An update is coming soon, likely next week. The reason for this long of a delay is mostly because I've been busy with paying jobs lately but also because I am making an official website for the entire project, so I'm saving Leviathan info and media for the grand opening. :)
ManSh00ter
That's always a problem for modders, theleviathan. You sort of race against the clock with your work, but I understand and support the guys at Slipstream and their approach (after all I share the philosophy). Keep in mind most serious mods, total conversions especially, take up to two years to make - but if they're done right, the result can be awesome. For example, take the newly released LOTRO TC, The Third Age, for Medieval 2 which was released about three years ago, so we ca
Ships exiting gravity wells is not connected to the mod as such - I had reports of the vanilla game having this too. That said, I must say that personally, I hate quick paced games. :) Yes, the battles may take longer, but I estimate only up to 25% at most. Remember, I upped most weapon damage values significantly, so while the ships do not enjoy as much "firing time" on their targets due to overshoots and maneuvers, they do more damage per salvo than before, so it balances out.
My personal advice is to invest into professional software of this grade only if you're real serious about your work. I advise you to try your hand at simpler stuff first, build up your experience, maybe try out various software out there and only then decide if you want to fork over cash for something definite. Also, as Soor said, you can try (if you are eligible) for a student discount, or you can try out some of the cheaper options available. For example, you can achieve some prett
Your duration is at 0. Change that so it actually lasts for a bit, and you should be able to see something. :)
Unfortunately, XSI costs. Quite a bit at that, but since its practically the industry standard when it comes to animation its no wonder. Current pricing is, according to the Autodesk store, 2995$. Which is still a few hundred bucks cheaper than 3DSMax. Btw, its no longer called XSI, but Autodesk Softimage. Oh, and you can download a 30-day trial which has all the bells and whistles working so you can try it out and see if you want to invest into buying a license. As for future
Weird, I thought I replied to you in PM, but I can't find the reply. Anyway, here it goes again: You probably cannot do this easily in mod tool since its designed primarily for basic model building and not advanced physics simulation and animation like the regular XSI. Within regular XSI, you can select your model, then go to NetView (Alt-5 or View->General->NetView), where you can find, under the "Model" tab, an operator named "Shatter". Adjust the number of fra
Take this with a grain of salt - after all, it depends on whether I'm going to have the free time necessary to work on the mod as much as I'd like to - but I am aiming to get an open beta out in July. I will be taking a two-month trip at the end of July and I'd like to get it done before I go so that people don't have to wait for two more months (and that they can catch all the crinks that will probably crop up so that I can iron them out when I get back). The beta will have all the s
Big planets have already been implemented in the mod. All planets are now roughly three times larger, with acordingly expanded gravity wells. This makes for some interesting strategic play, especially when you get Remnant in, who have on average faster ships. Although it will make the gameplay a little slower on account of ships needing more time to traverse a sector.
To tell the truth, I actually like that ship design a lot. Trek ships have always looked to me a little short on details, which made them look like plastic toys - only the latest movies have improved somewhat upon that. The above does a nice job of making the ship look alien and rugged. As for simmilarities, since probably both ship concepts have the requirement of a "maw", there you have it. If you browse a few pages back, you can see how close I came to the Doomsday Machine with the origina
It isn't. This is the first time I see that thing. Though now I'm glad I dodn't go with the original concept for the Wyrm, because it would look allmost identical. :) Xarchon, yes, the Remnant ships in particular will be designed for versatility. Where Xin ship design focuses on durability and few heavy-hitting weapons, the Remnant ships will be designed to be able to tackle any obstacle and "whittle it down" with a torrent of weapons fire. To that effects, allmost all Remnant ships w
Just a quick update, got a lot of work doing websites this week so I had to put off the Leviathan - I'll try to cook up some sexy renders by the end of the week. Danman, sure thing, if you want to send me a copy of your entity files for the black hole effect, I'll send you the workable black hole which destroys ships when they get too close (because that's what Leviathan's superweapon basically is). Gamerking, considering that the Episode III should be out sometime by the end
I'll post a little fixer-upper tomorrow, so you can disable the bodies. Next version of the mod will see those reworked/resized, they *are* a little too big.
Actually, that remains to be seen. I always intended to introduce some actual core changes to the game which go beyond just new models and visuals. Dynamic Battle System is one such change... minefields and starbases introduced in the Entrenchment also make it a lot easier to place a lot of my originally planned features in the mod. However, I also want to avoid "forcing" people to purchase Entrenchment just to play my mod, even though that has been an accepted practice in the modding
Thank you, thank you, doing my best. And kudos for actually reading through 45(!) pages of it. I really should update the opening post... :)
You don't. Sins models use a single texture, so you simply have the model UV mapped in such a way which allows you to paint the texture according to specific areas on your ship. In other words, you do not apply separate materials within XSI or other modelling package, you apply a single material with all the textures assigned to it as described in the Forge Tools 3 documentation. If you don't know how to UV map, well, you gonna have to learn. ;) I suggest googling for UV mapping tutor
Not yet. This weeked I'll pretty much have my hands tied doing websites, so I'll probably start on that sometime next week. Got the Wyrm up and fighting, need to do a few more particle effects and sounds and its all set! The lack of a dev version for Entrenchment 1.02/SoaSE1.16 is really starting to bug me. Can't test stuff properly without it. Oh and sorry for not saying hi Danman, got a head so crammed with this stuff I'll forget my name next. ;)
Yah, but here comes the "Game Needs" hammer. I already have a ship that can one shot a cruiser and then some. So, the Wyrm is supposed to replace the Tyrant battleship, and act as a filler for the tactical weakness of the Xin, which is that, compared to the other upcoming factions, they are not very well geared for offensive. Oh sure, their ships can eat puny TEC tincans for breakfast any day, but the Xin favor thick armor and strong shields as opposed to big guns - like the ones Remnant have
Well, here's a thinker, and its been bugging me since day one. My ships are too bright, especially when viewed from afar with the ship mesh highlight filter on. In fact, with the filter on, when you zoom out they allmost turn white. With the filter off, they look okay. But, also, and this may be just my perfectionist attitude at work, but when wieved from the lit side, they also seem a little too bright. Granted, the base color for Xin ships is whitish/grey, but there's plenty of othe
Oh, so you don't think having a small black hole burrow in the center of your ship then slowly eat it whole is scary, do you? :p Dunno, it sound a lot scarier than a simple boom. Besides, you can stop matter with shields or armor, nothing can stop a black hole.
Keep in mind that in Entrenchment, resizing a gravity well automatically resizes the buildable area as well, so you no longer can edit those in the Gameinfo file as before.
Ok, here we go with the Wyrm lore update, as well as some more renders of the textured model. Instead of the customary ingame stills, I will take some more time to get those action shots (weapon and ability particle effects still need to be done, as well as sounds) and then I'll post them here. In the meantime: Wyrm Elite Battleship <i
BlacShade, you can change the size of gravity wells, phase jump limits and build limits in the planet .entity files. Look for MoveareaRadius and HyperspaceexitRadius lines.
Check it out: More coming soon! Verrry soon! Oh, and with the ships 95% done, I am going to start internal balance testing, a.k.a. the Trials! Gonna capture them on fraps and upload so you can get a decent preview of the units in action for real this time. Coming up first will be the Wyrm again
I imagine ordinary panic would account for that. People have been known to go mad during old-fashioned shelling, I suppose having your fleet torn apart mercilessly and barely escaping would have a simmilar effect. That, and you can always throw in some telepathic blast cliche... maybe the ship in question got caught on the fringe of this blast and got only slightly crazy.