SZ0

SZ0

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

Here is a screen of the model I have just finished. The "Razen Destroyer". I think I am most happy with this 1 because it is the first model I have textured pretty much without copying stuff from other textures or using materials from elsewhere, everything was drawn in. I did use a material I had created from a part of Sins texture file to give the very fine blotchy panel texture though, but that was all. <img style="border: 1px solid black; margin: 1px;" src="http://i986.photobucket.

1,643 Replies 3,607,659 Views

Hi all, just a bit of an update for progress with things. Have finished the model, textures etc for the 2nd ship. still have the entity file's to get right with it. I had finished the first ship however I am going to re-do the UV's and textures with that 1, because I know I can do a better job with it. Been pretty busy so progress is unfortunately slow. Anyway here are some screenshots. I think I will call it the Razen Destroyer. <img style="border: 1px solid black; margin: 1p

183 Replies 581,142 Views

[quote]when i added tangents to my model it said it only aplies to poly meshes[/quote] Make sure you have your model selected as an Object (hit space bar) then apply your tangents.

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[quote]I have Softimage Mod Tool 7.5. It doesn't have a default option for exporting .dds files as far as I can see. (I guess with "SoftImage" you mean a different program?)[/quote] Well its essentially the same program but more up to date & with all its features enabled. SoftImage 2011 can write dds. Mod tool has a lot of its exporting features disabled. Also merging scenes is not possible. probably more differences IDK. [quote]Can I export as jpg/bmp/tga and then use Gim

11 Replies 9,115 Views

You can have 2 or more different UV maps for 1 model if needed. It involves creating separate materials and then rendering the relevant texture file, UV's and tangents to the separate materials. Check out the Advanced section of the forge tools documentation for a description on how to go about it. When using multiple materials and texture files you will be able to get the resolution your after, but note, there is a high associated memory use when doing this unless you can some how use existi

11 Replies 9,115 Views

Well you can copy elements of existing Sins textures and past them into your texture. You may need to arrange your UV's to fit these pasted in elements. This may save you some time but you will still need to texture a big portion yourself. Doing the textures though, if you want to do a nice job you really do need to spend quite a bit of time on them, with pretty much what ever program you use. Especially if you are learning from scratch. I would suggest though to use a program that ca

11 Replies 9,115 Views

Man, that little animation you put in there myfist0 had me in stitch's [e digicons]:rofl:[/e] [e digicons]XD[/e] . its a cracker. Nice work by the way. Will help if I can, though I don't really know how.

14 Replies 10,676 Views

No. 3 is most likely your problem, as the forge tools reference files are out of date. What you need to do is make a copy of the Entrenchment install Gameinfo, and any other folder you intend to make modifications, paste them in a different location- Say make a new folder called "Sins Reference" somewhere. Then you will need to convert the files from bin to text. You can use 1 of the utilities provided by community members to do this. Harpo99999 has made a good 1. In fact I be

2 Replies 2,318 Views

I wish I new more about programing, I don't really understand all that syntax stuff. [quote]hover help while editing entities.[/quote] Now that would be very helpful. [e digicons]:D[/e] Edit; 1 thing that may or may not need to be added, as you know my understanding of this is pretty basic, could be missiles and torpedoes to the objects. I am not sure I understand this correctly, are all the objects basically the mesh's in game?

278 Replies 1,210,891 Views

Yeah, your probably right. I still definitely remember this happening though, perhaps it was a mod. Its hard to remember whats what these days.

42 Replies 26,375 Views

Yeah! I agree with that. I remember getting a capital or 2 a fair while back when I used to use it. Unless I'm mistaken. It was awhile back.

42 Replies 26,375 Views

I've almost got it figured out, by overlaying a layer with the normal map in it, but may-bee your right and I am just wasting my time trying to get these details in cl file when the nm does it all anyway IDK. I just assumed since the Sins cl files are done like this, that was what was needed. I guess, but don't know for sure though, that if you use very low bump effect settings then these little details may become important.

1,643 Replies 3,607,659 Views

@ ZombiesRus5 I am not sure what you mean by burned bump map. The normal map I have no problems with, but the original Sins textures do not rely on the normal map alone to give the depth effect. Here is a clip of part of the cl file from the Halycon which shows what I am after. See how the top side of the grooves is lightened and the bottom side darkened. <img style="border: 1px solid black; margin: 1px;" src="http://i986.photobucket.com/albums/ae350/splits_2010/OriginalSinsclfilesamp

1,643 Replies 3,607,659 Views

I would say that is a very good effort for your first attempt. You have done a very nice job with the turret on the fore deck. As with the superstructure & wheelhouse. To be honest, the hull looks more like it would fit in some nations high tech navy, rather than a space vessel however that is a matter of opinion. The ships from Captian Harlock are done in this style and in my opinion have come off really well. Some more details over the hull would help I think. All in all though

5 Replies 5,207 Views

Just finished the textures on the a Capital for the next part of Alliance, Hidden Agenda's. I still haven't put this in game yet as I'm still trying to work out this depth baking issue. My cl file just seems flat when its exported. Anyway here it is <img style="border: 1px solid black; margin: 1px;" src=" http://bit.ly/aEr6zR " alt="TecVas_

1,643 Replies 3,607,659 Views

Are you running the program as Administrator? I haven't experienced your problem, but SoftImage doesn't function properly unless you run it as administrator. Edit; Yes I believe Major Stress is correct, Vista problem.

3 Replies 2,855 Views

Looks good!. Yes the Auto-map UV's is great for mapping simpler objects quick, but I find more complex shapes need the seams manually done for best results. 1 good thing about it though, is that you can re-arrange your seams with the textures still on the model. You don't have to start the textures again. Perhaps you can fix the seam issue on your LRF with just a few seam adjustments > UpdateIslands > Unwrap > Apply-UV set. Previously, I have found it better to avoid putting

183 Replies 581,142 Views

Personally I am happy I purchased Diplomacy, the AI is more challenging and the expansion adds an extra dynamic to the game in way of strategies and gives you more to think about. The pirates are more menacing, though many think they are too strong now. Whether they will be for you is really dependant on how you like to play. As far as DS crashing, I don't experience this, though I only play single player with medium maps usually and I have not used the entrenchment version. I

8,423 Replies 15,728,673 Views

I like it. And yeah! those spheres/ Domes in the first 1 had a lot more poly's. I don't think, the way conversion to mesh is, that having less poly's on them will make any difference to the way they will look in game. And I like the look of those extra missile pods. Personally I find it advantageous to have too many, rather that too little in the way of weapon / ability spots to put hardpoint nulls. Its easy to add extra points to a model that is completed, than it is to re-mode

183 Replies 581,142 Views

[quote]How bout some screen shots please!!!!! [/quote] Please Note, you will need the Extras Mod on top of Distant Stars + Alliance, HA's to have the "Powerful Pirates" in Game [quote]It made me cry when I compared it to the Arcadia I had attempted to modeled (Arcadia Light) [/quote] Hey, they

183 Replies 581,142 Views