate Cutthroat is getting the torch and flag/skull effects applied? I can see the 'flair_Pirate...' particles describing the effects but assumed there would be something in the enity file that would reference these particles. If there is I cannot see it or I am looking in the wrong place. Thanks in advance.
[quote]This is one of the areas I definately wouldn't try doing by hand.[/quote] Guess what I've doing the past few days :SNIFF!: Particle Forge to the rescue :CONGRAT: