SZ0

SZ0

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

[quote who="ZombiesRus5" reply="98" id="2931222"]As a tactical structure, they can have anything currently associated with a tactical or logistic type structure. It does add some flavor to the scenery as well as add an obstacle to move around.[/quote] This is a great idea. So you could have it like as a resourse asteriod but perhaps with a lot more out put than normal asteroids Yeh. Could it also have abilities which could make it double as say a hangar, refiner

146 Replies 122,777 Views

[quote who="ZombiesRus5" reply="3" id="2928138"]reply 1How you did it all is simply mindboggling. Coming up with a mod name is the hardest part.[/quote] Still the amount you create is a lot, and does seem quite astounding to people like me who just seem stumble around. [e digicons]X|[/e] Thats a good name, I like it. Great stuff! [e digicons]:thumbsup:[/e]

49 Replies 45,823 Views

Nice work there ZombiesRus5. I particularly like the future city version also. The other day I had bit of mess around doing some sculpting and texturing so I thought why not have a go at a moon or planet or something. Anyway this is what I created http://dl.dropbox.com/u/24068635/MoonType1.zip It has been baked onto the mesh that Thoumsin created. That is the 1 you have been using yeh? Maybee you cou

146 Replies 122,777 Views

Fantastic looking mod Nova and thanks for the Planet Package also. [e digicons]:beer:[/e] [quote who="Ryat" reply="203" id="2922709"]You did change up the pirate base![/quote] This look's like the da file is were the cl should be in the mesh file. But there is no mesh file, is there?

312 Replies 726,712 Views

Yeh! no worries, have a go at exporting it with those seperate material Id's. If your model is 1 mesh with 3 differnt materials, each material with its own UV set. Then hook up the associated texture files from the original Sins ships to the relavent materials UV's and it should work. If not, export each section seperatly to obj. and I will explain how to merge them in ModTool.

8,423 Replies 15,689,932 Views

Did you here about the genetically modified duck. At first they were very impressed with the results, but in the final test it "Quacked" under pressure, so they scraped the idea. Sorry, I couln't help myself.[e digicons]:-"[/e]

312 Replies 726,712 Views

[quote who="IskatuMesk" reply="750" id="2921877"]Oh well... maybe one day a space RTS will come out that will be able to support these ships in full.[/quote] If I was betting man, I'd put money on it. We'll just have to be patient. And as allways nice work. Any how's I stumbled across this little free ware sculpturing tool, that might be of intrest to some http://www.meshmixer.com/ .

1,643 Replies 3,600,075 Views

[quote who="Ryat" reply="4791" id="2921855"]@Sivcorp - Damn! You may have just pushed SuperZero0 out of the running. Well he did contribute the other two so I don't think he would complain too much.[/quote] Its no problem, SivCorp has done a fantastic job. I'm happy with what I have achieved, though its still a ways off finished. Perhaps it may be of use some where else. I know ZombiesRus5 was interested in it. @ SivCorp, congrat's there champ, I bow to your s

8,423 Replies 15,689,932 Views

It does have and extra Beam off the front (from the Desolator part) and an extra 2 missil tubes (Kortal 4 & Desolator 8) I thought inbetween, but I could add more. The abilities Ryat has created I think make it more powerfull also. The size, though less bulky in appearance overall, is actually a bit longer. I guess it could be scaled up a bit if needed. Thankyou for your comments. And as for time frame. It will be similar, though more likely longer.</

8,423 Replies 15,689,932 Views

[quote who="ZombiesRus5" reply="4744" id="2920384"]All this means I get a nice mental image of this ship If Ryat doesn't want it... I'll take it.[/quote] Hey no worries ZombiesRus5, I will definately finish it off then. You may be able to enhance and optimise the textures, like you did with the other models, too. -[quote who="Retsof90" reply="4749" id="2920584"]That is awesome, but I'm not sure about that machinery texture on the inside if the wings.[/quote]</

8,423 Replies 15,689,932 Views

For all those that have been using Ryat's "Flagship" mod, here is a variation made of the Vasari Flag. Would this model be more acceptable? Some of the texturing is done, the 6 Round things top side of the new bit are the missile tubes. Still needs window lights and the like, but before I go any further, I was looking for some feed back. I think its alot better, but I don't know, what do you think? <img style="border: 1px solid black; margin: 1px;" src="http://i98

8,423 Replies 15,689,932 Views

[quote who="SivCorp" reply="4706" id="2918621"]On a more constructive note.... I am having difficulty figuring out what to do with the front of the Hellion. Because it is a mash up, there is a LOT of intersecting parts that don't blend well. I may have to build a new model off of this one just to get it working right. Therefor, I would like input on how to make the front look good. I like the Siege Cap shape, but there is no way to put the wings on the sides very well, unless I

8,423 Replies 15,689,932 Views

[quote]You could use 3D studios NURBS drawing technique to draw curvy ships. It is much easier than the polygon method [/quote] Will Sins use NURBS? Can you use NURBS to make smooth cuves without 100's of thousands of polygons for coversion? If so I'm going to start learning. Personally I can use a voxel sculpt to make very nice smooth curves then bake a normal map onto low polymesh, helps but you can still notice the low poly facets close up, especially with low bump settings with S

1,643 Replies 3,600,075 Views

Have you been running as Administrator? Sounds like you have something blocking the start up. Try right clicking the app button and select "Run as Administrator"

8 Replies 3,894 Views

[quote]A list of some things I'd like to see for modding so that the devs can tell me I have my head in the clouds:[/quote] Ha, lol. Well we can only ask. Indeed these things would be nice & theres no harm in dreaming. [quote]Ability to define firing angles (And stats?) for each weapon point.[/quote] There was post regarding this a while back, that the Dev's were looking into trying to implement. I am hoping at some stage we will see this. It would be nice if we co

56 Replies 52,730 Views

Looks AWESOME!! Really looking forward to this . When I first saw the artical I could not believe it. [quote]This ship is bristling with guns on four wing pylons[/quote] Indeed. Looks like 6 per arm, so 24 maybee, of 1 weapon type. Coooool! [quote]I believe this ship is a mobile Novalith cannon[/quote] I think the Devs are more likely to surprise us with something new. But if I was going to bet on it, I'm thinking a massive "Rail Gun" [quote]I can't wai

84 Replies 246,464 Views

[quote]Hey Zero, long time since I posted =3. The new patch, oh my gosh it's like stardock gave us a valentines day gift =D[/quote] Hi BadTune, I have the abilities done for the next part of the mod, and those things would be quite hard to do. Code not being one of my strong points. I'm still having issues with it that I can't seem to find a solution for at this stage. Its annoying the my me like your nose is. How the heck did you hurt yourself in there, hang on,

183 Replies 580,149 Views

Sounds like what the Advent super weapon does, Check out the "AbilityPsiOrbitalCannon" file & its buff file. You might be able to craft something similar to do what you want.

5 Replies 2,830 Views

Awesome, you have done a fantastic job. Very well presented. I especially like the red lighting weapon. Is there a Mod to play with? Regardless of whether you end up finishing it or not you have done some fantastic models and effects, and its is no doubt very hard to do a project of that size on your own. best of luck with it.

161 Replies 124,489 Views