SZ0

SZ0

Joined Member # 3178462
3 Posts 57 Replies 1,347 Reputation

[quote]One problem I have is when I alter a ship's diffuse texture file that is in dds format, the whole texture turns blue in game. I have been using the Nvidia DXT plugin for Adobe Photoshop CS and it gives you many different options to save a file as a dds. So maybe the mistake lies there? All I do is load the dds change the image slightly and save. Also, I have tried saving the texture as a tga and assign that to the mesh of the ship in the .mesh file. But that causes the same problem. So

2 Replies 6,188 Views

You have covered some great stuff hear, I'm sure many people would find this helpful. One thing that I found difficult, to start with, when modeling was how to do UV's. I still have some trouble getting some of the angles of some polygons that are at 45 degree's or so from any projection or subprojection. I haven't been able to find much info on how to do UV's. If you have any more info on this aspect of modeling, I, and I'm sure others in the community would be very greatful.

120 Replies 1,356,132 Views

There are mods available that do alot of what you want available already. "Distant Stars" for one is Diplomacy compatable. There are others as driodeka95 mentions that are in development, I am working on 1 also. While some of your ideas are interesting, I think though that all the modders are are busy getting thier mods up and running. One of the great things about SoaSE is that it is set up to be pretty modder friendly and all of the tools needed will only cost you a few Megabites to

8 Replies 7,815 Views

The models are in mesh. You convert them from xsi. with convertdata xsi. that comes with forge tools. The forge tools documentation gives an explanation of how you model needs to be set up ready for conversion. You will need AutoDesks SoftImage or SoftImage mod tool is a free version that does the job to make a model in xsi.

2 Replies 2,284 Views

Diplomacy only has frigates that have the "AllegianceDecreasePerRoundTrip 0.000000". I have put in capitals that don't have this line and everything works Ok! for me anyway. All the values seem to set at 0.000000 for all the frigates, except for the envoys.

6 Replies 8,079 Views

Thank you very much, that worked. I had it set up exactly as you have except for the space & I had re-named the convertdata with a 1.0 instead of just 1. I don't know how that makes the difference though. For the last beta I just re-named the diplomacy folder to Diplomacy0 and the convertdata to ConvertData_Diplomacy0 and it worked. I thought you just had to have them both re-named with the same name. It also seems strange that it will convert all the other files other than the player ent

238 Replies 588,279 Views

Firstly I"d like to say thank you harpo for creating a great utility. This tool really makes life alot easier. I have been using this recently alot with the diplomacy betas. Now that Dip 1.0 has been released, I was hoping to continue modding Diplomacy, but the convertdata for it dosn't seem capable of converting the Player entity files. And they are really crucial to what I was doing. Do you now of anything that can be done? Or will we have to wait until the Dev's relea

238 Replies 588,279 Views

[quote quoting="post"] I am having trouble with my null points in XSI. I followed the guide but all my weapons and engines are firing from the origin / rootpoint in game. I noticed that after I position a null point and freeze all transforms, it reverts position to the origin. Is it supposed to do this? [/quote] No! make sure you only have the model selected when you freeze all transforms, not your nulls. And just to be safe save and freeze your model first. <p

2 Replies 6,249 Views

Yeah your right about the mesh's. Except for the the very front and a few other bits and pieces there is no blue channel at all for the bulk of the hull. I was looking to reflect the disign of the Cielo Command cruiser rather than the Kol though. A command capital if you will.

7 Replies 5,112 Views

Thanks GoaFan77. Do you mean the textures or the mesh's. With textures I think I probably do lack some of the artistic flare others seem to have. Mesh's I could make some more extrusions coming out of it here and there. I would have to completely redo the Uv's, tangents also. In anycase duly noted, thanks for the input.

7 Replies 5,112 Views

If you have lost the code from the back of the user manual that comes with the disc, you could be in a bit of bother, if you have'nt registered it with impulse yet. Contact support they may be able to help you out. If you downloaded it from impulse; Login to Impulse, go to "My games" and right click on SoaSE. A drop down menu should appear, then click on "view registration". This should bring up your code.

7 Replies 5,112 Views

[quote] The pirates should have a capital ship that turns the shape of the war, it should be that fearsome. Something that would take the combined strength of 3 fleets to take it down. Well how they get the blueprints for a super ship and how come none of the other races have super ships?? I can see pirates having Caps. Heck we did that for Distant Stars, but in no way should the pirate ships be better than anything you can build.[/quote] Pirates

12 Replies 10,214 Views

[quote]"Cut, copy and paste are not available in firefox"... wtf? No, seriously, wtf? Why does the forum give me that error? How can a forum not support... oh forget it. [/quote] Yeh! its a pain. It does work eventually, if you persevere. Try right clicking very quickly and dragging your mouse down.

1,643 Replies 3,609,781 Views

[quote]I've been working on the world for about 15 years. I'm 22 years old. The subject of my current work is a novel, Throne of Armageddon, that is currently around 1275 pages in length and will be around 2500 on completion. I've been working on it off and on for 8 years. I hope to have it finished and revised by the end of 2010. This is going to be a busy year. Luckily I have no other obligations.[/quote] Thats very impressive for young fella, for any fellow or lass which ever it ma

1,643 Replies 3,609,781 Views

[quote]So I converted the Psi capital beam glow into a new dds and widened it, plus made it crimson, .[/quote] That is what I did only I made it green and haven't widend it. I curtainlly wouldn't say its brighter that the 1 pictured. But its deffinitly alot brighter than the original. Its hard to know what

14 Replies 5,690 Views

I agree something like that would good for super weapons. The same as nuclear weapons is frowned opon. Although when you think about it, the countries that are super powers and have had them for a long time don't suffer any signifficant penalty. Only really the countries that are developing them. When you think about it though, all weapons do some pretty nasty stuff. It would be good if you could claim planets by only taking out military hardware, and not bombing planets p

4 Replies 2,646 Views

Thats strange. I just add Brightness and contrast to the beam Glow dds. and it works quite well. There is no mesh. for the beams. Or at least 1 that there is access to.There are ones for wave, autocannon, missiles, plasma and alot of ability effects, though thats probably not what your looking for. You may be able to alter the chaos bolt to get the lightening effect, I don't know.

14 Replies 5,690 Views

[quote]Alt+Shift+Print Screen will take a picture of the current window. Then you can past that into any paint program.[/quote] Thanks, hers a pic. of a model I have been making over the last couple of days for a mod that PUREVENOM and I are making; <img style="border: 1px solid black; m

1,643 Replies 3,609,781 Views

[quote]You will also need a dds. plugin for Gimp. It can be found at http://registry.gimp.org/ Can I get a file name please Found this site http://nifelheim.dyndns.org/~cocidius/dds/#download Current version: 2.0.7 (2008-12-12) source (tar.bz2) win32 binaries (zip)[/quote] Yep! thats the 1 I have been using. I have 2.6 and it works OK. Just Install to; Program Files> GIMP 2.0>Lib>gimp&g

10 Replies 10,213 Views

I think what ice. talking about is these values in the ship entity file beamWidth 30.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 3.000000 within the beam weapons effects. Failing that, you can adjust the hue and brightness with gimp or no doubt photoshop by going to the "color

14 Replies 5,690 Views

You will also need a dds. plugin for Gimp. It can be found at http://registry.gimp.org/

10 Replies 10,213 Views

[quote]Can anyone tell me if this tutorial is still good with the new software. Im a n00b just getting setup to mod.[/quote] As far as the UI functions it is the same. There are differences with exporting and extra features.

40 Replies 122,073 Views