Welcome to the club then. And check out some mods when you are at it [e digicons]:grin:[/e]
TobiWahn_Kenobi
Another thing: Please support custom ShaderPipelines (besides the ones supplied in the game). We can create wonderful effect using new shaders but are only allowed to modify existing ones and therefore change things we don't want to change. This should be very easy. ShaderModel 3 support for the custom shaders would be good, so we could add our own Parallax Occlusion Culling shaders to the game. Or better reflections and more. Also I'd love (unlikely, but would be a mo
[quote]Well, if they add multicore to this, i am ready to donate "9.99$", like for a expension... The memory update only make me remember of "That's one small step for man; one giant leap for manking."[/quote] Me too (12 threads make me shiver in anticipation). And it's mankind not manking [e digicons]:grin:[/e] though I might feel like a king with multicore support and memory update!!
Thanks alot. This will help us modders (and the community in general) more then anything else and keep this game a classic throughout the years. Thanks for investing the time and money (I know it is a lot of both) to do this. If you open up a donations page I'm sure many of us would give a buck or two!
[quote]Well, for the rotating effect from the Omega in the B5 mod, the particlelifespan is almost 3171 year !!![/quote] I know, I copied the number off of the Flair for the Pirates rotating skull i believe. I didn't calculate how damn long of a timespan that was [e digicons]:grin:[/e]
At the moment it is (for testing purposes) implemented the following way: Tradeports recharge tradeships with antimatter, AntimatterRechargeModules and Starbases steal it from them and recharge frigates and capitalships. There is no default antimatter regeneration. A proposed change would be: Antimatter recharge modules (repair platforms) and Starbases have a large Antimatter storage, low regeneration rate ad to recharge the antimatter of a friendly
Hehe, not available. Will be 0.42. Any opinion on the resupply question from myself earlier?
Omega Texture Update Also I resized the Hyperion (by a factor of 0.89) and upsized the Omega to be in relation to the Hyperion and the Avenger <img src="http://img708.imageshack.us/img708/1171/screenshot74f.
@Shmily123 I don't know, I've never played O.R.B
@Shmily123 Looks pretty good. And demonic [e digicons]}:)[/e] @SivCorp Thanks, yes, it's the Ambient occlusion and the normalmap that make the seams so visible. But I wouldn't want to miss them.
Thanks Shmily123. I think it's pretty good too, but there are some things in textureing I'm still lacking (ie. the seams) and the way I texture I don't know how to get rid of those. And they are too visible on some parts (e.g. the main vertical part, seam front to side) PS.: You should see it in action, thats much more impressive (just download the Sins of the younger races Prealpha 0.40 + 0.41 Update)
Had just a testgame with EA, was ambushed by a Minbari fleet (I had 7 Hyperion, 3 Omega and about 40 Artemis frigates, he had 1 Sharlin and about 12 Neshtan gunships) and was totally devastated. When I finally got around to killing some neshtan Centauri jumped in and finished the rest of my forces off. [e digicons]:grin:[/e] Such a joyful moment!! Had just a testgame with EA, was ambushed by a Minbari fleet (I had 7 Hyperion, 3 Omega and about 40 Artemis frigates, he had 1 Sharlin
@Thoumsin Yes, all Home editions have that limitation, always had. I've always used Professional editions, which aren't limited on Processors (still, I just have a single Proc machine)
I will look into it when time permits. As for Win7 / Vista downgrade - have you got the Home Edition?? You should never use those. I got the Professional Edition, and no problem using my 6 cores / 12 threads whatsoever. LAB / LAE is available too.
@Major Stress I'm running 64 Bit Win7 as well, using XSI 7.5. After learning about Meshlab and checking all my model with it before importing them into XSI I've had zero problems with ConvertXSI. Perhaps you might try that route.
@SivCorp Thanks. Though there are a few seams on the model I'm not too happy with. But as a matter of fact I can't do better [e digicons]v_v[/e]
In the show the Beam comes from the side. At least on the screen I took for reference. Maybe I should watch the DVD's again.
[quote who="Thoumsin" reply="1985" id="2824232"] Quoting TobiWahn_Kenobi, reply 1982@SteinerX Still alive and watching? Well, he have not visit the other forum since begin sept... He is a big fan of B5 and i am sure that he will be back when he can... if you remember, myself was away for almost 5 month due to real life but i have come back to sins modding...[/quote] And good it is to have you back. Still, I hope SteinerX is with us from time
Hyperion for B5 Mod <p
Hehe. When you are at it, perhaps you can make a heightmap and a da map for the next model as well. Heightmap: just a tga where black is low and white is high (I'll convert it into a normalmap from there) DA: Red channel: Specular channel ( shininess) Green channel: Illumination channel (selflit material) Blue channel: Reflective channel (skybox reflection) Alpha channel: Bloom channel (glowing parts)
@SteinerX Still alive and watching? Perhaps if you got the time and will you could make some cool ingame screenshots of the hyperion and other ships firing? [e digicons]:pout:[/e]
Update Online! [e digicons]:yes:[/e]
<img src="http://img441.imageshack.us/img441/4222/screenshot70c
You have some bad luck with your electronics my friend. Make sure it's not the PSU that keeps ruining your components!
Wonderful Koobalt!!!!! Thanks alot. That's pretty good work you are doing there. Another ship I need to make an AO texture overlay for. [e digicons]:dur:[/e] Jiiihhaaa!