ManSh00ter

ManSh00ter

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

Not that I know of. It seems hardcoded. Which is a strange decision on the part of the developers since modifying shield effects is probably on the top list of changes for many mods out there. I tried fiddling with it, but nothing I change has any effect... if someone has a solution I would be interedted to hear it as well...

14 Replies 61,703 Views

Jacobwastaken, that is true - but two against one is a huge advantage no matter what. If its two against two, there is nothing stopping the other team from adapting their strategy, either by building more Titans of their own or by amassing overwhelming numbers of conventional ships. As for combat roles, I am not sure I understand... as it stands Titans *are* as combat-oriented as possible. If you mean if there will be utility-oriented Titans, that depends. There already are utility capi

1,794 Replies 4,189,462 Views

Jarquafelmu, there will definitely be a cap on how many Titans a faction can own. Most likely it will be tied either to fleet supply, so that a few Titans will tie up enough supply to make the Titan-exclusive player really deficient on the conventional fleet side, or even with capital ship crews as well, so that a Titan will tie up enough crews to man several capital ships. Keep in mind that the concept of a Titan does not make it a pwnmobile. Yes, it will be able to obliterate an entir

1,794 Replies 4,189,462 Views

And they will be. The Xin titan will have the potential to (given longish charge-up time) completely wipe out an entire gravity well on its own using the superweapon ability. Which is precisely why I am faced with the dilemma you mentioned - what if someone decides to "spam" them to full fleet capacity... of course that would make that player vulnerable on other fronts, but the titan cluster would be very difficult to beat, especially considering the racial superweapons tied into them.

1,794 Replies 4,189,462 Views

Jarquafelmu, I think pretty much anyone who played EvE had such a goal on their mind at least once. I know I did. Then I lerned you need about half a year of making components, gathering materials and that there is a pretty big chance your whole operation will get an explosive visit from one of the big players like BOB... nowadays I just dream about owning a fleet of dreadnaughts and carriers. Though as a part time Minmatar freedom fighter, part time freelancer scavenger my wallet is not exa

1,794 Replies 4,189,462 Views

Yes, I play EvE. :) As for Titans, they are present in one form or another in *many* sci-fi universes and games, from Star Wars (can't get any bigger than that), EvE, Star Trek, Master of Orion, to name just a few. Size-wise, Titans will definitely not be big enough to rival a planet, because that would defeat the whole concept of having believably larg(er) planets, plus it makes the whole thing look unrealistic. Even the Death Star was miniature compared to a planet. But,

1,794 Replies 4,189,462 Views

Heh, I figured it out once I saw your identical post in the... other mod thread. :p Jarquafelmu, yes I agree, making the backstory is very fun. In fact I consider a good backstory essential to immersion, and immersion essential to a good game. And I am glad you like it. :) As for auto-seeding, I haven't tested it yet but I imagine that combining the existing auto-explore with the colonize ability set on automatic (default) will produce the desired result. The Seeders got th

1,794 Replies 4,189,462 Views

Loger, just FYI, I am a team of one. ;) Estimates... based on the speed of progress so far, I would say definitely this year. ;) Its a bit early to set any specific dates. I can announce the upcoming mini-mod though, the Carnage in Space, which will utilize the new explosion and debris art used in the Last Stand and is likely to be released sometime within the next couple of weeks. A few higlihts: -reworked explosion effects for all races; now each race has di

1,794 Replies 4,189,462 Views

Seems a lot of people have a problem with hardpoints and Max exporter. I don't know if the exporter follows the same procedure as the official converter, but if it does then you need to add a dummy called "rootpoint" and link all your hardpoints to it. In XSI, if you don't do that, they don't show up. I'd tell you to open the .mesh file and look, but I seem to recall the exporter writes files in binary... Anyway, if you haven't, try the above. Might work.

