ManSh00ter

ManSh00ter

Joined Member # 3037745
3 Posts 298 Replies 1,598 Reputation

That's strange. I checked the entity.manifest included with the mod just to make sure that the file is listed there, and it is. The only thing I can think of right now is that the unofficial version for 1.041 which is currently available is somehow bugged - I haven't tested it personally. I tried reproducing the bug on my own version, but the ability works just fine. I plan on putting some work in and hopefully releasing an official version of the mod this weekend, so you may

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No sweat Banthracis, you pretty much answered everything as I would have. :) Regarding Citadels and Titans. I want those to be endgame, and I want them to make your opponent (or yourself if you are on the wrong end of it) cringe when they realize you've got one. I do not want them to be unbeatable, certainly not the I-Win or you-can't-touch-me kind of weapon. So right now I think they'll be as attainable as orbital superweapons for vanilla races, while Citadels are going to be a tad e

1,794 Replies 4,189,131 Views

Well, you can always treat this as a high-poly model, then bake the normal map onto a low poly model, that's how it's usually done unless you use a sculpting solution. That way you get rid of all the excess polygons and minute detail geometry AND you don't get to spend two years UV mapping every little quad on the high-poly version. And the look remains pretty much the same. P.S. Not sure what adding holes in piers has to do with bump-mapping, can you elaborate?

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To answer some of the questions (thanks to Banthracis and CrazyElectron for pitching in): 1. Entrenchment kind of stole your thunder with the whole "starbase" idea. Do you intend to keep outposts as an option in Last Stand? Or have you varied their functionality to avoid redundancy? The new races will have Starbases (they will not have static superweapons, that's what Titans replace). Only they're called Citadels and are much more expensive and powerful.

1,794 Replies 4,189,131 Views

Well, you can always grab the "beta" version when it comes out - its basically going to be the release version without the stability tweaks. IC said they're looking into the hardcode limits anyway, so perhaps those tweaks won't even be needed. My priority is actually finishing the mod, getting it out and seeing how it behaves on lots of different computers - its the only real way to test stability and performance.

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[quote]There is not secret about it... first, vanilla starbase are modified in a way to use only one mesh in place of 6 or more... 3 starbase modified these way can mean a new race... [/quote] That's what I'm trying to do right now. The idea is to "unify" the various meshes, for example I will very likely merge the mines into one mesh, extractors also into one mesh, fighters and bombers will look the same and so on. Hopefully that will enable me to release Episode I as intended and Ir

1,794 Replies 4,189,131 Views

Ok, here's what you can try. Try running the developer version of the game. You can find the developer version in your game folder, should be called something like Sins of a Solar Empire Entrenchment Dev.exe The reason for this is because the developer version has error reporting turned on. When the game minidumps, it should pop up a message or a series of messages telling you what's wrong. You can then pass that on here so I have a better idea about your specific problem. Oh,

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The biggest issue is the instability when you exceed the mesh limit (too many models loaded) which means you can't have a completely new race without introducing instability into the game. As I envisioned the Last Stand to be an expansion mod, this presents a bit of a problem for me. We'll see when the mod goes live how it behaves, but in the end I may be forced to scrap one of the vanilla races to "make room" and that's something I wouldn't like to do.

1,794 Replies 4,189,131 Views

There'l be a Diplomacy compatible version... though the flaw in the way IC is handling the expansions is starting to be obvious. Now modders will have to maintain three separate versions of their mods if they want to make them accessible across the board. Which is ok for mini-mods like this one, but imagine trying to do that with a total conversion or a huge mod like 7DS...

444 Replies 1,007,146 Views

[quote]The problem with that is sometimes you will have a nasty texture seem right down the middle of the model where you cut it in half (see the SoA 2 mod's defiant for an example. I didnt build it). No matter if the points are welded or not. [/quote] Yeah, that's why I use this technique mostly with ZBrush - people often complain how you can't do texture overlapping to save space with ZBrush since it requires each UV subprojection to occupy unique space - this is the way to do just

25 Replies 41,431 Views

If your models are composed of several separate geometries, you want to merge them together before UV mapping so that in the end you have a single geometry object - I don't think you can effectively export a mesh file from a set of different objects and still have it all covered by just three textures. Otherwise, yes, you can have duplicates of already UV mapped objects, as long as the geometry is the same. Simply Ctrl-A in the texture editor of the first object, then create a subproj

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You can also try using a 3D polypaint tool such as Z-Brushfor making textures. I used to do it the way Stress is doing it, by taking snapshots and then painting textures in Photoshop, but with tools like Z-Brush you can achieve things simply not possible with Photoshop, at least not if you don't want to spend days on tedious ajdustments. An added bonus is that you avoid any kind of texture stretching or seams since polypainting compensates for those. The drawback is that's a whole ano

25 Replies 41,431 Views