[quote who="CloudsClear" reply="2693" id="3015343"]Am I right in thinking the in-game graphics are at least on a par with the CGI from the series itself? [/quote] Yes and no... last release from B5 was in 2007 ( the lost tales : http://www.youtube.com/watch?v=v1emoP8Xh1k )... a lot of model was remake by the modeler "Kalel71JP" who have work for ZOIC ... a lot of effect was made by "Atmosphere VFX", guys who have work for the ne
Thoumsin
[quote who="Tacitus_Germanicus" reply="2689" id="3014316"]...I don't think that it is a very big problem where the fighters launch. Its still a minor detail in the big picture... [/quote] Well, if Tobi have not change, details is something important for him... As the schematic link to the cobra bay in my previous post, there is some error... in the serie, you can perfectly see 7 bay by cobra arms and not 5 like in the schematic... Will probably model them since i h
Rotating section of the B5 station done... 37k poly when triangulate... a few screenshot below... green part is the 1k poly sketch version of the fixed part... The model have more detail that the german model but less detail that the real B5 station... it is will a gene
[quote who="Coridane" reply="18" id="3013807"]That's true. Though I hope to see even the suggestions available in various mods implemented in the un-modded version. Fingers crossed![/quote] Well, it have already happen in the past... by example, some elements from the TSOP mod was included in one of the patch... And sins devs certainly read what is post on these forum... some request from player/modders was integrated in various patch/add-on... well, they cannot please eve
[quote who="bwins95" reply="16" id="3013710"]here's a mod that allows two starbases in wormholes...[/quote] A video with 125 starbases in a usual gravity wheel... if they are "mobiles", like Vasari starbase, they stack very well in the Z axis : http://www.love-from-russia.be/g4_swarm-6.25_million_poly.avi As the "Boarding ship", i was implemented in the now dead tri-pirate mod... not sure about it
[quote who="TobiWahn_Kenobi" reply="2684" id="3013429"]Is there any way to get to an XSI from the mesh again?[/quote] Yes, you simply need to create your own import/export plug-in for XSI :p :p :p Well, there is always a way for everything but sometime, you need to build your own tools... my own goal is to get rid of XSI and convertxsi because XSI hate me ( mean that i need somebody else for make the XSI step ). Hacking the convertxsi.exe for create a software who make
[quote who="TobiWahn_Kenobi" reply="2681" id="3013308"]Well, therein lies the problem, I have an ATI/AMD card.[/quote] No problem if you have a ATI HD 2xxx or superior... optix use opencl who is a generic GPCPU system who work with AMD/ATI/NVidia... First opencl version was for MAC only but as 2009, it have become a accepted standart for graphic card... [quote who="TobiWahn_Kenobi" reply="2681" id="3013308"]40k/40k for particle and mesh each? Sounds acceptable for such an impo
Shield is invisible at the start... become more and more visible when hit and depleted... anyway, the shield mechanic is regulated by shader code ( fx files)... same for the shield impact... you can maybe modify the shader code but it will apply on ALL races and models... not really the right solution... The interceptor is the only system of the missile type on the B5 station... best to keep it like a usual weapons against small target like frigate... I think that the light pu
[quote who="TobiWahn_Kenobi" reply="2675" id="3012743"]This tool does look promising!! So AO won't be a problem as far as I can see.[/quote] Will be like for other models... not a problem but taking a lot of time... Since you have a powerful computer, if you have a powerful GPU, there is maybe a way to speed-up and improve your AO backing... there is a little free software called xnormal ( http://www.xnormal.net/1.aspx )... in place of u
[quote who="TobiWahn_Kenobi" reply="2673" id="3012638"]Looks very good. Is it still possible to bake AO into such a "patchwork" textureing? Or are you heavily reusing the same texture (coordinates) for different parts? [/quote] Well, the case of the B5 will be similar to the g4... the different texture are more related to different object... by example, the g4 body ( 2 rings and neutron star excluded ) is a single .mesh ... these .mesh have two UV map... all the weapons use a UV
Assumption has been made that you do not want to be a zombie and must avoid it at all costs. But why? Life as a zombie offers several advantages to your prior existence: 1. Sentience has a price. Zombies are free of considerations such as fear of death, need to know "what's out there", paying tax, spare for retirement plan, obligatory schooling, etc. 2. Zombies are not expected to form a plan or decide what to do with their life.
