[quote who="Washuluver87" reply="1222" id="2787061"]The Cylons have the Beta Class Basestar (which is an Almost Capitol Ship) but the Colonials have no such thing Granted the Capitol ships for the Colonials are wonderfully made, but you can't put fleets of them them out and at the same time have you territories protected. if you have a ship for the Colonials that is on the same lines of the Beta Basestar as in it's a capitol ship only somewhat weaker and not on the Capitol ship cap, I think K
Kreeargh
[quote who="SpardaSon21" reply="1221" id="2784616"]The Colonials have the Galactica and Pegasus types of battlestars buildable as capitals, so I don't know if you can get any more "decent" than that. [/quote] Colonials should have more cap ships than just 2! The new series shows old school cylons and base ships so it should also show OLD school colonial ships like the Nova class and others. Yea they might not be as powerfull but they work as cannon fodder [e digicons]O:)[/e
[quote who="SpardaSon21" reply="1081" id="2631756"]Well, not necessarily File, but someone to shave polies off the Raiders and Vipers. [/quote] Well the issue i "think" is The models if were useing my Tos raider the poly would be 300 my new raider was around 600 poly. But not used . My tos viper was lower than 500 same with bomber but New is needed so poly must rise to fit theme and design. A 600 poly mrk7 viper is possable but i dont have texture to map proper. [e digicons]
[quote who="SpardaSon21" reply="1070" id="2627969"]Make them Gauss weapons then, or any of the weapon types you aren't currently using (Phase Missile, Beam, Pulse Beam, Wave, Plasma, Pulse Gun, LASERPSI, Psionic Surge, Disintegrator), and modify the research tree to add in a bunch of new researches, or just replace the laser ones with autocannon researches and swap the autocannon ones with the new weapon type. [/quote] I agree [e digicons]:grin:[/e] how about Magna weapon
[quote who="Warfiend" reply="918" id="2552244"]Just finished playing through the update. Amazing! The only problem is that now the Galacticas are a bit dark which makes it easy to lose sight of them. Some of the cylon strike craft have changed into flat round things. They have detail and I dont mean the raiders from the original series. The new raiders are there but some fighter strike craft are these new ones, so my question is what the heck are they? [/quote] White and has tria
Damn good work [e digicons]:thumbsup:[/e] What version of max? I belive max9 and max design and above have an auto uvw unwrap tool to make it easyer to uvw models. It creates a uvw map/texture to paint on texture art. There are other uvw tools like lithunwrap that can help get a uvw on your models for texture work.
[e digicons]:cylon:[/e] Sins of the 13th Tribe
[quote who="Aractain" reply="1" id="2502826"]It should create more verts not less. I can't remember his actual code anymore but I thought it was similar to my method which is using texture verts, checking them against original verts and smoothing groups basicaly. Screen shots? Also what is your UV like? That max tool dosnt use a second UV to create the tangents like I recently learned to do so bad UVs (mirrored, opposite in same element/SG) will cause problems.<br
Please make a Gmax compatable version .[e digicons]:thumbsup:[/e]
Moders please create a Gmax script for sins model imports. Xsi is annoying to some and Gmax still works after all these years? Moders please create a Gmax script for sins model imports ?
