Need Help / Advice: Yesterday I tried to make the supply line Idea work, though I have encountered various problems with the abilities. Even though I made the ShipRecharge Ability for the Planetmodule to only recharge antimatter with constraint HasAntiMatterShortage, yet it always performs that ability, even when no ships are in the targetradius. I made an ability for tradeships (passive, others don't seem to work) to rechage PlanetModules and StarBases, though while
TobiWahn_Kenobi
Yes, I don't want to make it too frustrating but don't want to stray from B5 too much. So it will be a sort of compromise. After all, ships cost a lot, so they need to sustain a little.
Well, depending on the attacker ship and defender ship, they can even be destroyed in 1 hit. But balancing will take place later (as was said before, many times [e digicons]:|[/e] )
@loneranger1 Ha, thatw as a good one. If I would wait to have everything finished before a new release, you would have to wait a very long time [e digicons]:grin:[/e] 0.40 is on its way http://b5-sotyr.origo.ethz.ch/blog @radu1 Which Pictures are used is specified in the brushes files. There you have coordinates of the picture parts inside the image as well as their identity string. The brushes file is in binary, so you need to convert it usin
@Zvezdochets There is the possibility of making a "Spawn ship", which by the way of abilities could allow you to spawn 4 different ships (for specified cost) and then either selfdestruct or be kept in place. A mobile shipyard, so to say.
@Darvroth Correct me if I'm wrong, but to my knowledge, even the ChanceToHitTargetType modifier in the gameplay constants is just a damage modifier. Besides, as the name already reveals, the values in here seem to be constants, ie. not changeable.
@Zvezdochets Updated, thanks. @Darvroth A: Sound files are specified in the entity files or in the buff files. Therefore we can reuse the sounds where they fit. A: I'm not sure what you mean by hit percentage. There are modifiers for damage, which depend on what weapon is used against what type of Armor. They will be balanced as will be everything else. I don't intend to be too realistic here though (a hit once and dead approach is too frustrating when applied to all
<img src="http://img2
@Darvroth Nowhere near finished, but here a small progress meter for EA http://b5-sotyr.origo.ethz.ch/wiki/sins_of_the_younger_races_progress
Thanks for the info!
We have musical masterpieces myde by hawkwall, so yes, we have B5 music in. We will not have enough though that we can replace all of the vanilla sins ones. @SteinerX and koobalt Apollo added to repository. Exhausts are messed up and the hangar lightning needs to be fixed, as well as light flairs added to the hangar poles. Will do today or tomorrow.
@Davroth The "Plan", Hmmmm... We need: Lots of textureing work done 2D Art for icons 2D Art for Images 2D Art for UI redesign UI babylon 5 Concept Effect Sounds Music Models Particle Effects Abilities Research Trees Intro Video And lots of other stuff I suppose
I'd rather have different ones, if the memory limit allows.
@-Norbert- Frazi was already modeled, but not textured (and I think not uv optimised) as for freighter, thanks for the info, we will at some point use it (hopefully koobalt does it, he's our narn icon)
Yaey! Thanks again (and again ( and again ( ... ) ) ) for your commitment!
Small update: Apollo texture is now finished, need to make model AO compatible, render AO and Radiosity into the texture and convert to mesh.
Yes, koobalt is our Narn supreme leader! Wonderful. As Thoumsin said, the most important models are the ones shown in the series (though I don't count the last movie in, I hate it to be honest) As for structures, if you want you can provide some concept artwork for them. We do not have much information about the structures of the races. (Minbari seem to use crystal as their main building material, though I'm not sure it would be good in space) As for Raiders, they wont be
I don't use Wings3D in the way you do, but I never had a crash on Win7
@Thoumsin Yep, you are da man when it comes to optimisations! @oFant0mo About the T Section, yes, the base T can be made of two cubes (cuboids) intersecting each other instead of the current approach. When making the T sections more optimised (and in general) be careful not to have two faces exactly overlapping each other or we will get atrifacts ingame (cause the engine never knows which face to be the nearest) so just offset them by a very very ti
Thanks! That explains a lot!
As always, wise words from SteinerX. Thanks all of you who work on this mod to make it come to life! We all play a small part in the making of the mod, but the wole is more than the sum of its pieces. Every single one of us learns here and advances his skills in game development more and more. I've always wanted to make a game (or mod ) and wasn't ever sure I could really pull such a thing off. Now, with the help of SteinerX, Fileosoft, Koobalt, Zvezdochets, Hawkwall and lots of others I thin
4800? Thats very good!
Polygons are faces. To determine your amount correctly, you need to triangulate the model first (so that there are only triangles, no more quads or n-gons). Then just post the number of faces the model has. Judging from the screenshots, you seem to have struck a very good balance. Model looks wonderful. Thanks!!
Thanks for the writeUp Fileosoft! Nice insight. One question about a thing I never quite understood: Many a people say that reducing polygons and reducing texture size on the trade ships and fighter craft helps a lot in relation to ram and speed issues. From my understanding, most of the time, the meshes and textures for tradeships and fighter craft are not visible, but replaced with the icons. How should a polyreduction and texture reduction help in such a case? <p
@EternalRequiem We'll see. Though be warned that SOTYR has higher requirements that default sins. So if you are having ram issues, lowering the graphic options might help a lot. As for lag due to cpu issues (trade ships, FC movement, weapon calculations) we can only hope that Ironclad can and will make progress in relation to threading and cpu optimisations.