Well, the English Merlin is more a kid serie... if you wish something more adult, with real action, with plenty of blood and skin, from the same periode... StarZ have just begin a serie called "Camelot"... let say that it is the same story but filmed like the StarZ Spartacus... http://grizzlybomb.com/2011/03/28/camelot-pilot-the-next-spartacus/ Have record and see the two first ep
Thoumsin
Well, two player ( races ) or all of them don't change a lot since sins load ( cache ) everything at the start... same race not used in the play... very few files, mainly brush, are "load on demand"... For speed up everything, you can edit your user.setting , located at : C:\Documents and Settings\"your name"\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting check the following : ShowAsteroids FALSE ( dissable the extra
[quote who="DANMAN3712" reply="4133" id="2919097"]So this information Thoumsin (Fileosoft) is saying must be true.[/quote] I only repeat what i have read... it is a Intel guy who have discover the problem, not me... And i am not sure that sins use a "garbage collector" code... If they use a more complex method, like the "Resource Acquisition Is Initialization" method along a "destructor" for clean up and free resource, the wow64 bug is not anymore a problem... Garbage col
dual core is good but more is better... sins itself can use 2 core ( second core is used during loading only )... don't forget that that system and background application ( firewall, antivirus, etc ) use resource too... 2 core at 4ghz is better that 4 core at 3ghz in case of sins... For the ram, 4gb is the best... it will result in 2gb for application and 2 gb for the system with a usual OS install... if you have huge graphic card ( by example two 1gb graphic card in SLI ), t
[quote who="DANMAN3712" reply="4129" id="2918822"]If you have Win 7 64bit (like me!) it will dump at random, on load, and for no reason at all. Just keep reloading it until it actually loads. Sins is broken people...[/quote] Well, in this case, maybe Sins is not guilty... on a 64 bits Windows OS, when 32 bits application is running, it is via the WOW64... and in the WOW64 implemented on Win7 x64, there is a serious bug related to GetThreadContext()... <a href=
[quote who="Troa" reply="14" id="2917645"]Thoumsin, 32bit Windows OS can only use 3.someodd(can't remember the number) gigabytes of memory.[/quote] Your 3 gb and something is related to the 32 bits address range ( 4 gb ) minus address range used by material... by example, i my case, it is less that 3gb... PAE simply allow you to put the address range from material over the 4gb limit... when it was introduced, it was a very instable thing mainly because several driver was n
Seem that 3DSmax don't have magnet... Poser use them, Lightwave use them, etc... but about "sculpting", i have found something who is very similar to it in 3DS max... video at http://www.youtube.com/watch?v=BKPLrXyvAeA ... it is called "paint deformation"... it don't change the amount of poly when you use it...
[quote who="IskatuMesk" reply="702" id="2903675"]Never used/heard of lathe or rail before. Everything I ever attempted with curves before turned out terrible. I created the base hull for this with mass FFD boxes on a sphere and went from there....[/quote] People seem to like my organic shape models... low poly and soft curve... in wings3d, you have a simple tool called "magnet"... and it work like real magnet... in place of a lot of bla-bla-bla, simply look at the followin
[quote who="Kitkun" reply="14" id="2916561"] Except the game was made back in 08 by an indie (poorly funded) company. Not only that, they started it in '04. [/quote] I am certainly wrong but i remember that sins have take 1 year for be done, with a 1 million $ budget... so, it will make the start in 2007...
[quote who="Yarlen" reply="5" id="2916000"]As I posted elsewhere (and many times before), 32-bit operating systems are limited to 2GB per process. The LAA trick doesn't avoid this either (it just shifts some bits around) and makes some systems unstable. Sins is a 32-bit game and there's nothing we can do to have it suddenly be 64-bit or change the inherent limitations of 32-bit tech. [/quote] Seem that Microsoft ( and me )
[quote who="HawkWall" reply="2319" id="2908219"] Then again the Centurion i am basing the model on, is the one from mongoose publishing (I think) . As you can see the centurion on the pdf has its fins (The little upward/downward wings) tilted outward a little, when in the mogoose model they're not.[/quote] Well, i have everything from Agentsofgaming ( who have work with WB and author of the serie in 1998 ) and nothing from Mongoosse ( who have start B5 product in 2004 )...<
[quote who="Major Stress" reply="963" id="2908017"]Thank you Thoumsin. So converting to DDS does help the memory situation through cache.[/quote] Yes, it is in fact, the only place where it help... a lot !!! [quote]I would just as soon convert to DDS just to keep the standard and to use the mip mapping functions for everything except the UI. TGA doesnt have mip maps so will stay the same resolution no matter the zoom, or graphics settings. The mip maps DO help the game perform
[quote who="HawkWall" reply="2314" id="2907769"]Could someone tell me if the little pointy things on the Centurion miniature's front part are guns, or are they something different? I found a picture of all the gizmos that the ship has in the 'board game' and it says they aren't guns. Then again it could have been a different version of the ship.[/quote] http://www.love-from-russia.be/centauri_centurion_atta
