[quote]noticed a slight error with the Advent star base, looks like the mesh/textures are messed up, taking on the team color completely[/quote] I am not getting this on my version. Which is the same as the 1 uploaded. I don't know how this could happen the mod does not have a Psi star base mesh. So any references to the textures have to be from the install Psi Star base mesh files.
SZ0
That's odd. I'll check it out
[quote]We also need to decide if we will only make patches for Diplomacy (the final version of the game), or for all three versions of Sins, and get people to port changes for both where relevant.[/quote] Diplomacy, by comparison, doesn't have that many files to work with. So, say for instance you do want to change the Capitals then the frigates and so on. You will have to make changes to files that are in Entrenchment, possibly Vanilla anyway. So it would not be to much trouble
Have just uploaded a newer version of Distant Stars + Alliance HA's The button problems have been fixed. Alliance ships now are able to use Distant Stars Fighters. Alliance abilities now have values that better fit Distant Stars. I have also optimised the alliance ship mesh's to reduce file size. Same Link http://www.filefactory.com/f/3907c9a54e193e91/ new
That's a good question. My first thought was to have a look at the FighterPsiMinelayer, which pretty much does what you are intending. Looking at the fighter's entities though I don't see anywhere where there's an ability slot with a referral to the ability used by that fighter. Nor can I find any referral in the ability, or buffs to the fighter. I guess, as an experiment you could try giving the "FighterPsiMineLayer" entity a referral to the "Entry vehicle" mesh, instead of "Su
What I do is import mesh to max, export straight to obj., import into XSI, rotate X axis 90 deg. so the front of the model points in the same direction as the Z axis arrow, transform model along X axis, symmetrise model, delete original, transform model back to centre, do tangents & what ever other changes intended, export to .xsi, convert to mesh then copy the points from the original SoaSE mesh files into it. Tested and works good, in fact somewhere along the line I end up with less ver
Yep! you can only put a certain amount of info per string entry. I can't remember exactly how many words are allowed, but from memory, once you get beyond three lines your getting close to the limit. Its because only so much can fit in the pop up windows for the string info. There is no list that I know of that tells you what exactly the errors stand for.
Actually I have just work out an easy way to fix it. When you say the guns and stuff are on the opposite side, well that's because they are. I just made a symmetrical copy of the whole thing and deleted the original and you little beauty its all how it should be. Its funny how so often the obvious things, staring us all straight in the face, are just not noticed. Well by me anyway. Can't find the forest cause all the trees.
Yes, they are. I think Aractain is working on a script to fix this issue. I'm not sure, hope so. Well, at least I did have some success getting the Akkan imported properly. Must have ticked the wrong box somewhere along the line before hand.
[quote]Ya, my toolbar automatically finds the root\textures dir and copies the textures to the projects Pictures dir.[/quote] yes that's what mine does also, I don't know why the Akkans didn't. The Uv's coordinates don't match. Its not a problem with the textures, more so the imported models UV's. so the drag option you kindly provided doesn't work either. I'll go over it again. Obviously its something I have done wrong when importing or exporting, Perhaps I didn't tick/
Yeah same here! Hey myfist0, how did you go with the Akkan? I haven't been able to get the UV's right on that. The rest are all good though.
Nice modelling ArmySoldier21
That looks awesome. I like it. Nice job.
Exporter from Sins Mesh to what? Wavefront obj.? Or something else? If your looking to make a script for 3D max 1 has already been made. The direction of normal's is associated, I believe, with which way the polygons face's is facing, outwards or inwards from the model. If a model is imported / exported with inverted normals, it will affect how components can be selected in some programs(the ones that I am familiar with anyway). Also I think, but am not rea
Check out the entries down the bottom of the SB's entity file; Vasari maxAccelerationLinear 40.000000 maxAccelerationStrafe 4.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 0.500000 maxDecelerationAngular 9.999996 maxSpeedLinear 325.000000 Tech maxAccelerationLinear 0.000000 maxAccelerationStrafe 0.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996<
Nice work there Draakjacht. The Advent & Tech are awesome, The Vasari, compared against the other 2 could use some more detail on the facial features & head, like Furrows and ridges to give more of that exoskeleton look, but none the less it is still a nice piece in its own right. Certainly it is better than I could do with pencil and paper, and I look forward to seeing some more of your work.
Do the textures look blurred on the model in XSI? If so, your UV's may need some aligning. Doow! EGAADS!, Silly forums.
Do the textures look blurred on the model in XSI? If so, your UV's may need some aligning.
Do the textures look blurred on the model in XSI? If so, your UV's may need some aligning.
Thank you, I am glad you like it. The Distant Stars with Alliance mod, I think is good fun. There are a Few little things with the buttons and balance that will be fixed for the next release next month when my internet speed / allocation goes back up. Right now I'm struggling to even post a reply. [e digicons]:'([/e] .
[quote]This is one of my favorite mods to come out yet. New ships are great. The TEC Command ship's auto cannon fire is messed up[/quote] What exactly is messed up about it? If you changed a file in my mod and it still happens, this could indicate something else is wrong. Are you running any other mods with it as well? I don't mind people changing files, but if it does fix a problem, I would like to know of it so I can fix it for everyone. Also remember to keep the al
Yep that (x86) was the issue. Runs perfectly now and have got the 1896 files. This an extremely helpful tool. You have done an awesome job. Well done! I would recommend this tool to all. I think even experienced coders would find the speed & ease at finding errors that this tool gives would be well worth it. [e digicons]k6[/e] To the mighty ZombiesRus5
Yep! that entity manifest done the trick. Thanks this has been a great help [e digicons]:grin:[/e] I have changed the "sins.installation. dir" value="G:\ and I still get the same 3 errors, only with a G instead of a C Is the (x86) significant? that's the only thing that is different that I can see.
OK! I have it working. All except the sound folder copied over. The mod crash's though, and I did paste in the sound folder from the original mod into the test mod. Big difference in entity manifest count. Was 2176, after 1855. was this the same with yours?
Yep, I got it working. It, as you said, missed the Galaxy, PiplineEffect, TextureAnimation & Sound Folders. (did an experiment before I read your post above). I will add the code you have posted and give it another whirl. Another thing, I don't think this effects anything, but I did get some warnings about " couldn't find SoaSE install directory in C:/" or something. This to be precise; [generatemanifest] Warning: C:\Program Files (x86)\Stardock Games\Sins of a Solar Empir