ManSh00ter

ManSh00ter

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

Well, the Last Stand, the mod I am working on, aims to add new defense platforms and military outposts, which, yes, can be placed in any sector, even uncolonizable ones (like the gravity well of a star for example). As for hotlinking - I advise saving images to your computer, then uploading them to a free image hosting service like Image Shack. Not only does it save bandwidth (since you can post your images as neat little thumbnail previews for people to click), but that way you also a

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Hey, isn't engagement range control like "hold position", "attack at will - short range" and "attack at will - sector" already in the game? Or were you thinking of something different? Looking forward to the screens. :)

1,324 Replies 1,513,951 Views

P.S. Just checked - the Yarlok is not actually 5000 poly heavy, that was me readin' vertice count and being tired. Actual count is also a bit high but not that much: 3650 polys; 2788 quads, 862 triangles. Stress test revealed that on my machine (2.8GHz Dual Core, 3.0Gb RAM, Nvidia GeForce 7600 GS) the magic mark of 30FPS (anything below that I consider a slowdown) was touched when there were a total of 90 Yarloks on screen.

1,794 Replies 4,189,974 Views

Azeltir, you are right... I'll reorganize the first post so that all the images are attached at the end of it. That way they'll be available at a first glance. Polygon counts... actually, Acolyte173 got it right, I factored in the fact that due to the supply and cost of most Xin ships, any player will be able to field roughly half the number of big ships as other races, so the overall polygon allowance is increased. The difference are the drones, which are actually going to be

1,794 Replies 4,189,974 Views

And now you can compare the glory of the raytracing, global illumination using render with that of the game engine - I spent an hour or two tweaking the specularity, glossiness and reflectiveness to try and capture the metallic sheen, and I think I've come as close as one can get with the engine. Personally, I am satisfied. Not exactly on the level of X3 stuff, but then again, X3 can't render a 400 ship battle either. And to think this baby weighs only 5000 polys... Screens: <br

1,794 Replies 4,189,974 Views

I believe Dawn of Victory mod is about WW2 thematics in space. Though probably not as [i]obvious[/i] as Yamato. Good design though, if ships were made to fly in space, that's probably how they would look. :)

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NeroToxin, that's the first hurdle, getting a good program to work with - in my opinion, and I have been rendering stuff long enough to form one, there aren't any free *good* modelling programs. However, there are decent alternatives, especially if all you are looking for is to wet your feet in the wonderful world of vertex moving. ;) To name a few, there is Sketchup, its free so its good for education. Can't say much about how good, but I saw people make some decent looking models in i

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I figured it was time for another little update, so here is the concept render of a Xin Support Cruiser, the Yarlok: [link="http://img167.imageshack.us/my.php?image=xincruisersupportoo3.jpg"][IMG]http://img167.imageshack.us/img167/1773/xincruisersupportoo3.th.jpg[/IMG][/link] On other fronts, the Xin are coming along nicely. I already have the concept for the Swarmer Cruiser ready and should push it into production soon, some of the special effects like drone explosions have be

1,794 Replies 4,189,974 Views

My personal viewpoints is: the only reason Theory of Evolution is still dubbed as a theory and not as a factual condition of the development of life on planet Earth, is because it disagrees with some scriptures which are a few thousand years out of date but still very dear to a lot of people. But, if the Fact of Evolution teaches us anything, it is that true change takes time. As it is with flesh, so it is with mind. ;)

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So far I know of two damage apply methods, that is "backloaded" which basically means damage is applied separate from actual weapon fire (I assume this is for sync reasons for multiplayer or something) and "overtime" which is used for beams. You can play dumb and try putting in "onhit" or "instant" but don't blame me if your comp blows up in yer face. :p

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The way I envisioned a Titan is following closely the examples shown by some of the most famous "Titans" to date, most notably the Super-Star Destroyer ships from Star Wars, Titan class ships of EvE Online and of course, the Titan class ships of Master of Orion. This means that the power of such a ship will not be contained solely in its offensive potential. Although a titan will be quite deadly on its own, its conventional firepower will not exceed that of several capital ships put tog

1,794 Replies 4,189,974 Views

Mein gott. What have I done. Next thing we are going to be discussing how to build a real lightsaber. :p Anyone making a Warhammer 40,000 mod for Sins? Because that Iron Shield would fit perfectly there. I bet the Orks would love it. They'd call it the Murderizer, or maybe the Mutilator 5000. ;)

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As it is, I plan to have only one Titan type per new faction. Think of them as of mobile, slightly meaner and more expensive versions of racial superweapons. With guns. Lots of guns. ;) On a side note, I finally managed, with the apt suggestion of where to look by TFL BigBANGtheory, to alter the shield effects for the game. Now they are actually visible and in TechniColor! :p Thus, visible shield effects are going to be included in the upcoming mini-mod, Carnage In Space!

1,794 Replies 4,189,974 Views

It seems a general consensus that the unit behaviour, including its pathing is part of the entityType listed in their .entity files. As there is no (conventional) way to edit or add new entity types, right now I believe you can't make ships behave like fighters and vice versa. Though if DoV mod team manages to do it I'd be interested to hear how as well!

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I was able to modify the GS_ShieldImpact.fx so that the shield hit effects are more visible - right now the shields are really visible, allmost opaque when under heavy fire, and this can be adjusted at need. [link="http://img170.imageshack.us/my.php?image=shieldtest1qv9.jpg"][IMG]http://img170.imageshack.us/img170/1272/shieldtest1qv9.th.jpg[/IMG][/link] You do that by adjusting the color.alpha value in the line (two of them): oColor0.a = lerp( 0.1f, 0.f, dist/g_Externa

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I think you found it. Now I just need to get a grip on that code... but I am fairly sure that's where we need to look. That, and GS_ShieldImpact.fx

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Well, the shield meshes are rendered transparent by the engine, and there is no transparency control on the mesh itself so I assume its hardcoded. The hex values, unless I am mistaken, mean that all those values are at "max" anyway, nor do they differ from the ordinary mesh values. So far I tried assigning textures to shield meshes and changing the shield values in the player .entity files. I believe I also tried changing some of those values in the .mesh files, diffuse most likely. No

14 Replies 61,705 Views

^^ ...riiight. I don't think this is exactly the place to discuss the finer points of futuristic weaponry and astrodynamics. Suffice to say that I wasn't complaining about the mod, I was stating how "dogfighting" spacecraft, miniguns and artillery in space (and actually having a human being at the fire controls for that matter) is wishful thinking on the part of us humans who get excited at the prospect of inducing pretty explosions. Hence why games tend to have all of the above, an

558 Replies 1,153,083 Views

[quote]apknullare it is a TC(total conversion). Also the spacecraft dont look like aircraft! They look like realistic assumptions of future space combat craft![/quote] I'm sorry, but that's just not true. First, they are not matt black (stealth approach) so you could see them coming from a couple million kilometres away and just pick them off with a laser. Nor are they mirror-polished (defense approach) so the aforementioned lasers would have no trouble in making them look like a melted

558 Replies 1,153,083 Views