[quote who="EviliroN" reply="1" id="2151980"]so is there a link to the models or is this still WIP? i totally want to make the basestar the pirate starbase [/quote] Wip i guess atleast until i get all the models swaped out and working. NOTE: the ships dont look great because of data texture errors da.dds i have not yet found a good combo to make the ships look right. I might not have time to fix that. We also have several cylon starbases that you migh
Kreeargh
[quote who="harpo99999" reply="23" id="2149997"]the max slots for each of frigates, cruisers AND caps is 9, ie 9 frigates 9 cruisers & 9 caps hope this helps harpo [/quote][e digicons]:thumbsup:[/e] How about non combat ships i see 3 a traider ship a mineing ship and the builder ships the planets have is there any more i dont see ? It would be a shame not to be able to use these noncombat ships like the Tos Rising star fo
[quote who="StCobalt" reply="20" id="2147405"]coding is not really that hard just something that requires a lot of trial and error. i suppose not all of us take particular interest in it though. it would be kinda helpfull if you mentioned what exactly you wanted coaded though. [/quote] My problem is im new to sins moding and dont know what to ALL to edit to make any code work. Ive tryed renameing a few stock game abilitys just to see what it does and get no
[quote who="granyte" reply="18" id="2140128"]hey i have been experimenting a lot wit coding lately for the andomeda mod but sins we don't have a modeler the project is kinda on hold so if ou wan i can help making the code [/quote] Ill do some modeing for you for trade for some code? Im not the best scratch built texture creator but i have 7 years of low poly modeling under my belt. The only issue about modeling</span
[quote who="alway" reply="3" id="2074108"]"PEOPLE SHOULD NOT BE AFRAID OF THEIR GOVERNMENT, GOVERNMENT SHOULD BE AFRAID OF THEIR PEOPLE" Unless of course they are far right wingers, in which case they will be paranoid and afraid of everything no matter what. [/quote] Well i dont blame the right wingers for the Lefts actions its hard to take when you work all your life to have someone like Nancy pelosi want to " tax EVERYONES retirement to improve the standard of l
[quote who="SpardaSon21" reply="13" id="2131804"]Kreeargh, if you want some coding help with this stuff I would be glad to assist. Just send me what you have done somehow and I will try to polish up the code you have finished and get it ready to release for 1.16. [/quote] I would love your help but i havent got any "codeing" done yet that works. The mini dump likes me to much [e digicons]:annoyed:[/e] . I tossed most of the mod and gave up on "Sins of t
[quote who="dewing12" reply="10" id="2130280"]This Mod looks amazing, I can't wait to play it myself! [/quote] HE HE well with the 50 or so mini dumps i have been getting when i try to edit any thing other than models in sins i might just have models only release.[e digicons]:'([/e]
[quote who="Teal" reply="12" id="2131020"] Quoting Teal, reply 7 Quoting Kreeargh, reply 4This is needed for accurate BSG mod Do you think it would be possable to link the fuel with the metal{tylithum} that is mined? That way is goes down the chain, you use up your fuel you have to mine for more? That is a Great Idea!!! That is one we will have to try next!!! And if we can pull it off, then you can have it too!!! <br /
Thanks, I hope to get all the colonials swaped out in the next few days. With a possable release. I need help with the data dds textures the ships colors are all screwd up all i get is grey ships with team color spots and out of 25 or so trys nothing i do is better than useing the stock texture for the da files. I might half to release them as is . If anyone here wants copys of the ships with special hardpoints you better let me know. So f
This is needed for accurate BSG mod [e digicons]:thumbsup:[/e] Do you think it would be possable to link the fuel with the metal{tylithum} that is mined? That way it goes down the chain, you use up your fuel you have to mine for more?
Well i am haveing more luck converting these than i thought i would. As you can see textures wont be perfect but that can be fixed later i think. I dont think we will be able to make the scorpion shipyards in its full glory in sins i dont think you can place the sections close enough to make it look connected and i dont think you cant turn the mesh around in game to place it properly. But what i got will be good enough for a start i think. I wonder if Entrenchment has those
I think the best thing would be to break up the station in to sections so users can just place the sections in game to make the entire shipyard. I can rig up them under 8k poly no problem, 2 sections can be the friget factory and capship factory and the other 2 can be research sections. That way users can make a big complex if they want, it should not effect the game play any more than the stock models. The only issue i see would be the space rings in game that show up when yo
Cloak & Dagger studios presents The Sins of the 13th tribe Battlestar Galactia MODEL PACKs. .......................................................................................................................................................................... Cloak & Dagger studio's Sins of the 13th tribe Version ./1
[quote who="KingDeathGod" reply="7" id="2122373"]cant u just release what u have right now the ship modles are eough really but if u want us to wait ill be ok with that too [/quote] I myself can NOT release anything that is related to this mod, but what i can do is release my own bsg models and bsg model conversions i do that is NOT going to be in this mod. The quality wont be as good but they would be something bsg 
[quote who="Spartanz1170" reply="5" id="2122271"]Well lets see you got the ship models in game, however they have the same abilities as any ordinary TEC ship... may we have some screenshots of the ships? [/quote] http://www.modcraft.net/community/index.php?showtopic=12315 some shots of Newboerg's models in game. I cant talk for the team i have n
[quote who="dolynick" reply="2" id="2121461"]Your ships are showing up in game as completely team colored. This is happening either because the alpha channel in your -cl.dds is either filled in completely white or it is missing (and being filled in/seen as completely white at some point in the process). I am unfamiliar with using Paint Shop Pro these days so I can't really tell you exactly what you need to do. I have found that I must put at least one non-black pixel in
Not dead yet, other R/L issues are pending i think. School for some of the crew being one.
I have a problem that i would like to know if Paint shop pro 7 or 8 can fix. I dont have photoshop. My question is about the alpha channels and stuff in the dds files. How do you set up the alpha channel so the team colors dont fuzz out the models? Can it be done in psp7 or 8 and can psp export to a format that the invidia dds converter will convert to? I cant get the dds plugin to do anything even though invidia says it works with paint shop pro. here is what i
If i recall in the modcraft forums he wanted some Cylon ships designed and modeled by you [e digicons]|-)[/e]
I know you can use convert data to change the mesh file binary to text and "change the name of the textures" in it but, How do you map the model with textures in notepad ? EvilTesla-RG if you have access to max9 there is a sins maxscript exporter/importer. It only exports an
Dont end it now if you need models just ask ,someone will provide [e digicons]:grin:[/e] What designs are you looking for?
[quote who="EvilleJedi" reply="9" id="2074401"]just an FYI if you have max and you install the XSI mod tool you can very cleanly export from max to XSI using the crosswalk plugin for max, that way you can avoid the limitations of the max tool. [/quote] Yea the down side is learning how to do things in xsi mod tool [e digicons]^_^[/e]
Most of those models at battle clinic are in sfc .mod format you would first need to get premission from the author of the model to convert it then you would need , milkshape , max3,4 or 5 or gmax to convert the model to obj format . Then you would need xsi to convert, remap and hardpoint the model to get it to xsi format for the sins .mesh conversion. And they said the game was easy to mod ha ha [e digicons]^_^[/e] Oh and i think if th
I wish they would have bought a gmax licence and sold the game with gmax and model import plugins. Xsi mod tool is a pain .
I for one would like to see this mod at its full glory models are the last thing need to worry about. If you dont like it dont play it or help out on it to make it better. Dont bitch and complain .There is nothing stoping anyone from making new models for the game. Lets not let this get in to a flame war thats how mods get cancled.