ManSh00ter

ManSh00ter

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

And here it is ingame, with "special effects" added. :p Now if I manage to pull off the effects for Arc Cannons as I envisioned them, this baby will really look spectacular in a fight! [link="http://img177.imageshack.us/my.php?image=xinswarmcruiser1oa6.jpg"][IMG]http://img177.imageshack.us/img177/9807/xinswarmcruiser1oa6.th.jpg[/IMG][/link] [link="http://img384.imageshack.us/my.php?image=xinswarmcruiser2pk6.jpg"][IMG]http://img384.imageshack.us/img384/8417/xinswarmcruiser2pk6.th.jpg

1,794 Replies 4,191,667 Views

[quote]Because I've actually been paying attention to the previews of it. It is a console-style action game, much like the 3D Prince of Persia games or Assassin's Creed. These games do not play nearly as well on PCs compared to consoles, and they do not appeal to the traditional PC gamer.[/quote] Err... what? Assassin's Creed plays very well on the PC. I don't know about you, but when you are able to defeat about 30 guards in under 60 seconds with the HUD turned completely off in a game

99 Replies 271,704 Views

Look, if we drop the whole "righteous/thief" thing, and look at it purely from a business perspective, it makes no sense putting these copy protections on games. You have to pay for the licence to use most copy protection systems, so that's added expense. Those systems, no matter what they are trying to do, are based on *code*. This code has to be incorporated into your product and as such is vulnerable (just like your product) to decoding, reverse engineering etc. and thus can

313 Replies 791,826 Views

Oh that I certainly intend to do. I have no desire to overhaul what BailKnight overhauled so nicely, except explosions because I have a few different approaches and solutions. This however applies only to vanilla units and factions. The Xin use all new assets, every explosion, weapon effect, phasing effect, pretty much everything is made from scratch. I want the new race to be *new*, not something recycled and recolored.

1,794 Replies 4,191,667 Views

I haven't noticed Crysis sucking. And that game definitely doesn't cater to everyone's rig. In fact, it looks to me like they are trying to please just about everyone *except* PC gamers. Hell, they are making *separate* versions of the game... and they couldn't hire one more team? I believe someone else pointed this out already. But hey... as it usually goes with titles like these, we PC gamers will get an upgraded version eventually so... :p

99 Replies 271,704 Views

Mesh groups are called clusters in XSI. Check out help file info on that as well as online tutorials, plenty of info there too. Also, if you are dealing with separated edges, but a single mesh, you can try and do what I suggested - select all points (vertices) around the trouble areas and do the "filter point" command. What this does is weld all vertices that are closer than the specified distance - so basically if your edges have split, you have double vertices along them and this shou

1,754 Replies 4,137,461 Views

How do you know that? How do you know anything about how the game will play and feel since it hasn't come out yet? This ties into another important question - how would *I* know if I like the game since I cannot try it before I buy it - an issue more and more common with PC titles as well, yes; but with PC titles I don't end up with a new computer and a game I don't like. If I bought a console just for this game, hoping that if I like it I would also like five or six other titles... well, wh

99 Replies 271,704 Views

While I agree with most of what CurumoTheDarkLord and Nequa said, right now I have no idea if that's even possible to mod in, given the modding constraints of the game. As it is, I want to provide the players with a betterm more immersive and significant tactical/strategical aspect of the game, as well as improved visuals. If it becomes possible to script the game engine (it isn't right now), add new entity types, conditions, events etc. then I would certainly consider adding at least some o

1,794 Replies 4,191,667 Views

I'm sorry, but the idea of having to buy an entire gaming platform just to play one game seems a bit extravagant to me. Not to mention that LucasArts started as a PC production company, the entire franchise upon which the FU (pun intended?) was on PC and now - there is no PC version? They are making a friggin handheld version but not one for the PC? And they dare spout crap about how PC's wouldn't be able to run all those next-friggin'-gen "break-o-matic" and "screaming-believably-while-being-fo

99 Replies 271,704 Views

Ah, make that 3.9Mb per model, not 7.5 (was calculating something else and it stuck). The end figure stands though.

