Or changing the meshes...
Aractain
[quote]I *think* you should be able to get the effect you want by having your ship spawn a buff on itself, which then spawns the actual restore buff after a set delay. See the various Malice files for details on doing that sort of thing.[/quote] The problem is when its autocast I belive, the timing is pretty easy but it will autocast at 95% shield which dons't reflect the requirments he specified. Unfortuantly there is no "shield damage %" check, which would make this trival. T
Interesting route this thread took lol. But I don't like comments like "there's a line to be drawn with such an interest". For you there is, for them, the line is further back. Who decides where the line is? Society? The same society that thought slavery was a good idea and had a law against being gay (I come from Britain)? That line can only be decided by an indavidual. Unfortunatly there are some boundrys which are needed to help protect a society, but not from ideas and 'per
Export it to wavefront .obj, if you can, that is usualy well supported and holds all useful data. Then load it into XSI to set it up for the final convert.
[quote]Where for art thou?[/quote] Its officaly the first part of mid july. That means technicaly the beta given the offical guidance in the initial announcment and the fourth alignment of moon and sun... Yes with the pass of the crimson clouds on the 3rd day of overview we will see the signal to mark all signals. This means that it can only be within the 3rd ciricle of acomplishment! We might even have the flying image of the first beacon promising us much! All of this points
Download the forge tools stuff, in there, thar be TXT versions of most of the files to edit with.
[quote]Umm - aren't cruisers are generally larger then destroyers??? - more powerful but not as fast[/quote] They are unless you play Freespace were it goes Cruiser -> Corvette -> Destroyer... which is odd.
[quote]Also an ability to completly destroy a planet with super weapons or something would be totally awesome.[/quote] Why do people always say this? Blowing up planets is hardly original (star wars) and isn't that fun past the novelty of actualy blowing up a planet. Think of the multiplayer crapiness lol.
Im guess you pressed create post instead of reply...
Game directory, textures folder. Player_Portrait_ .tga are the files to change.
(You know I was jokeing right... I mean... 13 sounds per race (3 races), when the game uses about 300 each.)
I didn't realise how many effects are run thorugh gs_exhaust.fx. Flairs, muzzel effects and some others. All it really did was put a white core on the standard effect. That seems rather... hackish. And all I need is the ability to set the exhuast colours per ship. :(
The tactical menu has space in it (max is 9). Most empire shave 7 so you can just add an entry to the player .entity files: planetModuleInfo Page:0 count 9 entityDefName "PLANETMODULE_TECHORBITALMETALEXTRACTOR" entityDefName "PLANETMODULE_TECHORBITALFRIGATEFACTORY" entityDefName "PLANETMODULE_TECHORBITALCOMBATLABORATORY" entityDefName "PLANETMODULE_TECHORBITALTRADEPORT" entityDefName "PLANETMODULE_TECHORBITALCULTURECENTER
Damn russians, Britian is a superpower too!!! Really! We are! We want space captial ships too! Anyway you can't have a real battle without a ship called the Invinciable...
Damn cops and their hate of the blackmarket! Oi you! Your not allowed to have time and corriander on yer food! Get 'im men!
There was someone who started a aMOD for freespace 2 like that, he disapeared but what he did was cool (very deadly long range missiles and cannons - basicaly modern aircraft in sapce).
Thats why we mod. :P
The UV map is part of the model (if you look in the .mesh files the UV coordinates are below the vertex etc). You make the UV map, with the mapping tools. You choose projections to use for selections of faces (And in sins you use a single texture for the whole model). So you put all the unique looking face sections in diffrent areas of the image. To see this in XSI use the add image button in textureing and then choose a projection (near the bottom of the window that pops up).<
look in the help file. In contents click the textureing one. The first two topics should help (Ignore procedural mapping).
Wait, isn't 13 sounds per empire enough? I mean you can have a "Yes sir!" voice for all the units, 2 event voice overs "Something Good has happened!" and "Something Bad has happened!" And then 10 weapons sounds. MORE than enough!! :) lol
Switch off wireframe when posting piccys :p And use better lighting (dosn't the headlight thing fix that? I don't use XSI). It looks like it will float well in a swimming pool. :P I joke, I like the guns.
When I snap my fingers, squirrels come from the woodland to help me. Unfortunatly, they are all idea men and offer no real help with my project... :(
[quote]Aractain's post was confusing...What we've found out in the SoundMusic.sounddata file, there seems to be a limit of 115 tracks in the file, at least for the entry that says how many files total there are. Anything above gives an error in dev.exe[/quote] Whats confusing? > The 115 tracks thing is old info now, I didn't realise they have a all sound hard limit. Its 1100 total sound (any kind) entires maximum now. :(
You probably locked it to that axis, I don't use XSI but I think the XYZ buttons on the right lock the axis, are they pressed?
okkkayy. :p Textures, some people call them skins, are flat 2D images which are wrapped around the 3D models by the game's 3D engine. A 3D model has a set of coordinates which is how the engine knows where to put it, this is called a UV map (some people also call this a skin... lol). You create textures in paint programs, like GIMP yes. There is a bunch of other stuff required after the texture has been made (data/normal map etc). Usualy the texture is created