ManSh00ter

ManSh00ter

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

I am not sure this is the case. If we study how the vanilla capital ship explosions are made, they have a total of 11 subexplosions, 9 of which are mini blasts. They are timed in such a fashion that, if PlayTime was irrelevant or fixed at 2.5-3 second intervals, we would see 4 synced explosions, then 5 synced explosions then the final boom. Yet the capital ships do not explode in such a fashion in-game. Also, the make mesh invisible time works - I tried it on my explosions and was able to ad

770 Replies 2,179,825 Views

Well, seeing how popular the shipyard is, I imagine you guys will love the capitals since, in my opinion, they will look even better. ;) I wish Particle Forge would come out though so I can really dig in the special effects. I can do that now, true, but it tends to be a bit time-consuming compared to working with an actual tool. Anyway, as far as the playable preview goes, I have no plans to release one, simply because I tend to stick to that cardinal rule of not releasing stuff until it

1,794 Replies 4,190,092 Views

Excellent work! "Victory", huh? ;) I love the texture work on the models, they're clean, crisp and yet convey that "weathered" feeling warships (well, human warships anyway) just can't go without. :) What's the poly count on the Slavny, btw? And too bad current engine doesn't allow for animated turrets, because those babies on the port and starboard look wicked.

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Time for a little update! This time around, I bring you the Xin Capital Shipyard. [link="http://img246.imageshack.us/my.php?image=xincapitalyard01ju5.jpg"][IMG]http://img246.imageshack.us/img246/8725/xincapitalyard01ju5.th.jpg[/IMG][/link] [link="http://img246.imageshack.us/my.php?image=xincapitalyard02rr4.jpg"][IMG]http://img246.imageshack.us/img246/5094/xincapitalyard02rr4.th.jpg[/IMG][/link] [link="http://img246.imageshack.us/my.php?image=xincapitalyard03en4.jpg"][IMG]http://img2

1,794 Replies 4,190,092 Views

[quote]As a follow up to Manshooter's comments:The number of allowed explosion entries should be infinite, unless I misunderstand you. Some of the others (number of points on a ship, etc) were intentionally constrained as I said above.[/quote] If that is so, then I apologise for sowing misinformation! :) My comment was based on reading up on the Bailknight's thread: [I]As I said before current Sins only support 10 explosion entries and making race-specific explosions need at L

69 Replies 62,992 Views

I think the PlayTime variable does not mean the length of the sub-explosion, but the timing. So PlayTime 3 would not mean the sub explosion is 3 seconds long, but that it starts after 3 seconds are up. Anyway, as I am in the process of making my explosions&debris mini-mod, I will share any interesting stuff I find. :)

2,178 Replies 5,343,114 Views

Looking good, but in the first kaboom has the ship dissapear half a second too late, I find it looks best if you sync it with debris flying out, then it looks like the ship blew up proprely. Just like you have in latter explosions, so I don't know if you fixed it already. Also, you might want to desync the smaller explosions, right now the front and aft blasts happen at the same time which looks sort of "off" (at least to me). A good pacing for "chain reaction" stuff is to have one small exp

2,178 Replies 5,343,114 Views

I completely agree with Carbon016. I don't mind waiting, I would just like to know what to expect. It helps greatly with planning, knowing what you will or will not be able to do. Also, the hardcoded limits, not only in the ship counts but in seemingly strange places such as numbers of allowed explosion entries, numbers of weapon and particle hardpoints per ship, even numbers of particle emitters per effect, greatly box in the possible creativity of a mod. I already had to rethink some aspects o

69 Replies 62,992 Views

Sins require quads and tris... so as long as you don't have polys with more than four sides you're set. Although some of my early versions of models actually had plenty of 5+ sided polygons and the engine had no problem rendering them. But I imagine its necessary for optimisation reasons. The most expedient way to remove 5+ sided polys in XSI, as far as I know, is to select your model, go to polygon selection, pick n-gon subfilter, press ctrl-A and then simply subdivide them using trian

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Actually, there is another limit - there can be only up to 10 hardpoints per weapon type. So you couldn't have 10 missile bays on either side, unless you dedicated a separate weapon type to each side. Anything above 10 hardpoints is reported to make the game unstable.

