Found it! It was in the -cl file, it had no alpha. Some thing else seemed a bit odd with that file. Perhaps I got files mixed my end but the file in the DS download I got was sized incorrectly also. Might be worth checking. Anyway I made a new file that fixes the problem PlanetPirateBase-cl
SZ0
Yes Yes & Yes
Hey nice work guys, with the new version. Just been playing a bit and noticed on the pirate starbase, pirate section, it is rendering a bit glazed. I didn't notice this before, might be the bright blue sky box that makes it more evident. In any case I will have to fix this. The Pirate base itself looks fine so it must be tangents or something like that. I will see what I can do.
Woops! [e digicons]:rolleyes:[/e] thanks harpo. I didn't realize. Everything looks good from my end lol!
Here is ship I have been working on lately. Still needs a bit of work with the textures to fix a few mistakes and tidy up few seams. Haven't really thought about where to use it yet, its quite high poly with 29000 tri's, but it optimized pretty nicely to about 6k file size. Will worry about that after its completed. <img style="border: 1px solid black; margin: 1px;" src="http://dl.dropbox.com/u/24068635/Oganos/ScreenShot_11.jpg" alt="" width="850" height="850" /
Yeah! I remember having these sorts of problems with various programs. Still am with flash player. Every site Ive tried gives me a corrupt install. It could be that you are missing a dll. file. Ive had to download and install numerous of these to get 1 program or another going. Seem's Microsoft, they missed a few in Win 7. but it normally tells you if your missing 1 of these. The d3dx9_32.dll rings a bell for some reason, or 1 of those d3dx9_--.dll files for the System32 folder. M
Not sure what you meant exactly, but the fighters and bombers aren't made into particle effects are they? I just put them in game same as any other frigate or capital or whatever.
[quote who="ZombiesRus5" reply="538" id="3046492"]Edit- I also think convertXSI throws some errors if any of the polygon's are not 3 or 4 sided which I didn't see in the initial conversions. Still scratching my head on this one... [/quote] It can also weld vertex's on the model that have the same UV co-ordinates eg symmetrically overlay-ed UV's, when optimized even if there only tri's & or quads. Some poly reduction is performed and sometimes it col
Oh OK!, yes that would do it, I didn't read further back. Only noticed GoaFan77 has Quads. Has he found a solution yet also?
[quote who="GoaFan77" reply="520" id="3044353"]Quoting Lavo_2, reply 495 Model/texture question. So I have this model, it looks fine in Softimage, but not ingame. Does anyone have any idea what could be causing this, and more importantly, how to fix it? I think I have a similar problem. The first ship looks perfectly fine in XSI, but in game a section of it gets distorted, like if the UV map got screwed up some how, but only for two identical islands. Any thoughts
[quote who="-Ue_Carbon" reply="6" id="3040792"]Quoting SZ0, reply 3 Yeah, I don't understand. It is the official site for the game after all. Wouldn't it be easier to go through all the Questions from 1 post from 1 site?? beats me! Well since its Q&A session is being hosted by RTS Guru and not Stardock/Ironclad, it makes sense to use their prefered choices in sites. [/quote] Ok, fair enough,... I just thought seems its p
[quote who="SlammerIV" reply="1" id="3040290"] guess without a facebook, twitter, or RTSGuru acount, you cannot post questions. I wonder, however:[/quote] Yeah, I don't understand. It is the official site for the game after all. Wouldn't it be easier to go through all the Questions from 1 post from 1 site?? beats me! Anyway, maybe if we put some words here they might just end up over there somehow, by magic. I was wondering, so once you have done the appropria
I understand. Thanks for the explanation [e digicons]k1[/e] . I'll redo my UV's & textures. Don't worry about doing the Dyseg, (unless you really want to). I will redo myself at a later time anyway. The program I use, (3DCoat) has received some nice upgrade's that will improve other aspects as well. I have made some nice progress with other model, halving the texture size with no loss. Nice looking textures too by the way. Hey is that a small blue star for the blu
Maybe rebels could get along with the pirates much easier and get a lot of assistance from them. Maybe the pirates could get a lot of assistance from the rebels too making them stronger also. And as far as Diplomacy goes perhaps rebel factions could relatively easily form strong alliances with each other, whereas Royalists find forming an alliance with any other faction much more difficult and costly. I like the idea of each individual faction having its own unique characteris
I like the idea too. Have included resource processor, trade port, ship factories etc. as optional or mandatory upgrade upon leveling up. Have tech tree research like advanced recycling or something similar to minimize the need for resources perhaps. Well nice idea, but how big are these titans going to be anyway? Bigger than a Star base? Maybe it would be better for a Star base if they are bigger!
Ah! yes this is how I do it also. I have to try and make some of the details a bit less I think, I may be able to do 2048 x 2048 hopefully without changing it too much. [quote who="Thoumsin" reply="1045" id="2987471"]The real important place is the CIC ( center information combat )... there you found all the radar/sonar console, weapons console, communication, etc... location is usually just at the water level, in the middle of the ship... only way to reach it is to fully
[quote who="Thoumsin" reply="1042" id="2987100"]I will not worry too much about the poly count... GPU was never a problem in sins... CPU and memory is a other story... Yeh, I'm not too worried about the polycount. Almost all of them are triangles and I should be able to reduce them by 20% I think. For the texture size, who can use a lot of memory, a good manually UV optimization can help a lot... in the case of my starbase, when compare with a auto UV, the ring are opti
Some very nice work displayed by all in the numerous post previous. Really looking forward to playing / viewing the mods when they are done. Some Pics of a model( Textures unfinished) that I have been doing, just to take a break from what I have been doing to stop my head exploding. It started out as a model for ZombiesRus5's mod, but I may have got carried away with the mesh density and texture file size. It consists of 16790 polygons and 4096 x 4096 texture files. Might be able
[quote who="SarcFa00-_-" reply="9" id="2783749"]What I actually wanted to get moving is the turret defense structures, not the starbases. Is there any way to do that?[/quote] I guess I should mention that while you can make an entitytype "frigate" look and act like a Planet module by following Teal's very thorough and good description. This will have, I am pretty sure, a fleet supply cost. You can't make an entitytype "PLanetModule" move if that's
Interesting. Thanks for that.
[quote who="SivCorp" reply="5002" id="2932650"]And thanks myfist0 for the scenes and mesh files.... It will help with my learning this annoying program [/quote] Yeah, lol I think that of the others too. And very nice job done by you and myfist0.
A quick way to fix it;1) select the polymesh (hellion) in the explorer ( press 8 on key board ,only the mesh should be selected) not any nulls. 2) "Freeze all Transforms" (located in the transforms Tab - upper right side) &n
Yes, they are the only things that scare the be-jeepers out of the Space Pony's (and FYI Space Elephants). Luckly their ship has an improbability drive they stole from Beeble Brock and they have no control over where they go.
What do you think of this for a populated small moon texture?
[quote who="SivCorp" reply="4965" id="2931160"]Let me know how it goes, I am wanting to learn it.....[/quote] I don't know how to merge things in Max, but I can with doing it in Mod Tool if thats any help.