Looks nice, though I have to admit that I have no stats for this ship, so I need someone to give me a hint on the armor/armarment. Thanks Zvezdochets!
TobiWahn_Kenobi
IRONCLAD!!! Are you still with us? Or are you satisfied with the amount of boxes you've sold so you just abandon us? We are still here waiting for an answer. And, btw, I think you could give us an outlook if anything related to sins is planned for. Sins expansion? Sins 2? No more? Opensource the sourcecode? (please please please! I know it's kinda unrealistic, but still...) 64 bit version? (most desperately needed - ask microsoft for funding, will sell more win7 versions [e d
@Xak02 We will make it so that playing with a Vorlon or Shadow Player still remains fun. I'd like Shadows and Vorlons to have a different style of gameplay as the other races, mainly depenent on Culture and Diplomacy, haveing very high ship costs, regarding resources as well as supply cost. This will keep them from killing all the others too early. I still would give them cheap kickass defense mechanisms for their homeworld(s), so that instead relying on warfare they have different optio
@Thoumsin ( Fileosoft )The Vorlon Banner is still there, the team color effect got missing, I will correct this, though I need to be careful to preserve the AO on it. The windows got lost as well, will look into this. Thanks for taking the time to look for those details As for the blue glow, thats mostly not the shader effect, but the way I baked radiosity from these parts into the texture map and used it for the light channel (green -da one) as well. looks kinda cool,
Fileosofts newest model: <img src="http://img693.imageshack.us/img693/9214/screenshot14c.png" alt="" width="
@IskatuMesk If you need help with the StarTexture moving, best pm Thoumsin (Fileosoft), he made this with the omega as a testing ground for the Vorlon ships. I'm in the process of getting it going for the Vorlon ship and stumbled upon my own problems. Cheers
@Thoumsin Already remade most of the texture, hope you like it. As for the AO, I intend to embed AO as well as Radiosity (from the lit parts) into the texture, hope it works out well. @Malanthor Minbari has just a few changes for now, nothing drastic. Game balance will follow after 0.40 because 0.40 should include the ships stats of all factions - without the models - so from there on it will need to be balanced. And well, 2 humans have lots of manufacturing capability! (
@SteinerX Will send you the files! About the time before 0.40, there should be enough for you to do some stuff @Fileosoft I got them before the forums went boom! as for the texture, I changed parts of it but all in all it looks splendid! Now I need to bring the ingame and make the particleeffects and the AO and we are ready to go!
Well, you are welcome to spoil it if you so wish, after all you have done for us, you deserve to be the screener master [e digicons]:grin:[/e] As for the warlock, I don't know to be honest. Need to tae a look at it this weekend. As for UV iptimised, the work of Fileosoft is UV optimised, I think the T'Nor / T'Loth is / are (must check the latest files Koobalt sent me and see if he corrected the last few errors) The G'Quan I believe is ready for textureing, th
@Nevarden Which one? [e digicons]:grin:[/e] SteinerX Official Blog or the developers Blog on Origo? @SteinerX Still alive? Have a question, is the sharlin now finished from your perspective? (Just for me to know) What do you want to do next? (Hope you do want to do something next [e digicons]:drool:[/e] ) PS.: Fileosoft (Thoumsin) gifted us with a new model to be included in the next release - suprise suprise
@BlackVenom01 Thanks you very much!
@Zvezdochets You need a hardpoint for every beam named after your weapon (Weapon-0 in this case) facing the direction the beam should be shot at (roughly) In XSI ModTools you need to name them P001-Weapon-0 to P00X-Weapon-0 for the first weapon for example, because when converted to mesh the converter throws away the first five letters, leaving only Weapon-0 as the ame for the hardpoint.
@ronmcd1076 Nothing specific for now, but I think some way or the other they will appear. Not in the next release(s) though.
@Fileosoft / Thoumsin Thanks for confirming this to me. I was not sure if sins would use the heightinformation of the blue channel for normalmapping (I believe it's absolutely required for parallax occlusion culling with self shadowing, but not necessary for normalmapping). So this means, as you said before, we have two channels not used in the nm files (though, if you are able to change the nm shader to use the height info for relief mapping or parallax occlusion culling or other ways o
I can't understand this, as your textures look washed out compared to mine (but I'm using 8x Anisotropic filtering as well, that might help). Still, I will give you screenshots from me for comparison when I get to it. As for the white dots, I found sort of a solution: If you got a NVidia Graphicscard, you can download nhancer. There you can profile sins to use Supersampling antialiasing (SSAA) mode (NOT hybrid or MSAA). SSAA is way slower than MSA
Next Version will be 0.40 and only for Diplomacy ( one has to go with the times [e digicons]:grin:[/e] ) But still a lot to do. Planned for 0.40 at the moment: New Sharlin model (Fileosoft, SteinerX) (Finished 95 % ) Omega Destroyer 2.0 (modified mesh, ambient acclusion, better normalmap) (Finished 100 % ) Victory Destroyer 2.0 (modified mesh, ambient acclusion, better normalmap, better texture map, better dat
[quote] Point is that the nm map use only two channel, so it is possible to move the two alpha from the cl and da to the nm map and save these nm map in dxt5 format... since the alpha channel from the cl and the da are removed, these can be saved in dxt1 format ( taking half of the size )... various shader fx files will need to be modified in a way that the shader know where to found the team color and the bloom map... [/quote] Fileosoft / Th
Thanks for the screens. As for the Explorer, I'm not sure how much I can do on that model, but I will try.
Thanks SteinerX, looks good!
Thanks alot again for confirming this! This helps lots
No, I thought all emitters ( nullpoints / hardpoints ) fired regardless of the weapon arc the emitter faces. I did not know that the weapon emitters facing ( nullpoint direction ) was connected to the weapons arc ( I thought to have read otherwise somewhere on the forums... foolish me) When I'm talking emitters, I'm not talking about the damage but just the graphical representation, the nullpoints that spawn the particleeffects. eg.: I have a model with Weapon
Thank you soo much SpardaSon21 for this wonderful insight. Now I have to redo a few entity files and meshes... [e digicons]X|[/e]
@SpardaSon21 How does sins evaluate which emitters belong to which arc? say if I make an emitter face 90 degrees left and another 90 degrees right (both belonging to the same weapon) and the ship fires at a target 75 degrees to the left, only the first emitter would fire?
@JimmyRanger Thanks alot for your comment. About the Omega Pulse Cannons, that would be cool and we would love to do more correct weapon effects, the problem is that with sins one can only have 3 different weapons, and each fires all particle emmitters when firing. That would mean if we put some pulseguns to the front, the side ones would also fire (to the front) if the ship fired to the front. (please corret me if I'm wrong - I'd love to be wrong on that one!!) As for the hel
Hopefully.