[quote who="TobiWahn_Kenobi" reply="2669" id="3012364"]Already looks wonderful!! And you have lots of polygons left for detail or more roundness. Thanks alot (Just for being here)[/quote] Sorry, but i will not limit myself by poly count... the 50k limit is a limit of the DOS program called convertXSI.exe ... game engine can handle more, a lot more, without slowdown... wish to see 6.25 million poly onscreen, with a low end graphic card ( nv9600 GS 256 mb ) and without framerate slowndo
[quote who="TobiWahn_Kenobi" reply="2666" id="3012165"]Not in yet, e do not have a finished Babylon 5 model. as soon as we have it will be in![/quote] I am the guilty one... have made the 3D sketch a few months after these topic was started, almost 2 year ago... but have never find the time to finish it... For the curious, a screenshot of the sketch below... The actual poly count is very low, like 3-4
[quote who="TopAce6" reply="4311" id="3009746"]ok i did more research, i found the debug file and checked the log, i dont think you would want me to copy and paste a 2000+ line log... would yall be interested in seein the log file and if so can you reccomend a painless file hosting service?[/quote] Log files from the dev.exe can become huge but once zipped, they become a lot smaller... As for hosting log files, simply go to http:/
i think that i understand... all the surface of the green channel da is not black but some shade of grey, making the full ship "glow" in the dark...
[quote who="myfist0" reply="45" id="3008525"]...to get sins to show the ship like this in-game I have to add a greyscale to the -da green channel or the ship is completely dark unless a light source is directed at it...[/quote] Well, light made via the da green ( light ) and da alpha ( bloom ) are fake light... it only modify the texture surface and don't really emit light who can influence surface around... If you wish real light, the only way is to use a hardpo
[quote who="sareth01" reply="4" id="3007159"]I also write these topics to remind developers that they are not really finished balancing the game.[/quote] Don't need to remind them... pretty that they are busy to balance Rebellion as we speak ( write )... Titan, new capitalship and new corvette class, it is a lot of new thing... pretty sure that we will have plenty of balance patch after Rebellion public release...
[quote who="myfist0" reply="33" id="3008086"]There may be multiple textures listed in each mtlmap_Kd ..\textures\RGB\8472_active.tga[/quote] Well, in the .mtl, the separator for each texture group is "newmtl "+"name"... by example, below, you have 10 texture map but only 2 UV group... one for body and one for weapons... more info about .obj format ( http://paulbourke.net/dataformats/obj/ )an
[quote who="Whiskey144" reply="18" id="3007623"]That being said, I checked the ST wiki, looked over the entry for "In the Flesh", and, to me, it appears that 8472 and the Federation are neutral towards each other- and that it's also excessively unlikely that the two could become allies considering the fundamental differences between the spacetimes that they occupy. Oh, yes, and Voyager's assault on fluidic space to stop the 8472 invasion fleet. I'm sure that that'll
[quote who="unacomn" reply="15" id="3007094"]But for someone who uses a desktop, for stuff such as video editing, and, well... work, having something that won't run out of batteries, that won't melt, that can multitask, and that in 5 years will probably have the power to render near photo-realistic detail, [/quote] Well, i can already make hyper-realistic render now... software that i use can activate 6 x64 render engine on my two xeon quad core... in case of animation with a
Well, other have already reply... if you wish a summary, go to https://www.sinsofasolarempire.wikia.com/wiki/Culture ... as explain in the wiki ( this time, bookmark it ), a shift ( same partial ) have some influence on your income rate... and since homeworld have itself a culture effect on other planet ( first table in the wiki ) and you homeworld is hit by ennemy culture, it can lead to a domino effect who will cripple all
[quote who="ManOWar2" reply="33" id="3006101"]I cant imagine how crazy the multiplayer would be. Does lot of player play online ? I'll try it later when I'm better...[/quote] Not a lot but they are usually very skilled, some with years of experience... pity that some of them are not really friendly... Maybe there is a other way for learn multiplayer, without going directly on ICO... if a friend ( or more friends ) of you have a computer, you can maybe organize a LAN pa
[quote quoting="post"]Meanwhile, Windows X is struggling in the enterprise because all those Apple displays now have Airplay built in and companies now just issue iPads or iPhones out to employees with a set of apps that are displayed on the monitor with the user controlling them via a Bluetooth keyboard and mouse. Even today’s iPhone could easily run a Microsoft Office suite (and you wonder why Apple is bothering making an Office suite for iOS in 2011). By that point, deskt
Well, i am late... seem that myfist have already found your problem ( and recruit you )... well, myfist is certainly a very valuable guide for a newbie to the sins game modding...
[quote who="ManSh00ter" reply="1141" id="3004542"]But with game models... sure, you can spend 2000 polygons on a turret, but why? It's not like players can actually zoom in close enough to admire how smooth the 40-sided cylinder barrel is compared to a standard 12-sided cylinder one.[/quote] Well, my turret are around 140 poly... last optimization have reduce the poly count by 20 without changing the shape ( have lead to sparing more that 3k tri on the whole model )... believe me,