[quote who="Vulturev4" reply="807" id="2501307"]If you wanted an idea for a third faction, you could do the Eastern Alliance. They had some dealings with the colonials in the classic series... can't remember too much what their vessels looked like, but with an imagination, may make things very interesting. [/quote] That is the 3rd faction the Eastern Alliance [e digicons]*_*[/e] There was only 1 ship seen from that faction in the Tos series i remember so
[quote who="Sh3p" reply="804" id="2500419"]I don;t know if anyone's mentioned it yet, but since this requires entrenchment, has anyone thought of changing the starbase models to that of Ragnar Station and the Cylon research facility they showed in the finale? Other than that thought, all I have to say is damn good job guys, really, the mod is a dream come true. [/quote] The models are soon to be released. Kyogre12 will have around 35 more models to choose from. If he d
[quote who="Major Stress" reply="13" id="2283472"] Quoting FrznMD, reply 11 Couldn't you just finish the current one ? I just fired the entire SoA 2 mod team for thier failure to see things my way. Why should i finish a mod that i dont even like? If i do this I would include all of the core SFB factions the Feds, Klinks, Rommies, Gorn, KZINTI (not mirak!) Lyran, Hydran, ISC, Tholians, and Andromidan if possible, and only IF i can duplica
[quote who="zRazor" reply="22" id="2269876"] Quoting Hell, reply 21 I'm glad to know this is not their normal look then Does anyone know how come they look like that ? I put the mod file in Mods-Entrenchment v1.03 instead of Mods-Entrenchment v1.02 as it was said to do. Do you believe this could have an impact on it ? Cause the problem is, I've already DLed and installed V1.03 and it wd be a shame to go back to V1.02. I
[quote who="JonJay" reply="19" id="2257787"]I have a quick question - yes it does work with 1.03 v on my end too but everything or all ship models are BRIGHT white, red and or green. No texture, no detail to the models, any clue on this????? Also I don't have some images in the icon area, the ship, forgot what it's called - but the ship that makes the starbases is missing and some images in the research screen, any ideals on that too????? <b
[quote who="Franz Bravo" reply="8" id="2257355"]Hello. Is this mod going to be for the origional Sins? I remember it being said that there were going to be two versions, one for normal and one for entrenchment. [/quote] Yes there will be a Orignal Sins version of the 13th tribe but i am not sure when it will be released. I am hopeing someone will take on the task to make their own BSG mod useing the models for Orignal Sins. This
Version 2 of the model pack is now online at 100 megs . Enjoy and please credit authors where due.
[quote who="jklein2" reply="2" id="2245191"]Hi, first off just wanted to say that this a very cool mod and I am impressed. I especially like the weapons effects, I think that really gives it the feel of the show. I did have a couple suggestions for ships to use; for the LRM missile frigate u could use the Zephyr which is that big spinning wheel ship u always see on the show. Also u could use Colonial One for the Cielo command Cruiser, i think that would fit perfectly. Also I have couple abili
[quote quoting="post"] What is the best program for converting DDS, I can not figure out how to get the plug ins to work for GiMP... [/quote] Google the nvidia dds converter 2 it also will convert it much faster and free. No need for gimp psp or photoshop.
[quote who="Franz Bravo" reply="17" id="2197216"]Is there going to be one for normal sins? [/quote] I am working on a normal sins version but it will take me some time to figure out the codeing not to mention i have to make and finish converting 50 or more models to finish off the 2nd half of this mod. The Vasari race will be replaced with "Eastern Alliance" and other tos BSG races seen in the show. I am hopeing by the time i get all these models in the game someo
[quote who="DANMAN3712" reply="25" id="2188521"]As Kyogre12 is part of my team Kreeargh, You can see that we are behind you 100% with this. DANMAN [/quote] With support from guys like this how can you go wrong [e digicons]:grin:[/e] I will do try my hardest to make these models look good in game for this community. My sins moding skills are lacking but i am learning fast. Danman i was wondering if
[quote who="Franz Bravo" reply="16" id="2173638"]How do I install this mod? i don't get how to put it in. [/quote] Add all the files in the textures folder to the games textures folder and swap out the games mesh folder for mine. Dont forget to make backups of your sins textures and mesh folder so you can go back to stock. This model swap out mod is NOT finished there are maping errors and da
[quote who="TohKlidan" reply="12" id="2171116"] Quoting dresda, reply 11 Hey what version is this for? Also, can you tell me exactly how to download it? You said it doesn't work like a regular mod thanks I cant say with version it is but after I extracted all files it looks to me like a replacement mod, where you have to replace all files in your installation folder. if you want to use them. Otherwise yo
Here is some of what i have replaced at this point i still need to make mini pics of the rest of the replacements but this is what "has been swaped out" , i have these meshes online and i am working on the texture zip pack , i dont want to zip up the entire texture folder it would be over a gig itself as i have it now [e digicons]:rolleyes:[/e] . When i get it done ill release them bolth here asap to let the moders begin their mods. This will be {13th tribe V./
[quote who="EviliroN" reply="4" id="2154386"]I would help you but I am not really good at modding. I am just making my own mod for me to play with my friends. Harpo has helped me a bit and his info is reliable. I suck at modeling so I grab and credit people where do, though no one will ever actually see it, lol. Thanks, keep up the good work! [/quote] I wouldnt worry about it, i think i will have a model release this weekend i only have 4 or 5 models to replace then ill hav