Yes you can...there is a scaling option in the mesh file...check out Soviet911's tutorial for the complete explaination...(near the bottom) Hmm...Also, I guess its just me, but I'm not one to hunt through 80 replies, just to see what ones aren't answered yet. In my mind, if I haven't read it, and the last person to reply wasn't Aractain or Kitkun, its probably not answered yet...(with the exception of you Annatar) Also, I believe that if one wanted to have all the common thin
Volt_Cruelerz
Nevermind...I figured out the problem...there was another dll, but I've got it working now...Thanks for the help.
Well, I moved it around, and it still has the same result... One thing that may be the problem is: being read only...If this is it, you'll have to tell me how to change it...
Erhemm...Umm while this is a thread with good intentions, I don't think its neccessary. Anyone that needs help can just make their own thread, or PM me (so long as its NOT texturing) for help. In forums I have been involved in in the past, these threads also exist, but due to stricter rulings, are deleted on sight. I have nothing wrong with this threads intention, but we have an entire forum, so I don't think this adds anything...so yah, I suggest that we stop using this thread and use the fo
Well, that one downloaded correctly, but now (just like before) it just says "Particle Forge has encountered an error and needs to close. Click here to send the error report..."
Thats fine..I'll need to figure out why I can't show these darn ships so that they can be build in-game...Overall this is turning out really good, and now that I'm back, I can see the images and they are awesome!
Essentially the title... I hear that the reason that particle forge does not work is that it does not have .NET 2.0, well when I tried downloading it, it simply said it was not compatible with the current version...so umm what now??
Nice job Frostmage...This is cool, not because these are cool ships, but because these are the overlooked ships that make it possible to win...
Twin Planets?? No seriously, that is what I mean...make two seperate spheres in XSI and then apply your insanely awsome textures to them...These "planets" would have larger gravity wells and would be essentially those two planets in one...they would have higher upgrade levels for all things, so they would be pretty contested... Also, like was said earlier, make more Gas Giant textures, as is, just one is kinda blan...I mean in our SS, we have a yellow, red, blue, and greenish blue...<b
Yah, I've noticed that...I've also heard that there is another set of them in there, but I can't seem to find them...
Right, those files contain everything you need (almost anyways) to mod... Honestly, if that doesn't work, something is wrong... Also, if reading the mod by Silentshade, that mod is [B][U]REALLY[/U][/B] outdated, so don't go by it...he hasn't even been on since February...
I did it for my "Olympus Mod" Its actually quite simple. There are two entities that you need... You need the ones like squadTECHcombat, and the ones fighterTECHcombat Combat is fighter, bomber is well..bomber :p Squad files are the basis of how the squad acts, things like, how do they attack, what do they attack, how many are in a squad... Fighter files are about the stats. These are the things that you may want to look at...the ST's are just like other ships in
Make sure that you have the correct version of the game...If not, update it and your problem should be solved...
This is great. All I can say is, Kryo, come pin this! Anyways, the mod has one thing I prefer it did not... bad grammer... I hate to be the English teacher here, but I'm obsessive compulsive, so every typo bugs me...If it is alright with you, I would like to go through it and fix the typos as well as adding an index and some hyperlinks so that someone can just skip to the section they want... Oh, and ermm... who do you have as your background?.?.?... :NOTSURE:
Ummm the end that has a point...also I can't see it right now because the computer I'm on has a stupid firewall that blocks it, but if I could see it I'm sure I would say its awesome...oh and Ceder Point was good...
No there is a universal one, hence why you can hit + and double the game speed. You can also change the speed of the game befor you go in so obviously there is some univeral quality.
not exactly... when converting it into mesh, you can choose what you want it to be... Also, the entity file simply talks about what weapons deal what damage. The location is in the mesh...
Well, if no one else helps, PM Soviet911v2, he's great at that sort of thing, in fact that is what he is doing in my mod...I'd help, but ermm umm...I don't know either, hence why Soviet is doing the texturing...
Ok, maybe not...I'm back on, but rest assured, that tommorrow I will not be on. I am on another computer so as to impede my ability to code, but I will still offer help when I can...
Sure I will do that. Also, I did what you said in the PM, and it works, and looks absolutely awesome!! Yah, there will be certain things that will drain the ships, Prime Cannon, and Prominence will both immobolize the ships for a while... Also, this may be the last time I'm on for a few days, so yah..I'll get on if I can...
Yah, in XSI, you want to put "nulls" into the object. These are points that take up no space, they are just a reference location. They are under create new primitive. It looks like a star... Also, thank you Aractain. The turrets are missile by the way, so they might not hit itself...and they are also up on a pronounced tower, so they should not be much of a problem...
essentially what the title says. How does the computer determine if a cannon is forward, rear, left, or right facing. I understand the concept of firing arcs in general, but I am just asking. the reason is that in my mod (Olympus Class) features a ship with forward facing cannons, but they are towards the rear of the ship. is there something about it in the mesh? or is it somewhere else?
I got the PM, I think I know why it wasn't working now, also I would say that I have made an accomplishment... All abilities for the Trinity Blade are now coded. These abilities are (after several changes): Glory: similar to power surge Return Fire: similar to vengeance Thor Torpedoes: combination of radiation bomb and ion bolt, can target planet Prime Cannon: insanely powerful WMD. cannot attack planet, but it deals around 18000 damage (hence why you can't attack plan
Oh and soviet, two things: 1. Those screenshots above look awesome, you're doing a wonderful job on them. 2. In the mesh you sent me, it did not show up with the texture. The star showed up, but the texture didn't...Also,maybe you can fix this, but the star, if you zoom in really far, looks REALLY REALLY pixelated..I don't know how easy it would be to fix, but if you could...
Well, we don't really know...Soviet looks like he is going to be the graphic designer, and I'll be the programmer...Soviet is getting the hang of textures, while I am also nearly done with the coding for both the judgement and the TB. There are just a few things that impede my further advancement, and the main one is the limit of capital ships...I will try to work around that, but it will likely not be fully done until the 1.1 patch is in an actual release, not the beta. I would plan to do the