[quote who="TobiWahn_Kenobi" reply="952" id="2907024"]Problem is that dds decompression takes place in hardware, which mean the game engine can store the compressed files in memory, whereas there is no hardware decompression for RLE TGA's (or jpeg, png or any other such format), so upon loading (if supported at all) the files would be decompressed and the size i memory would equal the uncompressed TGA files sizes. [/quote] First, it work with RLE TGA, i have test it... Se
[quote who="Major Stress" reply="937" id="2906841"]I managed to make a "slightly cleaner" dxt5 dds texture. With converting to DDS i think there will always be some corruption, but we need to try to make it as minimal as possible. [/quote] Well, you have follow the same way that Stardock/Ironclad... look at the table below... file name : sins / Entrenchment / Diplomacy BackdropFrontEnd : tga 16mb / dds 5.33 / xxx BackdropInGame : tga 16 mb / xxx / dds 4 mb
[quote who="Major Stress" reply="923" id="2904383"]For example: The Buttons_Interface.tga file size is 1025kb, and uses 1 meg of ram (1024kb) to render. In DDS format the file size is 257kb, but STILL uses 1024kb to render! This is telling me that converting to DDS did nothing to save in game memory. However there was indeed an in game memory savings when i converted all of the TGA textures to DDS. Why is that? Could it be how Sins loads a TGA compared to a DDS?[/quote] At render t
It is a Equidistant cylindrical projection type "plate carree"... normally using a 2/1 ratio map but the mesh convert make 1/1 ratio... http://www.progonos.com/furuti/MapProj/Dither/CartHow/HowER_W12/howER_W12.html Spherical projection is the general term of projecting a sphere on a plane... at http://www.progonos.com/furuti/MapProj/Dither/TOC/cartTOC.html , they show/explain several type of sphere projection
[quote who="NovaCameron" reply="16" id="2905380"]Ya, and I'm using 2048x2048... [/quote] Well, the .mesh that Zombies use is not the same that the sins .mesh ... UV was optimized for use around 95% of the map surface when UV from the sins .mesh use a little more that 50% of the map surface... it is a case when lower resolution don't mean lower quality...
[quote]I have grey scale bump maps for most the planet textures I have that I will bake into the cl.[/quote] Well, it will greatly improve the result... - render ( not ingame ) using only the basic cl - render using the modified cl ( bump map baked in the cl with Gimp ) - render using a
[quote who="ZombiesRus5" reply="66" id="2904954"]It's a 1024x1024 texture for both the light and dark side and looks pretty darn good.[/quote] Since sins don't accept bump map for planet, result is not "pretty darn good"... but you can improve it greatly by "backing" the bump map in the color map... Step by step method ( you need GIMP ) - Open Gimp - Load the bump map - Load the cl map - cl windows being selected : filter > projectie > bum
Well, if you wish know more about the type of projection from where my UV is based, look at http://en.wikipedia.org/wiki/Equirectangular_projection ... it is not a perfect equirectangular projection but it is not so bad since my 3D software ( wings3d ) have not these type of projection... and these projection have one of the simplest formula for x,y... For texture, you can find hundred of them ( if not thounsand ) at http://www.celestiamotherlode.net/ because they use these type of pr
[quote who="Major Stress" reply="33" id="2902170"]We did change the planet textures early in TSOP's development. This did not reduce the resolution or the quality of the planet textures themselves, because in game the planets resolution is 2048x1024. However the planet texture is 2048x2048. UV mapped cylindrically at the equators, but planiar mapped at the poles to prevent the pole pinch effect of spherical UV mapping. The vanilla method wastes 1/2 of the planet textures space. We tried to re
HD become hot because there are mecanic part inside who rotate at high speed... in extreme case at 15k rpm but usual is 7200 rpm... For cool them down, you have mainly two way... First, on the software side, you have utilities who "shut down" drive not used after some time... it add some latency when drive is needed but a stopped drive don't heat up... perfect solution for drive who are your data archive ( film, music, photo, book, etc )... Second method is too have a
[quote who="ManSh00ter" reply="652" id="2888075"]Although anyone looking to get into the CGI industry would probably do well to learn Maya, it's still the industry standard.[/quote] Well, a other software used a lot in the CGI industry ( have it but don't use it anymore ) is LightWave 3D... was used for Babylon 5, Stargate, Battlestar Gallactica, Dune, Star Trek ( DS9, Voyager, Enterprise ), Iron man, X-files, Outers Limits... is used for the actual "V" series too... For peopl
[quote who="EternalRequiem" reply="2167" id="2888158"]just a note there... Shadow and Vorlons are not complete, and it's possible they will be the last races to be complete in the mod...[/quote] Well, the mod have "...younger races..." in his name... Vorlon and Shadow are bonus... like any ancient ship who can be added at a later stage... Very possible that at ship level, ancient races ( 7 races ) will be finish before the younger races ( there is already 15 races in the leagu