dolynick

dolynick

Joined Member # 3162142
0 Posts 31 Replies 2,301 Reputation

[quote who="ags19" reply="5" id="2069221"]when can we see a possible update to the game???? (with new models on board) Just a wild guesstimate will do!!!!!!!! Also, can u use .7zip like dan and a couple of others use..... it's compression ratio is a little higher than just .zip and that means filefront won't remove yours...... Which the links in your orginal post are now not linked to the dl page of filefro

1,775 Replies 3,773,257 Views

[quote who="BloodbraT" reply="1" id="2068549"]any maps that go with this i lost my huge-single and huge-multi somehow would like a pegasus galaxy type map but sant seem to find any... ideas? [/quote] No, no maps are included with this mod. I have a few new screenshots for everyone to (hopefully) enjoy. Ancients Battlecruiser (based on the model Thoumsin posted) with solid textures: <img src="http://www.mts.net/~olynick/pics/SoaSE/AncientsBattlecruiserTC1.j

1,775 Replies 3,773,257 Views

[quote]we just need a new model for the Colossus[/quote] I have a design for the Colossus in the back of my head waiting to be made. I'm busy with the Ancient Cruiser model that Thoumsin posted last page though right now. I've got the poly count down to about 1/50th of the original high poly version and it still looks fantastic. I hope to get it textured and finished up soon. -dolynick

1,775 Replies 3,773,257 Views

[quote who="BloodbraT" reply="21" id="2066970"]btw is atkantis or ragnarok colossues going to be debuffes cos they really powerful lvl 10 atlantis has bout 10k health and 40k shield with drones that do 610 apiece lvl 10 colossus is prob less imbalanced cos it needs 400 supply but still needs to be dialed down a lil bit not trying to be negative or anything just trying to give u ideas for improving the balance of the races [/quote] <

1,775 Replies 3,773,257 Views

[quote who="BloodbraT" reply="15" id="2065683"]There any new versions of this out? if so where? finnaly got mine to work nice job on evreything especially the the drones like to see more custom models tho [/quote] Thanks. The latest release version is linked in the thread post. There is no ETA on a new release at the moment but the next release will contain a number of new custom models for the various races. The vast majority of development time is c

1,775 Replies 3,773,257 Views

Wow, you've been busy Dewing. I've already got a Ra mothership model on the go (I have for some time, it was the first one I started to build on my own) so I will likely just finish up mine. It's already at about the same stage as your is judging by the pic so I will likely just, eventually, finish it up with any extra details I decide to add. The other three are all on the list of still needed though so great job. The one thing I question about those models is the

1,775 Replies 3,773,257 Views

[quote who="dewing12" reply="3" id="2063398"]Akkan, things with your models are good, I know dolynick has them too, so i'm waiting to see what he wants to do with them. On ahother note I've pretty much finished a model of the Alkesh, and now I'm working on the Apophis mothership now. Dolynick, I relized that i have a top down picture of the Goa'uld space station you were talking about, if i can find a side shot of it, it won't be too hard to make. [/quote] I

1,775 Replies 3,773,257 Views

Ok. I got the Atlantis from up above down to about 18,000 polygons with a about an hours worth of work. Post-Optimization vertex count is down from 70,592 to 42,452. Not bad for an hours work. So, without further ado... That Atlantis, in game with a fairly basic texture (though pretty good): As you can see, I have sized it about 3-4 times the siz

1,775 Replies 3,773,257 Views

Well, I believe I've found an engine limit :p The game will minidump if I try to start a game with the new Atlantis model in it. It loads the mod without complaint, you just can't play it. Heh. Post Optimization vertex count is 70,592 fyi. I'll see what I can do about deleting some of the buildings or something to cut down that poly count a bit. -dolynick

