ManSh00ter

ManSh00ter

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

Another day, another update! The model factory delivers yet again. For your perusal, I have brought forth the newly assembled Long Range Drone. This baby not only sports dreadlocks, but can also spit a gob of superheated plasma at high velocity across a formidable stretch of space to really ruin any captain's day. [link="http://img150.imageshack.us/my.php?image=xinlongrange1eq1.jpg"][IMG]http://img150.imageshack.us/img150/6534/xinlongrange1eq1.th.jpg[/IMG][/link] [link="http://img299.im

1,794 Replies 4,189,260 Views

Wait, have entity files been changed significantly (I am talking about extra stuff added which will cause a minidump if not found)? Because my old .entity files for units work just fine. But then again, my mod is not tweaking old units as much as adding new ones...

8 Replies 5,786 Views

To use the models in game, you have to have them in .mesh format. The converter is good for that, but you need to have the models in .xsi format to use it. There are several ways you can go about it. If you have 3DSMax, you can use the unofficial importer/exporter to port models directly to .mesh format. Or, you can get the free modelling tool from Softimage to convert them to .xsi format and then use the converter. However in most cases you will need to tweak the models, for example, you will n

1 Replies 3,378 Views

Carbon, I know exactly what you mean, as I am facing the same challenge myself. In fact I feel that it is worth the risk of just going ahead and making the factions unique and disparate, instead of having a "rock-paper-scissors" system. I believe that player ingenuity should be at the forefront of any strategy, and as such should not be boxed in by some pattern. To that end, factions should be very different, and balancing should concern itself only with removing obviously overpowered abilities

558 Replies 1,152,810 Views

Ah, I found what was wrong. Note that if you edit the english.str file, you need to append the new strings at the end of the file, or else the game loses track of pretty much every entry. This was not the case in 1.02 hence the confusion.

8 Replies 4,632 Views

Well, I don't know. I edited the new .str file, adding the descriptions of new units and such, but now every time I load the mod every single text line in game reads "string not found". If I just put the unedited file in it works, but I get a minidum as soon as I mouse over anything which asks for the new strings...

8 Replies 4,632 Views

Had some extra time today, so I've put together two teaser images (always wanted to do that :p ). Played with the concept for the Remnant to take a break from alien stuff. Though I managed to churn out two brand new meshes today... and now I'm spent. I need a break. ;) Anyway... [link="http://img403.imageshack.us/my.php?image=xinlongrangelj9.jpg"][IMG]http://img403.imageshack.us/img403/6941/xinlongrangelj9.th.jpg[/IMG][/link] [link="http://img403.imageshack.us/my.php?image=remn

1,794 Replies 4,189,260 Views

Yes, but the idea is that humans, like every other animal, base their threat assessment on pattern recognition, amongst other things. We are never going to get so unnerved by something painted blue or yellow as we are going to get unnerved by something painted blood-red. You can train all you want, but I am certain soldier training does not include thorough courses on understanding their subconcious motivations, and that's the only way to truly master emotions such as fear. Our earthly

172 Replies 78,321 Views

Which would frighten trained soldiers more? A combat robot designed to look and move like the Alien, or a pink box with flowers on treads with a gun which can rip up a tank in half in an eyeblink? I wonder. :)

172 Replies 78,321 Views

There will be Particle Forge? :) That will make my job easier, though it is possible to edit and even create completely new particle effects using nothing but Notepad and your favourite image editor.

4 Replies 3,470 Views

Wow, I think my ego just increased its resolution to 4096x4096 :p Thanks for the compliments, I try my best. Here is a new update I promised, this time its the AntiFighter drone: [link="http://img523.imageshack.us/my.php?image=xinantifighter1us7.jpg"][IMG]http://img523.imageshack.us/img523/8199/xinantifighter1us7.th.jpg[/IMG][/link] [link="http://img524.imageshack.us/my.php?image=xinantifighter2lb0.jpg"][IMG]http://img524.imageshack.us/img524/7249/xinantifighter2lb0.th.jpg[/IMG

