I don't think you can... For some reason, I was thinking that ships always spend the same time in the lanes, their speed is what changes instead... I don't know where that came from, but it seems right for some reason...
Volt_Cruelerz
Yeah... My brother actually does 3D modeling professionally and when he gave me his old laptop, I found that it had twelve or so modeling programs including 3D studio max, XSI, and Blender... Oh, and random comment, but when you model, make sure that none of the polygons have more than five sides as the game engine doesn't like hexagons (minidumps and more)
I didn't think you could use many on fighters though... Then again, the last time I tried modding was 1.05 so all those minidumps may have been resolved by increasing modability... so, basically, you would just have it auto attack and give it a weapon with super short range of like .01 units. It tries to get in close and then you just see what the distance is and then detonate it... I don't know what commands you would use, but ok... Thing is though, it wouldn'
I would have thought the opposite due to acceleration, but all the same, how do you intend to destroy it on collision/give it a range? If it was a frig, you could just give it a modified kamikaze ability from the advent, but its a fighter so...
I would recommend using XSI or blender... I prefer XSI, but there is no real reason other than I just got used to it...
I don't know how you would go about doing this, but if you were able to add an ability to a fighter, you could make it detonate on impact... I don't think you can though so nvm... So you would basically be devising a new system. I think I know what you mean, but if not, correct me... Intelligent Missiles: Launched like fighters and have low hull (ex: 10 hull)-----Why did u mention range? fighters have unlimited. Point Defense: Small turret
I would b willing to aid in modeling... I use XSI, but I'm trying to learn blender as well.. I am also in the process of learning how to skin, but I would b willing to help nonetheless... I am also proficient in coding... Just know that I am working on my own mod... I started it a year ago and stopped for about six months so I may as well finish (mainly bc of time and school...) Basically, if you want my help, just PM me... If not, oh well..
Soviet hasn't been on for about a year so... Oh, and its not bad... Once you get the hang of it (takes a couple minutes... just run a tutorial or two...) Well... Luckily, I had this on my computer so... Tutorial: Model creation, texturing and importing into sins. Hi. This tutorial is going to focus on everything that was left out
I'll have to go dredging through files, but I'll try to pull something up for you...
Well, unfortunately, with soviet gone, and half of my data with him, I am kinda stuck at the moment. I apologize to anyone who wanted to see this soon...
Yah..its kinda perfect...on easy... Honestly, how many people have beaten hard with the Alyssians without activating using cheats...
Yes I have finally found someone else with that game!!! Yah...I know that balancing will be interesting...but then again...I am sure that it can be done, so it'll be fine...
I'm still here...but I kinda got stuck and with marching band and school starting up, I've been kinda busy...Also, I didn't reply because i figured u wouldn't get the reply...
Umm how about the Marza.. Also, I already have these things on my background...right now its the Sova...speaking of which, could you make one that's exactly the same but with the fighters nearby so they are in the picture?? I know they're small, but still if you could...
No, I've made references to it in threads which are trying similar things, but no its not complete...
Weapons 0-2 are obviously relate to the three weapon types you can have. All weapon-0's will be the same type, though weapons in different banks can have different power ex front is 100, port is 200... Abilities 0-3 relate to the four abilities a ship can have... hanger and exhaust are pretty self explainatory. Hanger is the hanger's location, exhaust is the location of the engine... Oh and you may have to rotate the nulls to get the desired effect...otherwise,
Well you have to place things called "nulls." If you use XSI, in create primitives, click create null. It looks sort of like a star.. Once created, name it something like "hanger", "weapon-0", "weapon-1", "weapon-2", "exaust", ability-0, ability-1, ability-2. The names might be slightly different, but that is what they are called more or less.
If you need ship ideas meshes, you'll have to make them yourself..either that or make a team and find a designer..On my team, I am technically the leader, but also the main coder... But in mine, I am running into a slight problem but I think I finally know how to solve it...
well you could adjust the minimum zoom level, but I don't know... Maybe if you can change what happens when you double click...it does change the viewpoint, so that might be a way to do it, but that is probably hardcoded...
Well I can help with the first part...First you want to make a sphere in XSI and then make the texturing and animation... You then go into the game and select the planet type it is most like...Open that and rename it as your planet. Then adjust the data as needed. Then create files for the model, texture and animation and input their names into the respective folders. That ought to do it... Also, I don't think you can stick them in GF...What I believe you can do though is go into th
Check out my mod..(Olympus Class) Also, this is not directly possible since the two types of ships are hardcoded..In my mod, one ship is the length of a planet... Making new strikecraft is easy... just copy the files for one and edit them to what you want them to be..if you need more help, PM me... Oh and don't go taking stuff from eve..for one its illegal, two, it wouldn't work anyways...you need certain files and something interesting is that sins doens't like polygons with
Figured you were since you posted the same thing three times...
talk to Danman. He is the only one I know of that uses that program...He has a thread on here called seven deadly sins.. Also, you're new around here aren't you...
Hmm.. maybe, but doing something like making a new squad called "Auto Deffense Upgrade" would create the squad but give it only one member, and frigate like attack.. that I think might be the best way, unless you do that, but modifying the mesh, that would give it a spot, but it still might kill it when you try adding in data for the hanger..
Well the body looks pretty good, but your problem with the glare, there is a glossiness setting u know..I think its in the mesh file...so set the glossiness to 0 and make it a slightly lighter grey, and I'd say the man section would be good... Also, the reason that they are huge is that this is a battleship. it is supposed to be armed to the teeth. All of the side cannons are beam cannons, as well as a couple in the front.. the rest are autocannons (for the most part)