14 Replies 11,588 Views

Well, in XSI, tangent maps are generated automatically. Just select a model, and go Properties->Tangent. You can (and should) tweak the map to have as few sharp color transitions as possible, it gives better smoothing when it comes to lighting, but that's usually used for high-poly models with lots of curvature; ships usually don't have that problem so you may as well leave it at default if you don't want to bother. Also. Generate the tangent map when you have UV mapped the model - the

1,754 Replies 4,135,128 Views

Erm, you can manipulate RGBA channels in Photoshop, and then some, as well. :) I find that anything between 1.0 and 2.2 on the Nvidia normal map filter works best for ingame bumpmap purposes. 2.2 being real heavy on it, of course - I wouldn't go any higher than that. As for what should be bumpmapped and what not, usually you want anything that is not meant to be polished to have bumpmapping. Just use common sense - every surface which is not polished has indentations. With Trek

1,754 Replies 4,135,128 Views

Major Stress, which modelling program do you use? It may be a problem with tangents if you are using 3DSMax, that's the only thing I can think of. As for hardpoints, I know a working procedure for XSI, so if you want it I can post it here. Not really sure how to go about it with other modelling software, though if they don't export its probably a naming convention issue. The converter is rather specific about some things.

1,754 Replies 4,135,128 Views

Rangerdude81, when its ready. ;) It may take a while. I am dedicated to making the core assets of the mod as high-quality as possible. If that means a few extra months before the mod is ready, I believe its worth the wait. While it would be easier and faster for me to take shortcuts, in the long run I don't think either myself as the mod developer nor any future players would be satisfied by that... and since I don't have angry accountants dogging me with budget machettes, I can afford

1,794 Replies 4,189,462 Views

Alexander013, I currently plan to release the mod as follows: -standard high-resolution texture version which will however have slightly higher system requirements than the vanilla game (but not by much) -a lower res texture pack for people with older systems The Last Stand will also include some of the excellent improvements other modders already released, such as Uzii's planets and Bailknight's particle effects, with a few tweaks here and there if necessary. Whether it wi

1,794 Replies 4,189,462 Views

I already have a colony ship which is able to enact slow bombardment as an alternative to classic sieges, though they still need to be tested with the AI. What I would ultimately like to have is two types of ships which are needed in order for a planet to be successfully taken over. The first would be your standard siege ship which would be used to crack open the planet's infrastructure, and the second would be the troop ship which could only harm its population. This in itself makes si

12 Replies 6,130 Views

I created this thread primarily to discuss and try to find a solution for invasions. I was recently trying to figure out how to simulate a planetary assault which has more to it than just simply bombing a world into oblivion. To do this, I simply turned to how the old classics like Master of Orion managed this. Basicly what you had was a multi-tiered approach. You had your classic bombing-from-space phase, at which point you could opt to do exactly what you do all the time in Sins, i.e. bl

12 Replies 6,130 Views

And time has come for another little update. First of all, thanks everyone for the continued support. Its the fuel behind the effort so to speak. ;) This time round, I bring you the snapshot of several Seeder Pods gathering before an invasion: [link="http://img144.imageshack.us/my.php?image=xinpodszk9.jpg"][IMG]http://img144.imageshack.us/img144/4585/xinpodszk9.th.jpg[/IMG][/link] And the centerpiece, a brand new Attack Cruiser! [link="http://img144.imageshack

1,794 Replies 4,189,462 Views

The error you are getting is allmost certainly related to your .xsi files being the wrong format. So try to do what Danman said, load it into the free XSI mod tool and export it using dotXSI, version 3.6

16 Replies 12,361 Views

You edit the texture files in an image editing software capable of working with .dds files. Photoshop and such. As for the minidump, without knowing the exact circumstances of the minidump its hard to tell what it might be. Generally speaking, the first step in bug-hunting is to try and reproduce the crash. That will tell you where to look... I can tell you right now it's not a major error since you can actually load the mod. Middle-of-game dumps are usually caused by incorrec

3 Replies 3,067 Views

Sure thing. You do that by using null objects in XSI (Primitive->Null). There are some naming conventions to be followed in order for the converter to recognize them though: First add a null object called "rootpoint" Then add nulls for "Center", "Above" and "Aura", after that you can add nulls for "Exhaust" and weapons, called "Weapon-0", "Weapon-1" etc. However, since the converter strips the first five characters from the name of a null object, you have to name them

7 Replies 4,821 Views