[quote who="ZombiesRus5" reply="6" id="3039105"]Diplomacy actually does open up quite a few modding possibilities. But really at this point I can't blaim you for waiting to see what Rebellion looks like for 7ds.[/quote] I don't care for the diplomatic art of diplomacy... more important is that a lot of the TSOP is included in diplomacy along with a bunch of Stardock own optimization... diplomacy run more smooth that entrenchment... can be beneficial for a heavy mod like 7
Thoumsin
[quote who="RiddleKing" reply="2" id="3038568"]Also makes some people purchase trinity thinking its a new game. my cousin did that when he originally had all three versions. I still laugh at him up to this point.[/quote] In some way, Rebellion will be "Quadrinity"... you will have sins+ent+dip+reb... no standalone is planned... So, will you laugh at your cousin again when he will buy Rebellion ?
[quote who="RedneckN04" reply="3" id="3038754"]I've been thinking about getting a second boot with linux, would ubuntu be sufficient? I know a few people that enjoy it, or would you suggest another linux os?[/quote] Linux are like women... choose yourself your poison... myself, i have win xp pro x64, open solaris and kubuntu... it just happen that i like "debian" based linux version with KDE desktop... Multiboot is the way to go... each OS have some problem and some advant
Well, it will be best to modify your mod "10000" unit to "1000 capital ship"... collision detection is something enough heavy in sins... a game with 8 player, having each 10000 unit who meet in a gravity wheel for a huge fight mean a very huge amount of collission detection to calculate... now, imagine that these 8x10000 unit are carrier... and that each carrier have two fighter squad... you need to add 8x2x10000 unit for the collission detection... total of 240000 unit !!!... Same if
[quote who="Shortstuff501" reply="2" id="3038289"]I just wish I could use it with steam and the Overlay :/ [/quote] You can... now, Steam is using the sins launcher .exe and it is the reason of the people numerous problem... But you can use the "add non steam application to your library".... make one for sins, for entrencement, and for diplomacy .exe... in fact, you can add any non steam game/application using this way... having all your games in a single place...
Well, when you begin a model with a rotating part, simply PM me and i will explain how to make it...
[quote who="n1k10s" reply="9" id="3036904"]Modeling is relatively new to me and I'd like to grasp a better understanding on all of the various techniques to get things done[/quote] Well, i cannot say that i was new when i have start modeling for sins a few year ago... but my way of working was not adapted to the game... i have need to learn again... By test and trial, you will learn what the game engine accept and don't accept... and you will create your own working me
[quote who="n1k10s" reply="4" id="3036834"]Could I have say, a giant gear rotate on a ship using particles? That seems a bit too much but I honestly don't know[/quote] YES : http://www.love-from-russia.be/g4_swarm-6.25_million_poly.avi two ring and one neutron star rotating each around a different axis... being part of a huge starbase... No idea how to make it by using particle forge... i d
[quote who="AaronLP" reply="5" id="3036217"]what program would you recommend for actually modelling the ships...[/quote] Why limit yourself to one single program... each 3D software have they strong and weak side... As myself, i use wing3d ( free ) for modeling... meshlab ( free ) for check the model for potential mistake... UVLayout pro ( not free ) for segment/UV optimization... UVviewer ( free ) for create the map template... Gimp ( free ) for texturing... notepad ( f
[quote who="Nakor" reply="11" id="3035841"]Thoumsin: Teamviewer or other related options can be impractical from a legal perspective.[/quote] Certainly the privacy thing since one peek in the computer of a other one... at some level, it ask some trust... Well, my trust in Stardock have again increase today... was very friendly to give a trinity registration for help a guy who have problem with Impulse from Gamestop...