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Korgan0, glad you like my work. And the speed of it. ;) As for the Remnant and Hegemony, yes, I am planning on having them in the final version of the mod. That said, I plan to have the Last Stand have three "stand-alone" versions, with the initial iteration called "The Last Stand: First Contact" where the Xin will make their debut, along with the core assets such as reworked gameplay mechanics (regarding such things as gravity well sizes, static defenses, mines etc.), new art (for vani

1,794 Replies 4,190,092 Views

I have, and since he has done such a superb job I will not be overhauling general effects for the vanilla races - instead I plan to incorporate his work into the Last Stand and make the explosions mini-mod compatible with his graphic overhaul, so that people can use both. As for explosions themselves, it comes down to personal preference. I think my effects are more "visceral" and realistic - he has stayed true to the style of the vanilla game and enhanced the current explosions so that

1,794 Replies 4,190,092 Views

Easily - capital ships are not only going to explode (and its going to be a much more violent explosion than that of a simple drone or a frigate), they are not only going to leave floating corpses of former crew dancing an icy waltz across the eternity, but they are also going to leave break-away sections of themselves as a mute monument to their wasted glory! *takes a deep breath* Where was I? Oh yes. Its gonna be kewl. ;) Also, the current "critical hit" effects are also goin

1,794 Replies 4,190,092 Views

Lord_Mordja, the capital ships for the Xin are each going to very different, though you can expect similar roles to what is available now (a frontline combat ship, a drone carrier, a specialized colony capital called the Ark Ship, which can "ressurect" a player from certain defeat if played wisely, and a support capital); each with unique weapons, although keeping in line with the Xin theme, where they use energy weapons allmost exclusively. There are going to be plasma cannons, proton beams, tr

1,794 Replies 4,190,092 Views

Ah yes - its easy to fall into the Enthusiastic Trap when first dreaming up a mod. You get all excited and then people get excited when they read what you intend to do, only for you to realize a bit later that you can't actually do some of the things you said and that is... embarassing. So to avoid any possible dissapointments, I usually refrain from saying-then-doing, and do it the other way around. That said, there are some cool things you can do with Sins, but one can only hope there

1,794 Replies 4,190,092 Views

Chewybond, I still play it. :) Now that game has some great-looking ships. Bss08380, yeah, I think blue lights fit best with the whole silver/chrome finish the Xin have. But red lights can look great as well, just with a different color scheme. Some (advanced) concepts I have for the Hegemony ships have red lighting, but their color scheme is much darker, with black and gold dominating. Speaking of concepts, here is a little snapshot of what I am currently working on:

1,794 Replies 4,190,092 Views

Well, actually, in space it doesn't matter how many small parts are sticking out - you are thinking in aerodynamical terms, which don't apply here as most of those vessels are not designed for athmospheric travel, and there is no friction factor in space. Aside from that, its down to personal preference - I for example, being a big fan of Star Wars, find that "lots of bits" feels natural to me - we are talking about incredibly complex machines after all. The approach you are talking about wo

1,794 Replies 4,190,092 Views

The Last Stand, the mod I am working on, aims among other things to resize planets, stars and gravity wells, not to completely realistic scale (because that would make the game completely unplayable for anyone who likes to see their ships cross a sector in less than a couple of days), but to such an extent which impart a sense of realism visually. So the planets are going to dominate a gravity well, gravity wells of stars are going to be comparatively large etc. (that "someone" was prob

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I envisioned the tractor beam as a simple "hold 'em" device. So the ship will be slowed down (but preferably not completely stopped), but it will not otherwise move the target. This is primarily used for catching fast scouts at a chokepoint so you can prevent them eyeballing what you got deeper in your empire with their little spies. It can also be used as an alternative to the phase inhibition field if, for example, the cruiser is out of antimatter. So you can snare that big fat high-level capi

1,794 Replies 4,190,092 Views

Just a note to people who believe that you can "plug and play" or "copy/paste" models from other games into SoaSE - not that simple. In fact if I am not mistaken, the Star Wars mod team already has a whole library of pre-made models... getting them into the game requires, however, more than just copying the files - you have to adjust texturing, sometimes rework the entire way how the meshes are mapped, adjust poly counts, etc. Sometimes its more demanding than just making a new model from scratc

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Its nice, isn't it. All those pretty images... so pretty... nghhhh... :p Seriously, I am thrilled that people judge my work as professional-quality, you can't have greater praise that that. Thank you everyone. Kiedjor, in the fuss I ended up forgetting to reply to your question: the Yarlok support cruiser is the heavy "tackler" for the Xin fleets. It can project both a phase-inhibiting AoE field which prevents phasing and a tractor beam (that one is still in experimental stage

1,794 Replies 4,190,092 Views