TobiWahn_Kenobi

TobiWahn_Kenobi

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

Sorry to have taken so long, First, Sins can use both, grayscale maps (heightmap/bumpmaps, they are converted to normalmaps by the engine in runtime) and real normalmaps (with the information from the red channel put into the alpha channel, compressed as dxt5 with interpolated alpha) I prefer real normalmaps, as that has much greater control over the vector information compared to a heightmap. As tools I use the nvidia plugins for photoshop but there are

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At the moment, no. We have no team member at the moment who does the particles. (We should have one, but we are all busy right now [e digicons]:time:[/e] ) All the weapons (except the beams, they should mostly be fine) and all the other effects should be modded to fit the B5 universe. But that will be a job for another day. Except if you want to take the responsibility [e digicons]*_*[/e]

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[quote]Tobi try to remain canon to the serie for now... but once the work done, maybe we can move to semi-canon material, similar to what can be found in the Babylon 5 Wars books ( have almost all of them )... if it happen, the team will have work for several years [/quote] Yep, I have the mogoose publishing ACTA Books ( Fleet list, rule book) so I too have enough ships and factions in hand to fill years to come [e digicons]:grin:[/e]

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Yep, please read the readme! There are limitations, as this is a preAlpha so far. As for Starbases repairing themselves, that would be an option. I have the following possibiities to make this work: a.) Standard Hull self repair value (don't like it) b.) Ability to repair itself c.) can Produce shipclass which repairs d.) have a fighter type that can rpair the station (don't know if this is possible, would be my favorite though)

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@Fileosoft Thanks! [quote who="SpardaSon21" reply="1087" id="2513701"]The problem isn't that they don't have a scout, its that they don't have a light frigate capable of being built cheaply and quickly. Also, I don't like what you've done with the ship build speed and costs. It slows down Sins even more, and considering ships blow up fast, the value of an expensive capital ship is debatable. It would be nice if you slowed down the combat

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@sparten117 No problem, if anyone runs into the same problem, please post the savegame so I can check for myself. Ever since I started this mod I haven't been really playing sins, just testing here and there so it is more than possible that there will be bugs that escape our QA (we don't have a QA, so that would be the reason [e digicons]:moo:[/e] )

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Had an exception when trying to start Particleforge under Windows 7 enterpride 32 bit in Kernelbase.dll Running dxwebsetup fixed that for me! Thanks for the advice in this forum!

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Sounds nice! When I one day have the time to actually play Sins I will give it a try! ( modelling, textureing, codeing, making graphics, including the work of others and so on have kept me from actually playing sins for month now...)

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Always! And BTW I agree that it is always easier to add detail, but the UV and Texture has to be remade as well, and that is the most work. And I still hope that Ironclad finds a way to add a bit of multithreading to the game... never give up hope. (And basically, with the pipeline optimisations in the newer Nehalems and even the core2duos the raw work done per (G)Hz is much more. The old 20something stage pipeline of the pentium 4's was their biggest failure) &

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I do want to use the tanker for the refinery ship. But I suspect if you could stay within 4.5k to 5k triangles, that would be fine. I'm not aiming that mod at the low end computers but at the medium. I'd say if it runs acceptable on my system (core2duo E6600 2.4 GHz, 3GB RAM @ 667 MHz, geforce 8800 GTS 640) it should run well on any of todays medium systems. Perhaps not everyone can run it with details set to high on everything (I'm one of them), but thats progress, you know. I'd rather have

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