[quote who="Jafo" reply="18" id="3034745"]Always remember English is not everyone's first language ...[/quote] Well, in my case, English is my third language... French being my first language and Dutch the second... 20 year ago, i was able to speak modern Greek ( learn it at school ) but i have forget most of it since i don't use it... have some very limited knowledge of Russian and Spanish too... Not something special here, since i live in a European country who is sm
[quote who="Cruxador" reply="2" id="3035738"]Something I've noticed is that shooters tend to be primarily a teenager thing. [/quote] Well, i have wrote the following in a other topic : " I wish that sins survive until my retirement time... once retired, i will certainly have Parkinson disease, and a shaking hand will make me perfect for click-feast games... glaucoma will automatic focus my view on target for FPS shooter game... on the other hand, memory loss will be bad
If you work with boolean, best to keep a version of your model with the boolean and a version where boolean are converted to polymesh... same thing if you use nurbs... Why keep boolean version... let say that you make a basic star war death star... one small sphere who intersect a bigger one... big sphere minus small one and you have the basic shape... once converted in poly, it become very difficult to modify the model... with the bolean version, moving-scaling one of the sphere take
[quote who="dolynick" reply="17" id="3035566"]This sort of makes sense to me since bump geometry should interact with light projection on the model for shadows, etc.[/quote] Nope : " The primary limitation with bump/normal mapping is that it perturbs only the surface normals without changing the underlying surface itself. Silhouettes and shadows therefore remain unaffected, which is especially noticeable for larger simulated displacements. This limitation can be overcome by
[quote who="MoiRiv" reply="8" id="3035545"]My error says: The serial number you have entered is not recognized by Impulse. Only serial numbers provided by Stardock will be accepted. I'm just trying to update my game. Before impulse turned to the dark side (GameStop), I could update my game without any problems.[/quote] take a look at https://forums.sinsofasolarempire.com/413445 ... screenshot in
[quote who="n1k10s" reply="2" id="3035482"]Hmm, never heard of it. I'll try it out and see if that's easier thanks! [/quote] Well, i use it since i have begin to model for sins, 4 year ago... it is free, easy to use and don't have the numerous option that pro software have who are incompatible with sins... As for the "combine"... with or without combine, in wings3d, when export to .obj, you have a single file... the difference is at the UV level... without com
[quote who="dolynick" reply="12" id="3035381"]I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .da. [/quote] Strange that it work... da map is about light, specular, bloom, etc... normaly nm map is created from the cl map ( without the alpha ) in 2d software or by 3D tools like melody who use a low and high poly model...
Well, i use wings3d... i need to select the 2 object, right click and select the "combine" option...
[quote who="angryalbatross" reply="9" id="3035308"]... the colony and carrier ships work fine, but the siege, battleship, and support battleships are not displaying their textures correctly [/quote] You colony and carrier ship are not fine... cl texture are rgb in place of rgba... siege-battleship-support are in the good format ( rgba ) but the alpha channel is blank... mean that all the ships surface is team color... if team color was enable in your game setting, the ship in your fir
[quote who="ZombiesRus5" reply="21" id="3035288"]...and icon/picture template from Thoumsin... ...Thoumsin said he didn't want credit for the planet mesh...[/quote] Well, icon/picture cannot be from me, i sµck with 2D... I don't really care about credit... for some mod, if credit was made for everybody who have work on it, the list will be to much long... But i don't like when other take credit from my work... recently, i have found on modd
[quote who="Seleuceia" reply="16" id="3035201"]Not sure yet what to do with Thoumsin's links yet...seems more like a "how to do" thing than actually a mod....but maybe I'm missing something? I was in a rush when I looked at it and I didn't read the entire thread....[/quote] You don't need to make anything with the link... post was for Goafan77, showing that i was at the origin of the equilateral projection ( UV ) used by ZombiesRus5 and a few other... Don
[quote who="GoaFan77" reply="4" id="3034774"]Well Zombie's is here. On the second page you can see some of myfist's early work, I know he redid the planet meshes so he might of fixed the polar distortion...[/quote] Redde Caesari quae sunt Caesaris htt
[quote who="TobiWahn_Kenobi" reply="2779" id="3034634"]AO rendered (2048x2048 with 1x multisample) and looking very good, no artifacts. [/quote] Well, it was fast... was forget that you have a workstation too... the little render in my previous post is using IBL with AO, raytracing level 6 for reflexion... +- 10 minutes render on my workstation... will have take 1 hour or more on my previous desktop... As for the sphere below, i hope to make it glow a lot with da green ( light
Yes, turret tracking target is possible but it is not easy... First, it can only work if the turret is included in the firing particle effect... so, you are right, all model need to be remake... turret need to be remake and be included in new firing particle effect via calling of fx files... Will only work good with pop-up turret... short animation who rise the gun on the deck, gun firing a few time, down in the deck... some complex timing calculation need to be made because y
A lot of info about modding these game at http://soase.weebly.com/ ... You don't really need steam for mods... you can start game directly from the .exe and if you are modding, you will use a lot the dev.exe who can only be launch manually... Take your time to browse the link in these post... you will find all info/tools needed for start modding sins...