1,775 Replies 3,773,257 Views

[quote who="dewing12" reply="16" id="2059466"] Quoting dolynick, reply 10 Other models that I still need or am looking for: Asgard Daniel Jackson, Goa'uld Tel'tak (cargo ship), Goa'uld Al'Kesh, Apophis' Mothership (Necropolis?), Anubis' Mothership. Other more obscure ships I'd be interested in if they can be found anywhwere are Osiris' ship and the Goa'uld space station used in the system lord summit meeting episodes. I have a SketchUp model

1,775 Replies 3,773,257 Views

[quote who="Oshane" reply="13" id="2059389"]all new model is avaiable in mods right now?? [/quote] Oshane, The models pictured in this thread so far have been in progress since the last release of the mod. The current release version does not contain any new models created specifically for this mod, only a couple borrowed from Danman and HammerSun. -dolynick

1,775 Replies 3,773,257 Views

[quote who="Archaon6044" reply="11" id="2059345"]do you really want the needle threader anyway? Bra'tac said it was an older and not-so-successful deathglider. the only it has going for it is it's ability to fly though gates. is there much point including it? [/quote] I was thinking of using it as a "bomber" fighter so as to have a different model for each type of strikecraft. That is my primary interest in it. Otherwise you're right, it's not greatly important.

1,775 Replies 3,773,257 Views

Thoumsin, Both of those are awesome models. I wouldn't mind grabbing them and seeing what I can do with them simply to have some options. That cruiser in particular is of great interest. I'd also take a jumper model (wings out, no interior) if possible just to have an alternate if need be. Other models that I still need or am looking for: Asgard Daniel Jackson, Goa'uld Tel'tak (cargo ship), Goa'uld Al'Kesh, Apophis' Mothership (Necropolis?), Anubis' Mot

1,775 Replies 3,773,257 Views

Things are progressing, slowly but steadily. I finished the conversion for the Asgard O'Neill model the other day: The angle of the shot makes the ship look dark but it's actually much lighter when the lighting is hitting it from the right direction. I also fixed up the textures for a model that will be used for the Asgard Tyr class but I do not have a pic o

1,775 Replies 3,773,257 Views

[quote who="dewing12" reply="1" id="2056386"]Thoses ships look hot in action! [/quote] Thanks Dewing. There are a couple model issues with them but they are fairly minor overall. I have fixed the Beliskner but the Gungnir model has a couple "detail" windows that are getting lost when converted into a mesh. They're minor visual things though and have no effect on the model's utility in game. The Gungnir could use some polygon cleanup so if I get around to

1,775 Replies 3,773,257 Views

[quote]For the boss... about coding... not sure that you can resolve it since it is more a AI problem... AI atlantian send shuttle from one planet to a other a sublight speed... it give me the time to visit all the planet of the galaxy and be in time to embush them on the destination planet...[/quote] Thoumsin, Yes, that is definitely an AI issue. There is nothing I can do to resolve the issue of the AI's use of the frigate version of the puddlejumper without removing th

1,775 Replies 3,773,257 Views

[quote who="akkan117" reply="24" id="2054500"]Awsome great work dolynick keep it up. So im guessing with this you will have a new "sg races "version coming out. I Hope so, cant wait! Although, I feel this might be a bit of a spoiler for the other stargate mod group. But its still a different mod considering its only some new ships design. Anyhow, once again great work! Akkan117 [/quote] Thanks Akkan. Yesterday I resolved some polygon distortion issues on the Be

1,775 Replies 3,773,257 Views

Dan, The little round fronted ship in the first picture was available as an unused model in Sins 1.05. It was listed in the Mesh directory as a type of "Gunship". There were two gunship meshes, one for Psi and one for Vasari I believe. They were removed in 1.10 but since you are working in 1.05 for 7DS as yet, you should have them in the reference data or your install's mesh folder. -dolynick

110 Replies 204,684 Views

I suggest you take a look at some of the modding guides around here. I'm afraid I can't give you a lesson in "how to mod" here in this thread. Most everything you need to learn is here on the forums, but it can sometimes take a little searching and browsing. -dolynick

110 Replies 204,684 Views