SZ0

SZ0

Joined Member # 3178462
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[quote]the textures are completely misaligned.[/quote] It would suggest that the UV's don't match the texture locations. I only have Mod tool 7.5 so I don't know how different 2011 is. If it is still similar in the texture editor you should be able to check whether that is the case. Select the model in Object mode and press "Alt+7". that will open the Texture Editor and should reveal the UV's. If there is no texture behind them, just a test pattern or blank, open the render tree by pr

11 Replies 10,490 Views

I think from memory, you do need to allocate some portion of the cl. texture's (Alpha) channel to the team color. I think it only has to be 1 pixels worth but it still has to be there for the game engine. I'm not sure how it will look with only a nm. texture, I have never tried that. It may appear transparent without any color info, I don't know. Perhaps you do need a cl simply for the team color for the engine. You probably can get away with not doing a da. a lot of the plane

11 Replies 10,490 Views

Ok! Have you a copy of the cl file without the Alpha channel? If so save this as png. Then in the channels window right click in the section under where the RGB channels are and pick add new channel. Call it Alpha channel. You should be able to edit that new channel to how you want it. Once you are satisfied save it to dds.

11 Replies 10,490 Views

Yes, it would be the alpha channel in the cl. file. It may depend on what program you are using as to whether it should have only areas where you want team color black or white. Photoshop needs where team color is to be white, all the rest black in the alpha. But I think Gimp is the opposite, I'm not sure.

11 Replies 10,490 Views

Open up your .xsi file that you have just created and check whether the info is in there before you converted to mesh. The info is set out a bit differently but you should be able to find vertex and triangle count. If they are 0 in the xsi file also it means that you only had your nulls selected when you exported. XSI by default should export everything in the scene if everything is deselected. Shift+Ctrl+A should deselect everything, though sometimes I'm sure this doesn't work for so

11 Replies 10,490 Views

Yes and I think mods for original Sins still do need all files, entrenchment and Dip. only need the files you change or add. The manifest files tell the game that the unchanged files are to be used so they don't have to be in your mod. Keep in mind that all files do need to be listed in the manifest file.

7 Replies 5,172 Views

No, a polygon by definition is any 2D shape with any amount of sides. A triangle being a polygon with the minimum amount of sides. Vertexes are points that mark the end and joining of the polygon edges(or sides).

7 Replies 7,361 Views

I always thought the vertexes where each individual point at the corners of polygons, marking the end and joining of polygon edges. And the triangles where the polygons themselves. I think, but am not 100% sure all polygons that are quads are converted to triangles when they are converted from xsi. to mesh.

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From what I can see its only the BoundingRadius, MaxBoundingExtents, MinBoundingExtents and all the point and vertex x,y,z position that is altered by a multiplier value in the re-size tool. Making a tool to change either the X or Y, Z only would be a handy thing at times. Being able to show a 3d model in mesh format would be awesome, Perhaps a plug-in for an existing Modeling program might be the way to go. Though I have no idea about programing, or legal requirements that may be nee

7 Replies 7,361 Views

There are a few things you need to do. 1) you need to add the name of the extra frigate entity file that you made to the Player"" entity file as well as the name of the new research 1 you created, counts adjusted accordingly. 2) both of these new files names need to be included in the entity manifest file, count adjusted accordingly. 3) In your newly created research entity, have you given it a new location in the research block? If you have left the block position unc

5 Replies 4,183 Views

Yeah. I have tried it. Works except for the auto caste. Don't know! Tried giving it its own point, changed the levelSourceType "Intrinsic" to "FixedLevel0" because I thought that might be some thing to do with it, and also made a new ability with its own string but won't auto caste.

5 Replies 6,582 Views

Latest Version released; 1.01 Change log. -Button textures re-done.Tech SB's weapon upgrade button no longer shows pictures of frigates when pressed. -Distructor beam now fires from both weapons at once instead of sporadically from 1 or the other - Vasari Anti module turret is now able to move slowly, max.amount deployed reduced from 3 to 2, so capitals that deploy them are not so impeded by them. Also the cool-down time increased to level 0;90 from 20

183 Replies 581,197 Views

In the ability file did you change the targetFilter from; numOwnerships 1 ownership "Friendly" numObjects 3 object "CapitalShip" object "Frigate" object "PlanetModule" numConstraints 2 constraint "NotSelf" constraint "HasShieldDamage" to ;numOwnerships 1 ownership

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Yes I have fixed that and will release it in the next version 1.01. It also fixes the problem with the Tech SB's weapon upgrade button showing frigates when its pressed. Another thing improved is the Vasari's Talak Distructor beam, it will fire from both weapons at once in the next version. At the moment I'm trying to get the anti module turret to deploy in a better position, so they don't block the path of the ship that deploys it so much. Once I have that done I will release the nex

183 Replies 581,197 Views

Not exactly sure what you mean about 2 entities, But we have got the thing to fire 2 simultaneously by creating an extra set of beam activated buffs that refer to the passive ability hard point. It works fine in game, but when you exit the game it crash's with a run time error. Usually when 2 or more ships are made with this ability, if only 1 is made there is no error. We are also encountering a BuffAttachPoint error in the dev exe. In the charging buff file we have created t

11 Replies 13,221 Views

[quote]And what's with MIP maps? Generate MIP maps? Use existing? or No MIP maps?[/quote] Mipmaps basically are used in conjunction with any textures that you zoom in and out on. They adjust how a texture looks at different zoom distances. I am not sure whether they are needed for skybox texture's. At a guess I'd say not, but you definitely need them for Star, Planet, Ship & Structure textures, and I would say a lot of the effects. The seam

29 Replies 84,502 Views

[quote]It also looks like there is no mod tools for diplomacy?[/quote] Most of the tools available will function with Diplomacy, in regards to file bin to text converters, convertdata xsi, resize tool tools by these people, respectively will work;"harpo 99999", "Zanyth0x42" & "newboerg" With these you don't really need anything that "forge tools" provides, other than Galaxy forge combined with the "Map updater"and Particle forge, which still can be used f

5 Replies 3,432 Views

[quote]I assume its from an ablity point on the mesh of the ship.[/quote] Yes, exactly. How you orientate that point has no effect. The BuffInstantactionType: of the Vasari ship is "CreateFrigateAtTarget", where as the Tech's is just "CreateFrigate". It may be the difference I'm seeing. I have tried giving the Vasari the "CreateFrigate" entry, however this gives a "No String" error.

2 Replies 6,714 Views

At the moment 1 of the turrets that I have created based off of the Vasari siege turret deploys to the front of the Capital that spawned it. This is a bit of a pain as the spawning capital's path is impeded. I noticed that the combat turret deployed by the Sova spawns them out the side, which would be preferable but I don't know what it is that controls this. I have tried altering the orientation of the point, but that has no effect. Dose anybody know how to control where

2 Replies 6,714 Views