Stant123

Stant123

Joined Member # 3063649
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No, you still need individual meshes for each planet type, however, they can be copied over from another planet type and renamed. The only editing needed for the mesh would be the materials section, which is far easier to edit when the file is in text format rather then in BIN and in some sort of modeling program. NumMaterials 1 Material DiffuseTextureFileName "C:\PlanetIndustrial01-cl.dds"<br

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I doubt they're working on it just yet, it's still in Beta and highly subject to change, and there's also the fact that like everyone else, they're wanting to play the game (and not mod right now). Wait at least a couple weeks after the first official release of sins for there to be the possibility of a Rebellion version where you can start suggesting changes. Anything mentioned right now is probably going to be forgotten long before then. I

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[quote who="Draakjacht" reply="7241" id="3153543"]but aren't planets just a sphere with a texture wrapped around it?[/quote] Yes, all just straight 2d work and fairly easy at that. Not sure what you have at your disposal, but if I was doing it in photoshop, I'd make the urban planet -cl the bottom layer, plop the terran planet -cl on a layer on top of that and just use an eraser tool to get rid of the continents revealing the urbanness that is below it. Then I'

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[quote who="ZombiesRus5" reply="1439" id="3141837"]Horsing a..round with some steam punk images for a custom UI.[/quote] The outside panels are decent, the interior could use more gears/metal plating/piping. They just look a little too plain.

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Challenging me eh? Been awhile. Don't go down this road... Please don't... Many have tried, none have succeeded. ;P [quote who="AseOfSpadez" reply="7226" id="3149729"]Kols are battleships and so should make up about 50% of any given fleet. This is because the other caps are support ships. SUPPORT. By their nature they fill niches and so should only be needed in limited numbers (unless you want to bomber spam.)[/quote] 50% of

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[quote who="Polistes" reply="7219" id="3149612"]Is this the mod where you can invade a planet instead of just bombing it?[/quote] No, that mechanic doesn't exist in any mod. Though technically, all you'd have to do is replace the bombing graphics with colonize graphics and it would look like an invasion rather then a bombing... But according to the game, you'd still be bombing the hell out of everything and have to rebuild the infrastructure and everything else

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[quote who="great49er" reply="1025" id="3149579"]Why wouldn't the map be listed?[/quote] because you're putting them in the wrong spot. That location is for the game's galaxy files which will not show up unless you modify the galaxy manifest to include it. This is where you NEED to put it: [quote who="harpo99999" reply="1008" id="3052470"]thejian, just place the map in the user space galaxyforge folder (and if the map uses planets from a particular mo

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I wish I could but I can't just assume that when someone is asking for help, especially when they're new, that they've taken the time to actually read things in the OP. It almost never happens even when they've said they did. Instead of waiting around for someone to offer to help go over everything and do the work for you (like Sinperium ;Þ ), why don't you instead start posting the steps you're taking as you try to add a race. Now

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[quote who="-Norbert-" reply="7195" id="3143208"]But why does the game differentiate between green stars and others?[/quote] Because the core game has red, yellow, blue, and green stars, and while it's technically not impossible to have a green star, the circumstances involved to make it happen are so slight that in reality, the universe doesn't produce any... So a judgement call by the devs was to add in an option so that random generated maps could have any of the thre

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