xthetenth

xthetenth

Joined Member # 2822658
1 Posts 303 Replies 1,388 Reputation

Nah, it's cool, I'm just in the habit of asking random people in case they can skin. It'd be really really hard if you don't have any experience, especially because our models are derived from miniatures, so they have a LOT of detail. I wouldn't bother if I were you. For now they're just team color, which is a passable placeholder, and we'll get textures in as soon as we can.

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No skinner, no textures. wanna volunteer? [e digicons]:grin:[/e] You'll get the newest versions of the mod as soon as I come out with them and iNert'll give you all the models you could want. We've got a skinner, but he's just joined and he's very busy, so skins will come later.

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Yeah, yeah, I know. The one hitch is I'm trying to balance getting screenies with the whole "oh crap! finals! gotta study! thing". Here's an Overlord class battlecruiser (left) and a Mars class Battlecruiser (right) with their escort of four Sword class frigates and four Firestorm class frigates. <img

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needs moar dakka! Why do I want to make the orks' guz batteries fully automatic? assault on black reach is a bad influence on me, I must say. Oh, and I swear I'll get some screenies of the IN up sometime soon.

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Hopefully both, but for now mostly chaos and the odd IN ship. The descriptions of the chaos escorts are mostly of their pirating, not their roles in any fleet actions, and they see a lot of action. Pirates are mostly escorts with a very few cruisers. They're something I need to work on the balance of, though. Still, I'm hoping we can get Orks and Dark Eldar in soonish, and maybe the regular Eldar corsairs. The problem with the corsair eldar is that damned 4+ armor. I don't have

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Got chaos working, gonna deal with the imps next then pirates, and then test. should be done soonish. Prezo, I'm pretty sure that the armageddon model is strangely larger than the emitters, so it's a difference in scale with the model like the skewing on the regular cruisers. EDIT: Prezo, the imps are working, so are the pirates as far as I can spare the time to test (don't have the time to see if all the pirate waves are right, but they should be), so get me that armag

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[quote who="VenerableDreadnought" reply="7" id="1956036"]Textures aren't essential at this point. However, I would like to see as many ships, as possible (especially Caps. ) in game. My suggestion, would be to sacrifice quantity for full funtionality. Once you get the mechanics right, everything else should fall into place.[/quote] That's what we've been trying to do. We've had about four different iterations of the mod trying to get the balance with 2 escort models and 2 cruiser mode

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[quote who="VenerableDreadnought" reply="4" id="1955343"]I think it's a smart move to get a beta with just the Imperials and Chaos, at this stage. The models look great. Have you ever gotten any textures done?[/quote] not quite yet, we've only had a texturer for a few days, but we should get some textured models soonish, I'm not sure when. I'll try to get screenies out soonish.

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Well, right now, I'm trying to get all the stat files and stuff together for chaos and the imperial navy, and see what works and what doesn't in 1.1. We're trying to get enough models done so that we can release a beta and get some testing done (GW wants everybody else's IP out of their mods, so that's a fair bit of work). EDIT: Fun news, turns out all the ship .entities work, but the abilities and planets need to be done again. Good thing I put them off so long...

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[quote]"Skip" is great, "skip all" doesn't always work, and "Break" seems "Broken" -doesn't seem to do much. [/quote] Pretty sure break breaks any loop that you may be in that caused the error. At least that's what it means in C++ which is what I think the game's coded in (tired and can't be asked to check). So if you keep getting the same error endlessly (and I mean not because an entire set of emitters is bad and it's throwing an error message at each one, but it's really in an infi

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[quote]ask the guys that aint me i have the creative tallent of a rock. i'd say there would be a fair chance that after we get the first 3 races sorted we might go into things like that but at the moment its mostly just getting stuf ingame and working[/quote] Mebbe if I'm bored and I'm done making buttons (those are fun and relatively easy and make me feel awesome every time I load the game). Entities first, though. EDIT: WE WIN! The old models still work! I'll

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Fair enough, I still say chaos will look pretty good with a scattered number of the barrels actually firing if need be. Also, I may or may not have figured out xsi enough to emitterate a bit so I could start on getting the first batch of models ingame, and let you work on getting nice ones to the skinner, but I'd love that lunar you're working on regardless, because I'm still quite busy. By the way, the skinner says the poly counts are driving him nuts, and he'd really want the fine detail sm

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I thought it was ten per facing, which is way too few for the 24-gun broadsides on chaos gunboats, but prezo's the one who memorized that figure. Imperial ships should be fine, though, and we're all tired as hell of chaos so we're probably going to make IN first.

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[quote]Actually, Major Stress once gave a weapon 18 emitters and it worked fine. So hopefully we can have a full broadside of lances. Do lances look like Homeworld 2 lances? Just a random question/thought.[/quote] They look like beams [e digicons]:P[/e] . They have a bit more duration, but beams are already a really good effect for lances. I'd love to make them look more like that, but that's incredibly low priority after that 'get everything working' thing. Also, I don't think 1

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nah, I can't, i've updated to 1.1 and we need to update the models, sorry. Plus, we've got more barrels than we can have emitters and had only just worked out a lot of issues with them, so nice closeups won't be there for a while yet.

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Heeeeeeey. Are we supposed to convert the data files ourselves? Or will you guys get the folder with the text versions together? EDIT: will the developer exe we downloaded earlier work with 1.1?

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[quote]Are you guys still working on the mod? And is there already some kind of BETA-version to test?[/quote] We're still working on the mod, but we can't publicly release it till we get all of the sins IP out of there. Up till now it was all chaos, but we're going to try adding IN, but because of this restriction, we're likely only going to be able to release with chaos for a while. This means that we're pretty much there on the ships (not full variety, but we've got a rep

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Nah, no karma for you. I need to find how to give it through the op. EDIT: Why can't I give it through the op? Whatever, I'm off to find a random post to give him karma through.

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THANK YOU THANK YOU THANK YOU! [e digicons]k1[/e] (If I'm shooting the messenger with karma, please tell me who else needs some) [quote who="EviliroN" reply="2" id="1945002"]when I convert data to TXT do I have to convert back before mod will work?[/quote] You can convert back to binary if you want, it's not necessary, it just makes the files smaller so they load faster.

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I like this idea a lot, I'd much rather have my games tied to my impulse account (which everybody'll have, and which will probably contain their stats and the like, making it easier to deal with) than with an email that may have no bearing on the game. This'd be a neat feature for impulse in general, I like the idea.

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[quote] Why did you do a double-post with the exact same text, roughly 6 hours after your previous one?[/quote] Because I'm a terrible terrible person. No, actually I have no idea, user error with a side of odd computer screwup and a spotty connection. I think when I posted it acted up and stayed as if it didn't, so when I went back a few hours later I went "Hey! why didn't my computer post that!" Sorry, need more sleep (last week of school, too tired to think).

32 Replies 66,406 Views