TobiWahn_Kenobi

TobiWahn_Kenobi

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

@Radu1 If possible, a small update will be put online this weekend. @Gregory Hadley Nothing done on the pirates yet. Though if I get to it, they won't be any danger for a developed empire at all. I don't intend to live with the pirate bug Ironclad introduced, they will be a nuisance, not a threat. But first I will try to get Fileosofts ( Thoumsins ) Vorlon ships ingame, then get into codeing again. So as of now I would recommend to play without pirates till I got around t

5,473 Replies 14,258,850 Views

Thanks to all of you. And thanks alot Thoumsin, I'm looking forward to the new models of yours. As for textureing, if you take a look at my first models, my textures were way below anything any of you could do, but I think I'm getting better doing that so I'll keep textureing my models as good as I can. I think my Hyperion isn't bad after all. [e digicons]:grin:[/e]

5,473 Replies 14,258,850 Views

Thanks Thoumsin. As for your textures, I mostly only changed the hue and saturation on them and added Illumination and AO, the rest of your texture remained mostly unchanged (sorry still not to have included the rest of your Vorlon fleet, they will be next after finishing the Hyperion) and it is a wonderful texture at that. As for the mod, yes, I'm mostly alone right now. Koobalt has done an awful lot of models, but without help textureing them, it'll take a long time t

5,473 Replies 14,258,850 Views

[quote who="Major Stress" reply="760" id="2805298"]Just FYI Sins has a hardcode limit for rendering particles. I think its 5000 or something like that. In huge battles that could be why some are not seeing some effects.[/quote] Not true, you can adjust the particlecount in the file User.Settings Use the lines MaxParticleCount 6000 MaxParticleSimulationsCount 2000 Thanks to Thoumsin for this info!

1,134 Replies 2,252,117 Views

Agree. The more mods, the better. As for the Narn models, model, UV and seg are complete on all of Koobalts model, though UV needs a bit precision on some models and AO needs to be rendered on them. Textures are missing on all of them but the G'Quan, because real life keeps most of us busy to some extent. I'm working at the Hyperion at the moment, UV segmentation stage.

5,473 Replies 14,258,850 Views

@EternalRequiem I take no insult, I merely think this is a sign of you not knowing what you are talking about. If you think it is harder to do a model with more polygons than few, you'd be surprised. It's the other way round. It's easy to make a good looking model if you got 100.000's of triangles to spare, but if you try that same model to look good on 5000 or maybe 10000 triangles, you got to be really good to make it look cinematic. Just take a look at Fileosofts Sharlin. 15.000 trian

5,473 Replies 14,258,850 Views

@Timmaigh We speak of the same thing. It's only possible with Particles, which, as Thoumsin noted, are configurable via the ini file. I'm reluctant to use it on grand scale though, as we cannot use the default star shader for the way the cells move, and we can only replace shaders, not create new ones [e digicons]X|[/e] . And I'd rather use the particles for lots of rotating sections than rarely visible moving textures.

5,473 Replies 14,258,850 Views

Well, technically the moving texture is possible, but it is not practical to do it too much (as we might hit the particlelimit if we overdo it). As for the Centauri, we still need, besides other ships: Adira Royal Battleship Altarian Destroyer Balvarin Carrier Centurion Attack Cruiser Corvan Scout Dargan Strike Cruiser Darkner Attack Frigates Haven Patrol Boat Kutai Gunship Liati Advanced Cruiser Maximus Frigate Mor

5,473 Replies 14,258,850 Views