Oh! cool thanks, I thought I might not be using it properly. Thanks for your help again.
SZ0
Hi ZombiesRus5, just wondering, this might be me not using Eclipse properly, but when adding extra files to a project folder the additional files don't show up. I tried "Add/remove validation" & "Clean" but that doesn't make them show either. The way I have been doing it is to finish the project, delete it, then copy the mod with additional files to the workspace and start a new project with that. Its not really that big of an issue, but I was wondering if there was a way to add extra fil
Don't forget Doctor Who!
Who really cares how a game adds or multiples its bonus's and what have you. Complaining about it is like going to ball game and complaining about the pitch. Sure it might be a little different than what your used to, but the opponent has play on that pitch too, the game is not lost because of the pitch. More so by a inflexible bad attitude to adapting to different pitches, so to speak. I wouldn't read too much into this review, seems to me all it complains about is how things are cal
[quote]Well it wasn't my work personally, we've got a great team of guys working on this thing providing the models and concepts and textures and stuff, but yeah, we were featured on Conceptships awhile ago.[/quote] Man, I am just in awe of that stuff, it really is brilliant. Really looking forward to your mods release. I would apply to be beta tester, though to be fair I wouldn't make a very good 1 as spend too much time doing my own modding. In any case I'm sure you'll get heaps of
Yes, that was along the lines of what I was looking at doing. So if you have made that pact, created some Phase stabilizers, pact is then broken for what ever reason, are the stabilizers still usable? Or do they become obsolete? I am thinking that they become obsolete from what you have explained. This could be a problem if with the pact you are then able to build a combined Capital. Then when the pact is broken the capitals you have built would become dead in the water or blo
Here is the Advent / Tech ship. <img style="border: 1px solid black; margin: 1px;" src="http://i986.pho
Is it possible to pre-requisite pact formation? Or is that like a game event and can't be done. For instance, say I create a pact that 2 different races can access and research but then on the formation of the pact it then enables both races to research a new technology.
[quote] I dont think I understand the problem.... Why did you HAVE to mirror the models? You should be able to edit it any way you want. What program are you using?[/quote] Well basically the hanger from 1 side is symmetrized to the other, then the bit that hangs out the other side with the auto cannons on it is symmetrized to the original hangar side. While the main body of the Kol looks symmetrical, its not. If I just symmetrized those two bits it leaves gaps all over
Would it be possible to make a new "flagshipCapitalshipyard"? This would solve the problem with your first Capital being free. You could use the existing model and textures to save on memory and such, perhaps make it research-able. Just a thought.
Sounds good ZombiesRus5 & SivCorp. Hey guys, I am bit puzzled as to how you can make it so only 1 can be built. I'm not that good with code so that's probably why, but I am intrigued as to how its done. Nice model there EternalRequiem. Anyway here is 1 that I did for a friend. To do it I had to symmetrize part of each side. I was trying to not use the polygon the Kol name was on but 1 side is not a mirror of the other so I had to. Does anyone know how to fix this?
Really like the Vasari 1, looks awesome. I like the flagship idea. 1 thing though about their size, I think you may want to increase the size of the shipyards to fit them. Or are you intending to make a new shipyard that only makes flagships?
Well I definitely would like to give it a go. I have not been involved with the betas so I don't really know what is involved yet. Modeling and doing textures is a hobby for me so I will definitely make some stuff in that regard, & I really would like to get some experience with animating also. Maybe to begin with I would like to make some things that other people can use for their mods, but first I want to spend some time playing the game. And I have a mod to finish for SoaSE, so it will
Well that may well be a good way to optimize the game so long as I keep the poly-count and texture files smaller than originals. I'll have a look at it when I finished with this mod which I am also trying to optimize and reduce its memory usage, but no promises as I am beginning some extra study for my job. Which will take up a big portion of my spare time.
Looks really good, looking forward to 10 days time. Also to the book.
[quote]So that's the2nd ship of the 2nd set of 3/6 caps? or just a mid class destroyer? EDIT: Nvm just saw the cap points menu button in the screeny lol[/quote] Yeah! it is going to be essentially a capital, it won't be able to bomb planets though. Real life is slowing me up too [e digicons]:borg:[/e] [e digicons]x_x[/e] .
Well I can't tell which 1 is which, but personally I like the 1 on the left better. The 1 on the right looks as though it has too much gamma or contrast turned up as compared to the 1 on the left, and the background textures are not as defined.
[quote]Quoting Inteuniso, reply 92 I have to ask, what kind of 3D modelers will be compatible for elemental? 3ds Max & Maya for example.[/quote] Havok is also compatible with Xsi, and I think Mod Tool, though I haven't quite figured out how yet.
Yes I agree with what everyone has said here. Personally I have found that these dots are most prevalent in areas were you have a lot of small meshes. Limiting those will help though it is not always possible for things like cylindrical bends and the like. Some times it is possible to do some of those smaller features with the normal map, so that may help also.
Ok ! thanks for the info. So I guess theoretically, your could do this all in a modeling program on your model before you import it, to save the hassle of saving the file, starting the game and checking if its the color you like. etc etc. So what does the transparency do? Does this let the underlying features of the model come through? Or is this channel assigned to reflectivity or some such?
Hi all, Looks straight forward enough to me. Though there is 1 thing that is a little unclear to me. Perhaps the future Parts will explain this anyhow. I have never used XML, or been involved in the beta tests, so this question may be a bit ignorant, sorry if it is. I notice in the file that Faction_Background_Altar.png is referring no doubt to a texture file. Yet the <UnitSkinColo
Thanks ZombiesRus5. That's very good likeness EternalRequiem, nice job!
Banned for free and no other reason apart from that I can, and I wanted to, and I am logged in, and I have internet, and I have a computer, and I can type, and I am here now doing it, and my fingers aren't all busted up, and I have nothing else to do that I feel like doing at the moment, and I was born, and other reasons, and lots more reasons but I better post now before forum goes boom.
Thanks! [e digicons]:grin:[/e]
[quote who="Aractain" reply="130" id="2704461"]Varyah Niache! Also why don't you like Rasens? I love em. And sultanas.[/quote] Hehe! lol! Na, I donne like em, day so pruney. Actually that would be a good idea for the name of the next 1 "Sultaness" for an Advent ship. Thanks guys.