SteinerX

SteinerX

Joined Member # 3194349
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[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!

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[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

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[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

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[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?

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[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

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[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

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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

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[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]

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[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

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