Maybe you could use, if you have 3DMax, the unofficial exporter, then convert it to something Maya can read, and use that? Its a bit circumvent, but I can't think of anything else right now...
ManSh00ter
For mines, that would work, but your turrets need not only track the enemy, but also stay attached to the hull. Spawning static turrets would ruin the effect as soon as the ship moves. The idea is to have *two* separate "weapons". One would be the real weapon, applying damage and having the normal weapon effects. The other, superimposed with the hardpoint controlling the first one, would be the dummy weapon used to control turret meshes. That way the turrets would not dissapear as soon
I just had an idea how to make turrets track their targets. There are a few problems, but I think its worth investigating. We know that the particle system has two things critical to making this work: -ability to automatically track targets (so the shots connect) -ability to use actual meshes So I propose to make a model which has hardpoints for turret meshes. These would be generated with the particle system, possibly consisting of two (but I can think of ways to use only one) tur
If your mod isn't working, that's a problem with your scripts, not their format. In any case, its hard for anyone to help you unless you do get a bit more "technical"... ;)
I believe this is hardcoded or not modable yet. I even tried to apply a texture to a shield mesh, just to see what would happen - nothing happened. So it must be controlled by something else, much like the animated cloud layers on planets and star surface animation.
Well done, good looking models and taxturing. Personally, I would avoid slapping big, easily discernible numbers on them, but that's just me. ;) I have a question though, the Scout, are you using a Frigate entity type, or a fighter? Obviously, the dynamics of this unit would require it to zip around and dogfight instead of sit statically and fire like the frigates do, but if so, how did you get around the obstacles such as disability to jump etc.?
Go to Start->Run->type "cmd" Then use DOS commands to navigate to the directory where convertdata.exe is placed. Correct syntax is "convertdata.exe myfileintextmode.entity myfileinbinarymode.entity" Needless to say, it is best that you place the files you want to convert in the same directory as the converter, saves you time typing. You can also convert .mesh files, brushes and particle files in addition to entity files.
Thanks for the praise! The quest for impressive destruction effects continues with some success. However, I am *still* unable to figure out how the shield hit effect is handled. Seems likely that it is hidden/hardcoded. I hope not though, because I have truly nice shield effects in mind. Hopefully more information on that and simmilar issues will be released soon.
As long as you don't change anything other than user settings, most of which are acessible through in-game menus, you should be fine. Changing anything outside of that results in a different checksum for your client, and the above mentioned error.
Actually, in space, vacuum ablation has a simmilar effect on the hull as "weather" - discoloration, flaking etc. My personal issue with the vanilla ships is not design, actually some of those designs are pretty much on the spot. Its the feel, the ships feel somewhat... cartoonish. I don't know why. It may have something to do with the unit coloring, which is too smooth. For example, windows. :p Look at them, there is no light variation at all. They look like neon lighting panels. Actual
Hehe, thanks! :)
Here is another update: a new model, this time for the main Xin assault frigate and also a bit of a status update. I have been a bit busy with other stuff for the past week or so, but rest assured, the mod is progressing slowly but surely. ;) First, the goodies: [link="http://img181.imageshack.us/my.php?image=xinassault1yq8.jpg"][IMG]http://img181.imageshack.us/img181/7907/xinassault1yq8.th.jpg[/IMG][/link] [link="http://img181.imageshack.us/my.php?image=xinassault2ez5.jpg"][I
Unfortunately, I don't think that you can rescale the cloud layer right now. However, the option surely exists (just isn't accessible to us right now), since I believe star surface animation uses the same mechanism.
QFT means quoted for truth. It means you quote someone in order to give them support, but have nothing more to say because they said it all. I have to agree, without limits on shipbuilding, AI will be the undoing of any game longer than a couple of hours. Especially with no crystals cost. I have a fairly powerful rig, and it slows down noticeably on maps with max AI opponents and ~160+ planets in vanilla, imagine what will happen if you pull out all stoppers on them...
Humongous. Unplayably so. :) But as with movie fights, one does not have to actually hit someone, just make it appear so. With planets, increasing their size five times creates that effect in my opinion. I built a space station in "low orbit" to test this and it works really well, especially when you zoom out a little. Unfortunately, planet resizing has its own set of problems. For one, you have to edit the mesh in a 3D program. No way, as Annatar said, to do it by editing .entity files
What about phase length sliders for controlling distance? I once ended up with a game where phase lanes were so long it took every ship about three minutes for interplanetary travel.
Major Stress, actually you don't need to link null points to the model. Just to the "rootpoint" null. As far as Tangents go, you apply them by selecting your model, and going to Get->Property->Tangents. That's it.
I don't exactly understand why would you need to *apply* the textures in XSI? If the mesh is already mapped out, click on the "Render"->Texture->Image and then click edit on the image, choose the texture file and see if it fits. That's as far as applying goes. Export the mesh, convert it and then add the texture file names data by hand in notepad. It is very likely, if you are using pre-made models, that you do not have properly formatted data and normal textures, so you would have to make them
Err, adding muzzle points is best done in a 3D modelling program. Adding them by hand is very difficult, especially getting a proper position and, as you noticed, orientation. Also, be sure you follow the naming conventions for them. Aside from that, no, you don't need to put them in specific places.
Ok, to the OP: if the mesh is already mapped, all you need is to edit the texture files. I assume the skin texture is already all set, just make sure the alpha channel is all white. The data and normal texture formats are pretty well explained in the .pdf file that comes with the Forge tools and in any case have more to do with your favourite image editor than XSI. But if you got specific questions and/or problems (for example, what exactly is wrong with your texturing), feel free to ask, I'll h
The material errors are inconsequential, I get them every single time. As long as the mesh is mapped, you can add the correct texture files data later by directly editing the .mesh file. As for -1.00 bounding radius and 0 vertex, seems something is not compatible in the .xsi format. The only times I got those errors was when I have set the dotXSI exporter to export the mesh using triangles instead of polygons, and when I tried to use Crosswalk. Oh, and when I tried earlier .xsi formats.
1. If you have only one material to export, remove all other materials from the material manager. Press Ctrl-7 and delete all but the material you use for the model. 2. Crosswalk does not work with the converter. Use dotXSI. 3. Remember to assign tangents to the mesh. 4. If you are getting invalid poly errors, SoaSE works only with quads and triangles. Though I managed to import models using 5+ sided polygons without much issue, but maybe I just didn't see some geometr
When I started modelling years ago, I remember the first thing I did was try to make a cube. :) That was in 3DMax back then. I still do that today in fact. First thing I do, is make a cube. If you check out models (actually, a model, the second one is in making) I am making for the Last Stand mod, they are all shaped and grown from a cube. Its one of the simpler, but effective methods of modelling, no matter which program you use. And don't forget to assign tangents to your model, or yo
I won't go into texturing tutorials as there are plenty of good guides already out there, suffice to say that when you get used to it, it is really simple - I can UV map a fairly complex model in about two to three hours usually. Depends on what method you use and what kind of geometry you are dealing with. But, since I also had trouble with figuring out how to do hardpoints on a brand new mesh, here is the procedure: In XSI you use null objects for the entire process. First, y
XSI is the way to go, in my opinion. I made the transition a while back from 3DMax and never looked back. Once you get used to the keyboard+mouse controls, you simply fly. As for smoothing errors, I had major trouble with that too, lighting issues as well. You probably tried this, but in case you haven't, I suggest you check your .mesh files (assuming you converted .xsi files with the conversion tool) for nul tangents. All my smoothing issues went away when I assigned tangents to the mo