[quote]New version "Olympus"[/quote] [quote]"Thetys" cutter[/quote] Very nice models! EDIT for Zvezdochets 4/10/09 WTF ? I not see other message after post ZEROibis from 30 sep, whats wrong ? May be i banned in this&
SteinerX
Koobalt's Nova model update! Ex
<img style="vertical-align: middle;" src="http://3.bp.blogspot.com/_EpX6GUNLABE/SsHMPxS8fVI/AAAAAAAAAQ0/52Iwo
[quote who="TobiWahn_Kenobi" reply="236" id="2387935"]I think we teach people to actually read the readme's And no, I don't want to add it ontop, just because... well because![/quote] Noted will delete from 7DS and Blog.
[quote who="Destraex" reply="234" id="2387885"]just loaded it up. gotta figure out whats what. avoided the shadows [/quote] You can play as the Shadows (but please remember it's a teaser race - under development - please read the "read me file" in the mod folder) BUT you can't set them up as Computer AI's or you get a mini dump!
[quote]Are you having one AI assigned Shadows? That (as the readme says) is at the moment not supported and WILL give minidumps! [/quote] I've put this message on the download information for both blog and 7DS: DO NOT PUT THE SHADOWS AS AN AI OPPONENT This will cause a mini-dump! Perhaps we need one on t
[quote]Your graphical works great and impressive![/quote] Thanks as are your modeling works! Will add more race pictures from the TV series ...
Looking into the race portraits ...WIP Very crude at present ... sorry! (small pics altered,too) INGAME screenshots Tobiwahn not sure why i
Update
[quote]Yes, thats correct about the ship textures. They are specified in the *.mesh files, so to have a new texture, you need a new model. As we are limited in the number of meshes total (have to look the hardlimit up) I will at first not introduce different textured models where not needed. When all is implemented and we have no other htings to add and still got headroom for new meshes, then we should reconsider this.[/quote] Ok, point taken. As for the spinning
[quote]so to have four different texture starfuries you would need FOUR different meshes with each mesh using a different texture. harpo[/quote][quote]make a new squad_*.entity file for each of the new fighters and on each capital have its squad reference that new file you made. Then you can have each fighter have the same stats, but different texture/meshes for each type of capship...[/quote] Thanks for your input! Excellent news! [quote]will the terran ships mid-s
[quote]Thanks a lot Fileosoft!! These starfuries are amazing. Now, what texture do I use... So hard to decide...[/quote] Is it possible for certain captial/cusiers to have cetain textured fighters? Example: Psi-corps ship has starfuries with Black Omega textures, a presidential ship has starfuries with pres. logo, EA ships have starfuries with standard textures, etc ... or Are you only allowed to have one texture per model?
[quote]I'm really excited about this mod and I keep downloading updates as they come, but everytime I try to start a game I have a mini dump. Any ideas how I can fix this? I'd love to try out the mod. Thanks, Pantson[/quote] The B5 mod works with Entrenchmnet 1.03 ... Are you running it with Sins 1.17?
"... not bad for a model with only 1k poly and a very little map ( 512*512 )..." Fileosoft/Thoumsin Understatement of the year! Truly amazing! <img style="vertical-align: middle;" src="http://3.bp.blogspot.com/_EpX6GUNLABE/Sr6VvRDlpbI/AAAAAAAAAPc/yMwT4pGU_q8/s4
Pre-Alpha 0.33 - V for Victory! <img style="vertical-align: middle;" src="http://1.bp.blogspot.com/_EpX6GUNLABE/Sr6P2I3gPLI/AAAAAAAAAPM/q_ZxGXKQ4y4/s400/B5-Sins
[quote who="TobiWahn_Kenobi" reply="197" id="2386352"]Yep, but as we have got now word on the subject other than the screenshot, I cannot say for sure that it is finished or given to us.[/quote] Ahhh ...I see! <img style="vertical-align: middle;" src="http://2.bp.blogspot.com/_EpX6GUNLABE/Sr5wPvnz5MI/AAAAAAAAAO8/CS7nehw3Z1g/s400/B5-Sins-mod-EA-Victory.jpg" alt="" width="400" heig
We try to make a new model sometime (or refine this one - if fileosoft does it) I think he did ... Reply #72 7DS <
More additions from Koobalt and Fileosoft: <img style="vertical-align: middle;" src="http://4.bp.blogspot.com/_EpX6GUNLABE/Srt_8Mg65PI/AAAAAAAAAOM/So_LncuyoRY/s400/CAPcortez%282%29.j
[quote]The following is a series of images for different B5 buildings that I have found around the internet. My hope is that these images can be used to come up with ideas for structures for the different races.[/quote] Nice!
[quote]"Poseidon"[/quote] Wow! Don't worry about this now! Rotating sections ... At a later date: BigBangTheory would be able to help talk you through the rear rotating section, he did the same with the Omega using a particle effect: sins has a really good and moddable particle system, its basically a secondary mesh acting as a flair point particle emitter with one of the shaders used on normal ship models. I wish there was
[quote who="Zvezdochets" reply="167" id="2382423"]Thanks for post, but a registered on 7DS forum and read post Fileosoft on 7DS forum. As i speak - my wrong count - model has 7864 tri, nor poly. Thanks Fileosoft for help.[/quote] Great that's saved me a lot of going back and forth from forum to forum! Thanks!
Thank for the thunderbold... Good model... maybe too much good because i have not find a way for reduce the poly count on it... maybe a few poly but not worthy the work... About the body itself, i think that mine is maybe a little large but your is too much thin... http://www.isnnews.net/hyperspace/ea/eafury-d_lg3.jpg ... by the ship schematic ( <a href="http://www.shipschematics.net/b
Quote from: SteinerX on Today at 05:42:25 Warlock (without small detail - flak turell etc). All model - 9118 poly. If "cut" turret [too many poly] ~ 8000. Ship very similiars on "Kol" battleship. "Nose" antenna - not my work, use with base model. But she has 564 poly and maybe need in reduce. [/quote] First, som
[quote]P.S: Now - has 7864 poly, but if Fileosoft will help - maybe less. Nose antenna reworked and now less ~ 380 poly. To SteinerX: Help for moral support! Shall work and in future. How ship may be made ...[/quote] Wonderful! Thanks again for all your effort ... looking forward to seeing your next ships [e digicons]:grin:[/e]
[quote]Zvezdochets, i am FileoSoft from the other forum... these evening, when i will be at home, i will ready a little package for you... with some turret, flak gun, rocket launcher, missile launcher, etc... they are model that i have create and optimize at the poly count level in the last few year... by example, i have a turret who is 256 poly ( can be lower if the basis is remove )... it is a turret for big ship, have used it on the UNSC supercarrier and it look great... P.S: If