Thanks, works fine! :D I've tried to set there the max range not the id of the weapon.
nisac
Hm ok it doesn't work to add the carrier as an extra buildable capship. :( However... i have some ideas for the abilities for the ship. 1. Jumpable Squadrons (new jump squadrons, slow but good armor) 2. Minefield ability for the carrier 3. Arcova build ability, to detect hostile minefields 4. direct jump to another system (cost 100% antimatter) But i have a question: is it possible to set a "s
Is there a Limit of 5 CapShips per Race? Have adding the new Entity File for the Fleetcarrier to the "entity.manifest", adding 2 IDs + counted the ID Number up in the String File and adding a new Line to the PlayerTech.entity and set the Count Number to 6. But if i try to start sins, the game crashes. Any Ideas?
The Game crashs only if i use the modified PlayerTech.entity. It works fine with the modified GalaxyScenario and the String files. Here are the modfied Files that i use: CAPITALSHIP_TECHFLEETCARRIER.entity In the GalaxyScenarioDef i added this Lines: planetItemType designName "Tech:CapitalShip:FleetCarrier" &nb
Ok now it works. There is a limit for Flair Points, so i have to delete a few of them. :( But its ok, looks nice. And now...can anyone tell me how to add the ship as a "new" ship class? ATM i used the Sova Carrier Slot for it, but i want build the other capital ship too. I tried to edit the PlayerTech.entity, GalaxyScenario.def, and the String Files and put a renamed copy of the sova entity file in the GameInfo Folder with
The other Points are for the Weapons. ;) I used more than 1 Weapon Point per Turret on the Model. Yes, the Coords are correct in Notepad. I'll try to delete some Weapon Points and look what Sins says. :)
The "Spots" on the runway are on the texture map, i dont use any flairs for this effect. The Number of Flairs Points is ~15, not more, only 8 on both sides of the ship an 2 over each bridge. Edit: Heres a Screenshot with some of the Flairs: http://img259.imagevenue.com/img.php?image=93858_ScreenShot_8_122_247lo.jpg I have converted the mesh to binary, but nothing changes. :( And sorry, its the left side of the ship,
Ok, thanks. :) Now the Textures are alright, but now i have a problem with the Flair Points. I have set ~93 Points (Exhaust, Weapons, Flairs etc.) but some of the Flair Points are not visible in the Game. Only the Flairs on the right side of the Ship and the Bridge Flairs are visible, the Flairs on the left side are invisible. The Coords are alright, i think, the flairs on the left side are the same as on the right side, only the X Coords are negative.
Ha! It works! :) Thanks for all your help! http://img206.imagevenue.com/img.php?image=39759_ScreenShot_2_122_254lo.jpg Now i can modify the Modell, correcting some failures and adding more Datails, and retexturing the Modell. Hm, whats about the Data Map? Can i use Colors there? On the Screenshot you can see the "Landingfield" and near the Hangar some Light Spots...but this Spots should be Blue and no
For this Texture i used Gimp, but it's my first time i use it, so i dont know really how i could set the Alpha Channel and the Color for it. If used the Alpha Map from C4D and load it into Gimp, than i paste the Texture Map in a new Layer over the Alpha Map and delete the "Empty" Space between the UV's and save the complete thing as TGA File. But, if i use only Ironclad Textures (from the Kol for example) the Ship has a "Green/Golden" Groundcolor
Ok, it works now...no glow! ;) But...now the Ship has a Gold/Green Texture... http://img43.imagevenue.com/img.php?image=30489_ScreenShot_1_122_151lo.jpg This Colormap has no Alpha Channel set, the "Background" is Black. The other 4 Channels use the Black-da.dds as Texture. EDIT: If i use a another, working Texture, the "Main" Color of this Texture is Green/Golden too. Could it be that it have
Hi, Thanks for the help. :) Is this right? Link to the DDS File: http://rapidshare.com/files/213490355/Carrier-cl.dds The Alpha Channel is Black, and one Pixel ist "Dark Grey". But however if i set another, working, Texture (other Ship Textures, example the Texture from the Kol), the Ship glows too.
TXT MeshData hasValidTangents TRUE BoundingRadius 1796.717773 MaxBoundingExtents [ 191.949997 147.080002 1795.170044 ] MinBoundingExtents [ -191.949997 -116.525002 -866.215027 ] NumMaterials 1 Material DiffuseTextureFileName "Carrier-cl.dds" SelfIl
Hi, my Ship Model in Sins are glowing, with or without texturs, it glows like the sun. :/ Here's a Screenshot: http://img225.imagevenue.com/img.php?image=00542_ScreenShot_0_122_597lo.jpg I used C4D to creating the Modell and the UV Map, exporting it as COLLADA File and importing this with XSI. FBX Export doesn't work correctly because the UV Map are wrong after the Import in XSI. In XSI i've duplicate the UV Map, se