8 Replies 6,787 Views

Danman, it may also turn out to be one of the biggest mods out there if you see it all the way through. I estimate that the first installment of The Last Stand will be anywhere between 250-500Mb heavy, unpacked. Say you don't go for the very hi-res textures like I do, so you average 1.3Mb per texture file per model, each model requiring 7.5Mb of texture data (aside from frigates and fighters, most larger models require 1024x1024 for optimum resolution; many big models I make use 2048x2048 resolu

8 Replies 6,787 Views

You need to check out player .entity files. Under HyperspaceData section you will find baseHyperspaceSpeed variable - changing this will change the hyperspace speed for that race. You can also set interstellar hyperspace speed here as well as other stuff such as which graphic effects Sins should use when that race uses phasing, time it takes to "charge-up" phase jumping and so on.

4 Replies 3,639 Views

Looks like you have a whole lot of disconnected edges there... you *could* try manually patching them up using the blend command. Or if that fails, you can use the vertex weld tool... that's a lot of work though. A third option that comes to mind is to select all the vertices around the troubled ares and edges and use the "filter points" command. All this assuming those *are* disconnected edges and not some weird conversion error. But its worth a try if you haven't done it already. As t

1,754 Replies 4,137,461 Views

While right now I mainly am focusing on making the core assets for the new race, all the gameplay changes still stand. I use the time testing new abilities and concepts for the Xin ships to also indirectly test out changes which will affect all factions. So yes, you can expect bigger gravity wells, more powerful and strategic planetary defenses, deployable battle stations (Xin only, they are turtlers after all), interdiction ability for all factions, mines (all factions) and so on.

1,794 Replies 4,191,667 Views

In XSI? Just like anything else... select the move tool, click and drag. If you don't know basic controls, there is plenty of info in the help file. Shortcut to the move tool should be "v". If by any chance you are thinking on moving nulls in the vanilla models, as far as I know you have to use 3DSMax, as that program has the only known mesh exporter for Sins.

1 Replies 1,718 Views

Well, there are several projects in the works which are aiming on creating entirely new races. But it takes a lot of time to make all the new assets (I think there are about 32 models to be made for just one race) so I advise patience. ;) To name a few, there is [link="https://forums.sinsofasolarempire.com/149666"]Dawn of Victory[/link], a high-profile mod with which I can cay I am impressed even though it is early in development, DANMAN is planning on making (if I am not mistaken) new races for

8 Replies 6,787 Views

Usually, the transparency is handled through the Alpha channel. I don't know how to set one up in Paint though, I use Photoshop myself. Anyway, if you are getting solid squares, that happens mostly either because Sins can't read your stuff (in which case the square should be white or at least that's what happens when I mistype a texture file name for particles) or because you haven't set up the alpha channel. When setting it up, remember - full white is full opacity, full black is full trans

2 Replies 6,800 Views

@Klentrogen [quote]yeah i love it, i cant wait untill you realse this mod, Note:make carriers carry more strike craft and you will be my god...[/quote] A god? :p Well, I have no divine aspirations, but your wish, so it happens, will be granted at least when it comes to Xin carriers; both the Suryata Swarm Cruiser I am currently making and the capital carrier will have allmost double the number of strike craft deployable. However, for the purposes of keeping things balanced

1,794 Replies 4,191,667 Views

Yeah, I saw it, and that's great news! Now if they only would give us that Particle Forge so we don't have to rely on so much guesswork when adjusting particles... eats up time like nothing else. Oh and Bobucles, I just checked - the debris in vanilla game already glows... its just not that pronounced. Zoom in on some of the shards and you'll see. :)

770 Replies 2,180,547 Views

First, apologies to Bailknight for doubting you - upon testing the vanilla capital ship explosion effects, it turns out they too are bunched up together in 2.5 second intervals. Seems that there are hardcoded issues in the particle system as well, which is too bad since it would have been great to have finer control over sub explosions. As for the glow effect, I doubt it can be done. Sins do not support material change/fading, and glow is effected through that. I also don't think that m

770 Replies 2,180,547 Views

I simply follw a logical line of thinking. Either we are doing something wrong, or the entire sub-explosion sequence is hardcoded, which I find unlikely. Anyway, as it happens I have just started making a complex explosion for the cruisers and will, if I succeed, post the exact procedure here. I am confident that the system can be manipulated, but I am also aware that, due to the lack of documentation on such specifics as the workings of the particle system, we are forced to work half-b

770 Replies 2,180,547 Views