TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
2 Posts 58 Replies 2,638 Reputation

Your model was not once but twice in the same file, overlaying each other. and there was an edge used by more than 2 polygons. I corrected those. Still, if you experience lighning issues, that might be because of the holes in your model (using just polygons that do not enclose space without a hole might be rendered incorrectly) but it might work. I couldn't verify the model in XSI (I'm going to sleep now, work is waiting for me tomorrow) but I append the model as obj below, you might try to b

1,134 Replies 2,252,151 Views

After another look at the Kvort I must say there is no hope for this model without a major rebuild. There are an uncountable number of polygon holes in this model so it is much easier to rebuild this model from scratch than to ever get the current version ingame without a problem. I'd love to correct it, but after thorough investigation, one would have to correct almost every aspect of it to make it conversion save. As for the excelsior, it has no problem with edges sha

1,134 Replies 2,252,151 Views

@Major Stress First look at the Kvort, and found a major problem An edge is shared by more than two polygons. While 3d programs take mostly no issue, the xsiconvert.exe cannot handle this. Will try to correct it, but this is not easy (had the same problem with the first version of my Excalibur B5 Ship)

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@Loltak Yes, the limitation in a 64 bit os is that the exe is not aware of a greater memory address range (pointers are still 32bit) , so it can only use 2 gb.

223 Replies 561,819 Views

@Todd7912 1.6 is indeed a bit on the low end. It will be fine for small to medium maps with short matches though. The people like us who are trying to get epic with huge maps are bringing sins to the limits. The slowdown in the late game appears to be caused by enormous amounts of fighters and (mostly) the trade and (to a lesser extent) the refinery ships.

223 Replies 561,819 Views

[quote]Well, this is related to the single core problem and not the memory... you can have a huge multistar map with 10 player, along with the sins optimization mod... the game after a few hours will slow down and ram used can be lower that 800 mb !!! With sins, you are better with a single core at 5 ghz that with a eight core 2 ghz...[/quote] Yes, the Buffs system and ship movement and AI workload, while working great on short small games, becomes a mess on huge maps and/o

223 Replies 561,819 Views

[quote]Quoting Dukoth, reply 7 if you thought sins was the only example of that type of gameplay, you are quite wrong, Hegemonia was I think a closer match, it came out in 2002, an awsome game, in many ways a precursor to sins (almost like sins was a sequel to this game) some of the things the game got right: the 3rd D, it had true 3d movement like HW the sense of a breathing comerce underneath what you where doing (civie ships, salvage teams, kinda got the fee

60 Replies 49,885 Views

I understand completely - giving up so much free time just to be frustrated by insufficient tools and unresponsive developers makes one want to smash some heads sometimes [e digicons]|-)[/e] As for the models, can you post or pm me a link to the files in obj (or any other format other than mesh) and the textures? I'll download SoA to test when I'm home.

1,134 Replies 2,252,151 Views

@Major Stress I didn't mean to be rude, nor did I say I wouldn't try to help, I just had other work to do this weekend (need to earn money as well) As for your problems: 1.) I've had them too from time to time, though not since I use the route: Cinema4D -> obj -> meshlab -> close polygon hole (just to check for holes, closing I do in cin4d if any problems exist) -> reorient all faces coherently -> Angle weighted vertext normals -> normalize vecto

1,134 Replies 2,252,151 Views

Yes, lots of memories. And yes, koobalt suffered alot, and me too. For a first model it is absolutely fantastic, but hard to do an AO map for. I had to redo the rotating mesh in part because there were no symmetries so the AO looked completely off. But I think this is still one of our finest ships! Thanks for your patience and willingness to put up with Thoumsin and me. we weren't here without you (and Thoumsin of coursse [e digicons];)[/e] )

5,473 Replies 14,258,981 Views

@Davroth Thanks, thats the way I was trying to do it. As for your help, that would be greatly appreciated! I always wanted to make my database (which has still not progressed) fit for tech tree design, but I didn't find the time lately. If you can make Flowcharts for tech trees that would be a good start. As a rule of thumb - I'd like the tech trees to have a rough timeline which enables the ships one after the other (starting with just few to choose from) and give a perception o

5,473 Replies 14,258,981 Views