RS-fx

RS-fx

Joined Member # 3425511
4 Posts 98 Replies 17,721 Reputation

[quote who="gruntmaster1" reply="8" id="2448272"]Something over-powered can always be fixed by nerfing it . Actually I am also considering the possibilities of making something like a phasejumpable starbase. The closest (untested) I have come is giving them an ability that can make them teleport to neighboring gavity wells. For file references one with ResearchWithBase: AbilityAntiMatterRechargModule and one with RearchWithoutBase: AbilityClusterWarheads (these seem to be abilities

10 Replies 7,974 Views

Yeah, i was wrong for starbases, i thought i had seen one time a mod with starbase that can jump but i was wrong and there is no CanPhaseJump TRUE in the entity files :( That's a fail :( About the examples of passive you gave, there are abilities that are unlocked through research (i know how to do that) but they are not improveable : for example : there is no repulse research lvl 2 that would imporve the efficiency of repulse. I am going to look at levelSourceType "ResearchWithBase"

10 Replies 7,974 Views

You make me hesitating but the last time i threw a look to the entity file, there was a canPhaseJump FALSe at the end so i was thinking about making a TRUE instead. i am going to check after finishing writing this. i am very interested by what you say, gruntmaster and EvilTesla-RG, i have not been looking to the levelsourcetype : do you have an example of a file in-game i could look at to see how it works ? (by the way, does what you say confirm what i have been thinking, that

10 Replies 7,974 Views

The solution is simple : a campaign editor. I suppose i am dreaming but it would be by far the coolest feature of sins. Just imagine the incredible sci-fi stuff ones could make with such tool...

15 Replies 25,811 Views

I want to create new techs that improves linear speed and angular speeds. As there is no researchfloatmodifiers to do this in the bailknight's topic list, i was thinking about creating a passive ability on all my ships that would become activated once the research would have been done. The passive ability will improve the linear speed. So far, so good. But i also want to give levels to this research subject (lvl 1, speed increasing by 5%, 10% by level 2 and so on). As i do

10 Replies 7,974 Views

You can download softimage Xsi mod tool here : http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&siteID=123112 It is quite good but the issue is that it cannot import mesh files to modify them. You have to build your ships from scratch with only your imagination. About speed, i think texturing is the worst. I finished the texturing yesterday for my capital ship and i was half di

16 Replies 7,605 Views

I started from scratch three weeks ago and i am now able to create new ships and import them in-game, using softimage xsi and Gimp. It took me between twenty and thirty hours of work with XSI, trying and watching tutorials before being able to understand how it work. Now, it takes me around 6 hours to model a new frigate, 12 hours for a capital ship and about the same amount of time to uv map it and make a very basic texturing. After, there is still work to do with the gameinfo files

16 Replies 7,605 Views

Yeah, i knew about the nomber of textures limit but i was worried about lagging as the bigger the texture, the harder it is for the game engine, isn't it ? But if ManShooter says it is ok with 2048x2048 pixels size, i am happy because for me, 1024x2048 is quite short for a capital ship. By the way, i fixed my raycast issue : some of my polygon's normals were inverted and that's why my textures were displaying badly in-game. Thank a lot for your help, ManShooter, Thoumsin and M

25 Replies 41,373 Views

@Major stress : i would chek my options, thanks for the tip, i really hope it is the problem ! @Thoumsin : 2048*2048 pixels is going to be quite big... How would it change the game speed if i use 3 2048*2048 pixels textures for each of my 5 new capital ships ? (i am texturing just my fist cap now so i don't want to finish texturing my fifth capital ship to see that it makes the game to slow to make the game playable :p)

25 Replies 41,373 Views

i am quite happy with modeling in XSI. It is the texturing that bothers me. I just tried a half-baked version of my color map that i am texturing and it is horribly pixelized :( and i am using a 1024x2048 pixels texture as the devs do for capitals ships...). I have the feeling my pixels are bigger than the dev's ! It is frustrating to encounter this problem after doing this godamn uv map.

25 Replies 41,373 Views

Thank a lot for the tip about mapping similar objects, manshooter, i made some tests in XSI and it works well. I can't use 3dmax as it is very expensive so i will stay with softimage as i am becoming to handle it. I will give also give a try to blacksmith 3D programm for my next capital ship (i just spent five hours to uv map my battleship and it was a bit boring). About selecting in XSI, it is quite good, especially the raycast selection. The only thing that puzzles me is tha

25 Replies 41,373 Views

Thanks for the tip but Z-brush is sadly worth 595 USD (and sotftimage 7.5 with the unwrapping fonction is over 3000 USD worth arghh) so i think iwll continue to use the hide and unhide tool with my clusters as i actually do it with my models. I don't feel comfortable with your methods, you and Major Stress, as i don't see how i could make just one texture file-cl.dds from several snapshots. About clusters, i know that i can make textures for my clusters but i would have to make

25 Replies 41,373 Views

thank a lot for your help ! I don"t know how to use layers like you do in Xsi so i divided my ship in lot of clusters to make it easier to UV map. But editing my uv map is annoying, my computer freezes for 20 seconds each time i want to select an other object. I fixed my null points and it is now ok, my ship is shooting the way i want it : <img src="http://www.freeimagehosting.net/uploads/th.b71f0eeee5.jpg" al

25 Replies 41,373 Views

Go to this folder C:\users\**your_username**\local\AppDate\ironcladgames\sins of a solar empire\mods-entrenchment v1.041 or there C:\Documents and Settings\**YOUR_USERNAME**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-entrenchment v1.041, depending on you computer. copy the distant stars folder there, launch entrenchment, go to options, mod, select distants star mods, click to unable then on apply, the game would freeze for a little moment (don't panic,

2 Replies 2,565 Views

Ouille l'orthographe ! Je vais traduire ton message en anglais pour que les non-francophones plus compétents que moi puissent te répondre. (I am going to translate your post for those who don't speak french) English translation of the opening post : Hello, i just bought the sins of a solar empire and it is impossible for me to install it on my PC, which is quit

5 Replies 5,171 Views

I think the issue you had locutus1071 with the IA unable to break through your chocke points has no meaning. Even I, human, would have been unable to break your defense (how much time have you been playing to get 50 carriers defense ?). I mean, once i played a game against 9 unfair IA and crushed their 9 fleets attacking in the same time (around 3000 ennemy fleet supply i think) with a fully upgraded advent starbase and a 500 supply strong fleet. IA unable to break incredible defense is norma

52 Replies 119,641 Views

for your polygon question, i have no idea but i found the tutorial you looked at in 7 sins wiki : http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Tutorial_V1.1

10 Replies 9,661 Views