Yeah! I also find the discriptions in the documentation a little hard to interprite at times. Yes you do position the nulls where the effect is to be, as well you will need to orientate them so the effect will go in the correct direction. When you create the nulls they are positioned at the origin (0 x, 0 y, 0 z). Select the null in the explorer and use the transform tools to position it and orientate it (c and v keys). The z axis is the direction the effect will go. You can ge
SZ0
Note; also the game info (reference data) files within the forge tools are for 1.15 and 1.01, and if you are fully updated to 1.17 and 1.03 won't work. You will need to get a convertdata GUI to make a new gameinfo(reference data) from the games folder.
That sounds like it would work really well. In a tactical scense, this would give you a lot more to think about. Where to allocate your reseach becomes all the more important not only at the first stages of the game but all the way through. In vanilla orignal/ entrenchment once you get to tier 5-6 there really isn't a lot to do regarding ships research. And by then I find that I'm knowing, either I've got the game won (unless I do something stupid) or that there very little chance of a
Read through the documentation folder that comes with forge tools. The second file contains the proceedures you need to go through for applying textures. - From assigning UV's, rendering and how to hook your texture files to the material etc., adding tangent maps also. It is most likely one of these steps you are missing. If your model appears all black then likely the texture files are not rendered or hooked up properly, either that or it has no UV assigned.
The "weld edge" tool and the "weld point" tool. A good way, I find, to access these is to put them into a custom toolbar. To create a custom toolbar go to "View" at the top left of the UI. Then pick "New Custom toolbar", a new empty toolbar should apear. Then go to "View" again then pick "Customize toolbar". In the pop up that apears go to "keyword filter" click the little down arrow and pick "Modeling" from the list. All the tools use for modeling are then available
If you're looking to create your own meshes then "softimage XSI's" free version "Mod tool" can do this and put it into dotXSI format to import into SoaSE using the convertdata XSI that comes with forge tools. It can be downloaded from "AutoDesk". If your'e wanting to edit meshes using meshes out of Sins I don't think you can. Maybee with 3DMax you can I don't know. This is an expensive program though. You can use textures from Sins with XSI if you create your own model. This c
https://forums.sinsofasolarempire.com/353296 https://forums.sinsofasolarempire.com/322559 https://forums.sinsofasolarempire.com/336084 Check these for convertdata tools.
There are few ways to go about this. 1) use ths "add edge tool" (\ button on key board) to divide the polygons into polygons with 4 sides or less.(most of the time this is best to use I think) 2) use the "weld point tool" to via Modify > Poly-mesh > Weld Point Tool. (This can often distort the mesh, but can give the disired outcome sometimes.) 3) Delete the polygon and either weld the edges using the "weld edge tool" via Modify > Poly-Mesh > Weld Edge tool,
Hi all, couple of questions. 1) In the documentation of the forge tools "section E" step 5 it says on the last couple of lines - The rootpoint and the mesh should have no scaling and rotation values and should have a global position at origin (0,0,0). When I have the globlal position and the rotation values 0,0,0 is no problem, but having the scale all 0 makes my model none existant. I'm a little unclear how to follow this step. 2) This could be relat
Manipulating Components Symmetrically Manipulating Components Symmetrically Symmetrical manipulation lets you manipulate points and other components and maintain the symmetry of an object. Any manipulation performed on components on one side are mirrored to t
Go to "Modify" > "Polygon Mesh" > "Symmitrise Polygons" . In the options box that pops up tick "Bridge". of course the object must be selected as polygons - (use "Y" key). Thats how I do it anyway, there is possibley other ways.
@ "XXX" & "Thoumsin", Thankyou very much, you are a fantastic help and I appriciate it.
Well I don't think you need quite the hand - eye co-ordination that a good painter has, however be prepaired to spend quite a bit of time and effort learning new skills with modeling and imaging programs. You will also need to incorperate your work into the game. Wilst I'm no guiniuss, and not that experinced with computers, I've spent 100's of hrs. learning modeling and drafting and imaging programing techniques, and still yet to finish a model thats half decent, and that looks like
G'Day DANMAN, hope all is well. I have a couple of questions regarding texturing. 1. Is it neccesary to use all 3 of the dds. files cl, nm, da on your models?, and if they do, do they all have to be aligned indentically? 2. Is there a way to convert dds files to use in a program such as "Gimp". I can convert dds files to jpg, bmp, gif, and numerous other file types with "Image Converter", but none of them give a conversion that looks anything like they loo
Have you read the files within the "Documentation" folder of Forge tools. I found them to be very help full.
Ok! I have worked out a way to get dwg. files into jpeg in a manner of speaking. I just plotted the drawing to piece of A4 and the scanned it, then was able to place it into softimages picture folder and use it to rotoscope
Hey nice models "nemboo", I like your work. You look like you are at about the same stage at modeling as I am, trying to put some textures on them. I've been trying with Gimp. It is taking a bit to get used to, but I believe I'm slowly working it out. May I ask what program you used to create them with. "gugabalog" you can make a mod with altered entity files if you wish, if you don't know already you can download "forge tools" from the downloads page. It has the GameInfo files in text f
Oh! I have 4 models in xsi that I'm reasonably happy with. I was looking for a better way for doing sketches so to speak, for a foundation to make models off of. I can use pictures from screen shots, but it's hard to find a clear picture a lot of the time with the back ground and lighting and textures and all, and it can be tricky to aline them perfectly front on and side on etc. I haven' drawn anything on Cad yet, was seeing if it could be done first. But thanks for the offer DANMAN. This 3D
Doe's anybody know if it possible to convert AutoCad dwg. files into jpg. or other formats, so that I may Rotoscope them into softimage mod tool. I have "Image Converter Plus" but can't seem to be able to do it with that. I just find using Cad a lot more precise to use than Gimp and other image tools.
Ok! thanks Mooster, that makes sense. About the Icon locations. I'm still a little unclear as to exactly how the player entity files actually do it but I'll take your word for it. Sorry if this is is comming out all in 1 paragraph and is a little hard to follow, but for some reason the forum won't let me quote or even post a reply with paragraphs.
Well it does seem strange that your reference data within forge tools is in binary, mines not. Any way to convert it I recommend down loading one of the convert data GUI's that have been made available by some of the more computer savvy people in the community. Eg. "DK SoaSE mod tool","Sin editor" or "Harpo99999" lately has also released a utility and is working on other helpful tools also. Just downloand one of these and extract it into the folder you want to convert eg. in your case forge tool
The pic. files are stored in the "Window" folder. Its in the same location as the "GameInfo" and "Mesh" and "Textures" folders are. Within the "windows" folder the are numerous files. Look for the files with "ship". eg. HUDIcon-ship, InfocardIcon-ship, MainViewIcon-ship and Picture-ship. I'm not sure if your trying to add an existing picture for your new ship or not,but if you are, locate the ship info within these files that is like the one you wish to replicate, copy it and paste it to t
Yeah, it works.
I too would like to see this mod. Also, if you don't know already, the new developer exe.1.17&1.03 is available from the "downloads" page. This tool is great for indicating where you have made errors. And as a suggestion, how about a pirate star base.
So, I managed to get the mod I was making to work, and that was to make a research-able Super carrier prototype available in tier 4 right above the demolition bots. However on the research tree, the pictures in many of the other research options have either swapped places or no picture appears at all, even in the weaponry and defense, ballistics and structure blocks, which I didn't think I touched. They still function normally, and the pop up description for the researches is correct, but! An