Xin will use mostly plasma and bioengineered weapons. For example, the Assault Drone spits a superhot gob of plasma, the long range variant uses a similar weapon, only more powerful. One of the weapons the Xin use is a sort of a living missile which latches onto the victim and literally burns itself out trying to chew through the hull (if I manage to pull off the weapon effect for that one right, its gonna look awesome). I do keep separate resource files, and the new workflow re
ManSh00ter
If I manage to recover them, I'll definitely think about it. :)
I always play a Nord. Can't beat beer&beard. And Max von Sydow doing the narrating. Awesome.
Because fat cartoony Yetis are easier on the GPU. And Blizzard wants WoW to be accessible both to kids with homemade supercomputers AND their abbacus-wielding grandmothers. And everyone else copies whatever Blizzard does.
Ever since Morrowind, the true value of the TES series was the modability of the games. Right now there are so many awesome mods for Oblivion, I would be hard pressed to come up with a better sandbox RP game when some of the best are installed. So if they keep the game modable... dragons+mods = instawin.
You can get an Entrenchment compatible version of the Dynamic Battle System here . Incidentally, you can make the ships spin around their axis and fire while moving backwards, you just have to increase mass and inertia and also angular speed to allow for that. But it looks silly as hell, because all ships then look like cats on ice. The latest version of DBS has an updated flight and damage
As fate would have it, all the old models are currently locked away on a hard drive of a machine whose OS gave up the ghost. Fortunately it's a backup hard drive, so the data is safe. Just can't get to it right now. :) The bigger ships will of course have a lot more going on on the hull than the drones. The coral hulls themselves do not look that different from what the old Xin have, still grey-white surfaces with a slight metallic sheen to it, only now those surfaces look like they'v
Heh, bulging space anglerfish. I like that. :p But in the defence of the little guys, they're scouts - basically flying eye pods, see? No eyelids too. They can stare at your fleets all day long. As for menacing, I humbly submit the blueprints for the Assault Drone: <a href="http://im
You can fake that using a sphere emitter and some animated textures. The hard part is actually making the beam look like an electric arc. Sins engine just squashes everything into a laser-like beam, regardless of how the actual texture looks.
A taste of things to come...
Yep, working on that too. :) Should be out this week.
Yeah, Diplo version is in the works. And thanks. :)
Better. Still organic shapes, only now the focus is on looking alien, not looking necessarily like (Earth) aquatic creatures. The basic premise is the same, flowing, smooth hulls, organic and non-organic components, only the non organic hulls don't look like metallic hulls, more like carapaces. I also removed some discontinuity, for example the frigates now look like they've been actually designed by the same race as the cruisers and capitals. Also, the textures are smaller over
Ok, time to bring everyone up to speed. To just cut to the point, the whole project ran into a major brick wall a while ago when I realized just how the Sins engine works and what kind of memory management it has. Chalk that up to my own inexperience since I was daft enough to assume that a seamless transition engine would have some sort of a memory manager which loaded and unloaded stuff as it was required (I know this can be done, but alas it was not the case with Sins). Thi
Instead of adjusting individual faces, it is better to focus on creating large, continuous UV islands (such as you would have for, for example, organic meshes like faces), which in itself eliminates a lot of shading seams. This requires building a new set of UV's from scratch though, to avoid having to reorient a lot of stuff, especially if your UV map has a lot of small islands. And it won't help with texture seams though. The best way to avoid texture seams is to use a polypainting
Sounds good to me. :) A Starbase is supposed to be a monster to take down. With the DBS ideally you want bomber wings on the job as they do a lot of damage to a Starbase and Starbases on their own do not really have effective defenses against them. Torpedo cruisers might work if they keep out of range (in other words, depending on the starbase you might try attacking them with light frigates to draw fire while the torpedo ships pound away). Just keep in mind that the capital grade wea
I am currently testing a new UV mapping workflow for my own project - as I have to redo most of the models I did so far I am interested in a most time-efficient workflow possible. My previous, and current, workflow involves building symmetrical meshes, UV mapping one half to maximize texture space, then texturing that in ZBrush (which REALLY doesn't like any UV overlapping), after which I use the textures on a symmetrized mesh. This results in complete UV overlap for the whole model o
Thanks Major Stress, I've been catching up with the very useful info in this thread. I have pretty much the same set of problems as you, which is why I've started redoing every model for the Last Stand (sigh). I have to do some research before I can post anything conclusive, but regarding open models, I have had pretty much 100% success importing models which have open mesh parts using Softimage 7 (NOT 7.5, turned out 7.5 does not translate vertex normals well).
And as usual, I answer my own question as soon as I post about it. Seems Mod Tool 7.5 dotXSI is still ok to use. Sorry for the offtopic guys.
[quote who="boshimi336" reply="835" id="2839355"]Could their extended 3rd patch be ... *drum roll* https://forums.sinsofasolarempire.com/177648 ?!?! [/quote] No, its not. Sorry. :) But I'm doing my own optimization and I've run into a major bump - since I had to redo some of the models because of the textures taking up too much memory and the old models look like crap with lowres textures, I recently found out that - convertXSI doesn't like
@Fredled, yeah, I've learned a lot about game asset production since the first stuff I made for this mod. I actually had to go back and redo some of the earliest models because they were too fugly compared to the latest stuff. I'm currently away on a trip of worldly adventure, discovery and excitement, but when I return there shall be some definitive finishing moves. ;) The Diplomacy version of the Dynamic minimod should be done within a week though, ain't portable hard-drives a neat
Sheesh, talk about a late reply, sorry guys. Fredled, the citadel video is all ZBrush. I don't think I could have made the detailing on the ships via traditional means without going insane, its a great tool. Sylenall, Dynamic Combat 1.0 should be released tomorrow, as for the big mod, a little while longer. There will be an open beta test announced when the core is ready (minus complete sound pack, icon pack etc.) so people can help iron out the bugs and enjoy some fresh
Actually, yes. But that's a low priority right now. Think huge alien squids and you'll get a pretty good idea.
I migrated from XP to Win7 64-bit and for the first time ever I am actually pleased with a Microsoft product. So far I have had zero issues, except with finding drivers for some of my older peripherals. Modding-wise, I encountered no issues so far. This doesn't apply to Sins, but for games such as Fallout 3 which run mods requiring script hooks or extenders you want to install them away from the default Program Files (and Program Files (x86) on the 64bit version) folder. Because of th
I work for Blizzard? Oh man, oh man, and they didn't tell me! Anyone knows what's my salary? [e digicons]:P[/e]