Those are battle scars. TEC don't have uber shields to soak up all that laser damage. Besides if you start flying around in a shiny new KOL people will start to think your an advent sympathizer. File has now been updated to include a carrier skin. [img]http://img234.imageshack.us/img234/294/steelcarrierac8.jpg[/img]
SteelFin
I haven't given up on creating these skins. I just haven't had much time to work on them. I do have a new one created today that came out half decent so it's up for download. Picture [img]http://img222.imageshack.us/img222/8615/steelteckol01he4.jpg[/img] Link to Download [link="http://hosted.filefront.com/SMOESMOE/"]
It is possible in Sins but it doesn't work perfectly or at least I haven't been able to get around a few issues last time I tried. One being collisions when you have massive fleets. Too many ships and they bump into each other and can't move. It does look cool when it works though. I will upload a video shortly. OK, the video quality sucks cause I used free tools. Here it is [link="http://hosted.filefront.com/SMOESMOE/"]WWW Link[/link]
Great work! Makes the battles much more movie like and interesting to watch.
Life has been busy so I haven't done a lot more since last post. Right now I have the first version of the TEC Capitals done. I still need to go back and edit in the details. Here are a few screens in the mean time. [img]http://img87.imageshack.us/img87/8013/xcolonyvy6.jpg[/img] [img]http://img87.imageshack.us/img87/1245/xcolony2sl1.jpg[/img] [img]http://img341.imageshack.us/img341/4898/xseige2te8.jpg[/img] [img]http://img235.imageshack.us/img235/8335/xsu
The first pack I made was for beta 4. That has been released but it uses the older textures that were present in the beta. It still works but they don't look as good as the newer textures, especially the Vasari ones. They can be found in the following thread: [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=169851"]WWW Link[/link] The pack for the released version is still very much a work in progress. I am trying to do more then just recolor this time
Your first capital ship is free. Build one and you can easily take on the milita around planets.
[quote]awesome xDplease tell me your making this as part of the mod pathway feature of sins, I would LOVE to have this![/quote] Yup, thats the plan. [quote]I want my ships to look like something the Reavers would fly in FireflyI agree. Better yet, Reavers instead of space pirates. Make all of those space pirates look like Reavers!!!! That would make them all the more threatening (looking).[/quote] It's difficult getting the shade just right but i'll keep working on i
The download link works ok for me however the file appears to be corrupt. I tried a few times to make sure I wasn't just unlucky.
There was a shield.dds texture in the texture directory of the beta because I modified it at one point however it doesn't appear to be there in the release version unless it was renamed. That was the texture for the shield itself. I am not sure regarding the impact on shields. I think they are specific to the weapon hitting it so it could be named something like Capital_TEC_HeavyBeam_Hit. Either that or they are located under particle effects and are not textures. I wanted to
TEC Carrier WIP [img]http://img352.imageshack.us/img352/295/carrierqa9.jpg[/img]
Thanks! I tried a more nebula looking color scheme but it just ends up looking like a colorful melted popsicle. Not really going to put the fear in to the heart of the enemy looking that way. The lighting for those that like the colored skyboxes drowns out the color anyways. I'm looking at other schemes though such as ones close to the artwork on the loading screens for example midnight blue with red and white stripes or even the dark orange. I will release it as a texture mod only when
With the final version of the game out, I am reworking the skin pack I made for the beta starting with TEC. I know camo doesn't make much sense in space but I don't care :P
Actually there is now a way to extract the trinity high res models. It can be done granted you have the go ahead from ccp.
Cool mod. I tried it out today and I like how it plays out.
Skins are done! I have 4 sets: Vasari Green [img]http://img266.imageshack.us/img266/513/vgreenuz3.jpg[/img] Vasari Purple [img]http://img292.imageshack.us/img292/4927/vpurplerv2.jpg[/img] TEC SteelBlue [img]http://img84.imageshack.us/img84/3025/tbluety0.jpg[/img] TEC Rust [img]http://img83.imageshack.us/img83/4273/tecrustrc2.jpg[/img] I also added new player colors that work better with the new skins. Download at: [lin
[quote] one issue with adding colour values to the models is it will fight with some of the team colours. Purple and green will not go together for example. [/quote] True but I got around that by changing the team colors :D. [quote] ... turns out too dark or way too light. That does not necessarily have to do with the textures, in each ship e
Thanks. Photoshop is what I am most familiar with but I used GIMP for these skins. With the TECH Crusier carriers I started to mess with the textures a bit but the others I just adjusted the coloring. It takes just a few minutes to change the colors so maybe I will still do that but hold off on any major texture changes until after release. Still can't decide though whether to make the Vasari ships have a red or purple tint. I like the red but it either turns out too dark or way too li
Thanks guys. I tried a bunch of times to get the images to show but gave up. All I get is either broken links or thumbnails which did not link to anything. Right clicking on the broken images and selecting view image goes to them as well. Good to know Blair. I think I will wait then. No sense in making them twice and since they are changing I may not want to at all in the full version :D.
I like the ships models however I feel they just don't stand out from one another when comparing between races so I am adjusting the colors a bit. What is the policy concerning mods like this for the beta? Are they allowed or only with the full version? [img]http://img216.imageshack.us/my.php?image=59225315sk6.jpg[/img] [img]http://img218.imageshack.us/my.php?image=554fv0.jpg[/img] [img]http://img216.imageshack.us/my.php?image=3453wz3.jpg[/img] [img]http://img
If the phase jump inhibitors are modfied as such, they should definately have a manual / automatic toggle like other specials otherwise it would be too easy to by pass by simply sending in one scout ship before jumping in the fleet and letting the antimatter run out.
[quote] - Increase the need for FLEET"s" instead of the current SINGLE UBER FLEET OF DOOM" TM " - Make fleets consist of 2-3 capital ships and 20-30 support frigates. Allow up to 8 fleets total. As the current max capital ship amount I believe is 16. [/quote] I like those ideas but I wonder how they would encourage them in the game though. Frontier Wars did it by including admirals you could attach to a
Have any screenshots of the advent been released?
[quote] I think ship the ship to planet comparison is fine. ./faints dead away! [/quote] Mistake on my part, I meant to say they are not. Hopefully like in other games, changing the scale of objects is one of the easier things to mod.
1. More descriptive info on the ship design research. This is only a minor annoyance because I am new to the game and will eventually learn what each ship does but it would be nice to know details about the ship design that I am about to research. Right now it just says the name of the ship so I end up having to go back to the ship yard and mouse over the ship to get the details there, then over to the research screen again. 2. Does anyone else feel the scale is disorientating at times