1,794 Replies 4,189,260 Views

Peskyfly, my reasoning is based on pure logic. The more technologically advanced a society is, the more power an individual has. Think how much damage you can do with an assault rifle and compare that destructive potential with that of a medieval killer with a big axe. Now advance in time. Go past energy weapons and other such trivia, straight to complete understanding of quantum physics, reality control etc. There is a nice book called "Quarantine" by Greg Egan which toys with the idea of a

172 Replies 78,321 Views

Thanks Ironwill. :) As for anti-aliasing, I honestly can't remember. Looking again at the screenshots, it doesn't look like its on. I actually booted the game up to check out and with AA on the jagged edges don't show up, so the screens were probably taken with it off. I have a few new shots coming up soon, going to make sure the AA is on this time. ;)

1,794 Replies 4,189,260 Views

Well, its a common practice when designing, to borrow shapes and ideas from various stuff you've seen and mould it into your vision of what the final stuff should look like (for example, the "head" and the "shell" of the Scout I took from the Spielberg's movie "War of the Worlds", since I liked the "brooding eye" effect when you looked at the tripods from the front). And even if you don't do it on purpose, we have so many fantastic designs of spaceships out there, its hard to really be unique 10

1,794 Replies 4,189,260 Views

Peskyfly, its good to be optimistic, but I don't see humanity coming to peace with itself. The arms race is on the verge of being restarted, the xenophobia and nationalism are still very much alive. And wars are still smouldering across the globe - we just got complacent in our shielded western societies and don't even see the smoke. I am actually glad we don't have advanced spaceflight technology yet because we are definitely not ready for it. Even though I personally would like to explore the

172 Replies 78,321 Views

Then you need to add more weapon hardpoints to the mesh files. Terraziel seems to be on top of things, so ask him if you want to mess with ingame models. An alternative solution, already done by some mods here, is to increase the rate of fire for existing weapons. Just be sure to adjust the burst count number, not the cooldown, or you will mess up the DPS. You can also introduce staggering. Current Sins weapons fire at a pretty steady and clockwork pace. By tweaking PointStaggerDelay an

20 Replies 13,707 Views

[quote]Not to sound rude, but; Whats that supposed to mean?[/quote] Hey man, nothing to do with your work. :) I like what you did with the new planet types, in fact plan to incorporate it with the Last Stand, especially the bonuses. I just meant that when you have a very detailed texture, such as a city-world one, even the tiniest misalingment shows, and very much so. Since, as you know, I am experimenting with resized planets and hi-res texturing, I need to make my own textures, and he

35 Replies 22,438 Views

I just use spherical UV mapping and to hell with those cross-shaped textures. :p I am sure there is a nifty technique for making of cross shaped textures, but so far I wasn't able to find one. Especially if you got a full planet texture with plenty of exact details, like lights on a city-world...

35 Replies 22,438 Views

I would agree. Furthermore, there is a sort of an effect, transparent black circles expanding at the impact area, which initially led me to believe that there is a shield-related texture, but I was unable to find anything like it.

6 Replies 6,474 Views

PeskyFly, the reason why I am hoping we never develop combat ships is simple: there are no hostile interstellar civilizations. It is possible a civilization reaches intersystem spaceflight capability while still retaining primitive agression as their method of solving issues, but chances of self-annihilation rise exponentially then. To illustrate but a simplest possibility, bombardment of a planet using nothing but rocks would be far more devastating than any nuclear war. Imagine what would happ

172 Replies 78,321 Views

Well, I hope that we never develop real space combat craft, but if we do, they are most certainly not going to be shiny. In fact, pitch black with retractable thermal dump radiators on the backside (away from enemy sensors) would make most sense. As for shape, symmetry is actually very important in space, for propulsion and fuel saving reasons. The more asymmetrical your spaceship is, the more effort you need to keep it going in a straight line. If you examine the ships from EvE, you wi

172 Replies 78,321 Views

Believe me, if it was cost effective to have an attack plane sport them curvy lines to look like a friggin dagger with guns, and if it were not for the fact that our primitive radar systems can be fooled by angular surfaces, you would have curvy daggers with guns attached. Humans love that shyte. ;) Form follows function, yes. Aesthetics have nothing to do with that. Bu aesthetics have everything to do with games, and the units therein, the function of which is also to blow up things, A

172 Replies 78,321 Views