[quote who="Abyssinian02" reply="1" id="3610508"] Seriously? Is there no way to mod the game or engine in any way to allow the model to be in the game?? Is there still even someone around here or am I talking to myself here? [/quote] 170k polies exceeds the limit of the Sins engine as far as I know. To my knowledge the upper limit for a mesh file is somewhere around 50k'ish. I'm assuming you used the 3ds to generate the mesh file which most likely isn't aware of
ZombiesRus5
[quote who="GoaFan77" reply="10" id="3610360"] Quoting ZombiesRus5, reply 9 https://dl.dropboxusercontent.com/u/5790092/Temp/soseplugin_v1_193_e1_053_d_1_34_r1_83_build3.5.1.zip I was going to ask if we might get an update to this. Fantastic! [/quote] No problem... nothing to crazy to add into the rules. I just need to make a local CVS repository now since google code has died.
https://dl.dropboxusercontent.com/u/5790092/Temp/soseplugin_v1_193_e1_053_d_1_34_r1_83_build3.5.1.zip
[quote who="Cylon_Luvr" reply="2689" id="3609593"] So I'm guessing there wont be an updated version before Christmas? [e digicons]:blush:[/e] [/quote] I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be much for new content though. Some fixes for artifacts and other small stuff we discussed. The guardian basestar won't be included.
[quote who="Sinperium" reply="2531" id="3606919"] Hmmm. It's been more than a couple of years so you may be right. Thanks for the reply. But going back to the basic question, if I wanted to use the above, what goes in the place of "Tech", "Psi" and "Phase" when you're dealing with Rebellion variant factions? [/quote] This only works on non-random maps. In the playerCount section at the end you put the overrideRaceName in like you did previously
[quote who="Mord_Sith84" reply="2685" id="3603537"] Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? [/quote] It's actually 15k triangles which is how Sins will look at it which is still ok. I had to re-mesh a couple things on the model to make it compatible but nothing major. Do you have the author credits for who made the Guardian model?
[quote who="Sinperium" reply="529" id="3606168"] Wow. I had missed checking back on this thread (lol--since 2013) and no sooner did I leave and Blair turns it into a modder's dream wonderthon. Just wanted to say kudos for coming in and giving your fans way more attention than most companies do for a product that is mature. Totally awesome company you guys have. Though I'm still wondering
I created textures for Libran, Aerilon, Canceron and Aquaria using LunarCell today. I also picked out textures for Ophion, Hestia, Ragnar, Pheobe and Styx from my library of planet textures. I'm hoping to integrate those with the last release of this year and get the Galaxy forge put together for Kobol. Will post pictures of them when they are in game.
[quote who="Ravage-Wolf" reply="2678" id="3601984"] I have been in contact with 'Major A Payne' who worked on most of the designs for the BSG mod Colonial Wars. As you are probably aware this mod had a large variety of ships for both sides. He would like to know if you require just require a base mesh or if you are able to reverse convert the models. It might be better if I put you just in direct contact with him and you can sort out the particulars of the mat
[quote who="Ravage-Wolf" reply="2679" id="3601985"] Major A Payne has passed on his personal e-mail. He has told me you are welcome to any of his models in his archive and any additional assets you may require. [/quote] You might edit out his email for any spammers that might grab it...
[quote who="Ravage-Wolf" reply="2674" id="3601631"] As you may of expected I had limited success with contacting other mods for material that could be used . Though some of the designers who I spoke with gave me some helpful tips. A lot of mods are using models/mesh that have been freely donated by the original designers. Even Ice Dragon has donated some models, though his ones seem to have too high a resolution. I followed the links provided to me for models that were of low resolu
[quote who="ZombiesRus5" reply="2673" id="3601454"] Quoting 18233, reply 2672 Sorry for not getting back to you in so long. Baked version throws me the same issues and I did get the Sins of the fallen loading screen and heart monitor splash animation. <b
[quote who="18233" reply="2672" id="3601337"] Sorry for not getting back to you in so long. Baked version throws me the same issues and I did get the Sins of the fallen loading screen and heart monitor splash animation. The file I installed was SotF.Full.Reb.1.82.37.1.2.7z off of moddb . [/quote] Honestly, I've not seen this before and my baked mod is no different than any other
[quote who="Aplos" reply="4" id="3601150"] Hi Zombie! That's amazing, and if we add missed modifiers to this skeleton, we will actually save much time and nerves to every modder [e digicons]^_^[/e] So I would be glad to add it to the library, but we should make an agreement on syntax (convention on file & tags naming) Deal? [e digicons]|-)[/e] [/quote] As said, those entries are generated... If someone edits thos
[quote who="Wintercross" reply="484" id="3601114"] Yeah, please consider fixing the starbase thing! [/quote] How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only?
I actually generate all that wiki content from my Eclipse plugin xml files. Theoretically I can generate anything from WIKI to HTML with links. It just requires coding on my part. It's setup temporarily here for now: http://zombiesrus5.com/wiki/doku.php I'm not sure if I plan to keep that domain around or not. Safe to say none of that content will be lost as I'll find a home for it one place or another.
[quote who="18233" reply="2669" id="3600431"] I tried to install Sins of the Fallen just to see what it's like and to maybe get Fall of Kobol farther down the road, but SotF's weird stacking order has me honestly confused. When I stack the mods in what the ModDB manual tells me is the proper order the menu appears as so: http://imgur.com/rwRNeWn And the s
[quote who="18233" reply="2669" id="3600431"] I tried to install Sins of the Fallen just to see what it's like and to maybe get Fall of Kobol farther down the road, but SotF's weird stacking order has me honestly confused. When I stack the mods in what the ModDB manual tells me is the proper order the menu appears as so: http://imgur.com/rwRNeWn And the s
[quote who="Ravage-Wolf" reply="2666" id="3599617"] If you were able to create a Galaxy Forge tool with your material I could then work on a new map. [/quote] I have one in progress, though you can always copy the GalaxyScenarioDef into a Galaxy Forge folder to create maps. The icons for the Kobol planets are also in the mini-mod, those can be copied into the Galaxy Forge icons directory. [quote who="Ravage-Wolf" reply="2666" id="3599617"] Where you ab
[quote who="Blair Fraser" reply="451" id="3599491"] You can now use an ability/buff combo to cause a planet to be stripped to the core (destroyed). [/quote] Awesome!
Try this version: https://dl.dropboxusercontent.com/u/5790092/Temp/BuffAlienBeamSpawnDamage.entity
[quote who="ZombiesRus5" reply="19" id="3598223"] I may need to scrub the persistent effects for the artifacts. Trying to isolate some mid-late game mini-dumps or crashes that appear related to them. If I use the Mesh based particle effect I eventually get a pure-virtual function error and crash. If I revert to the released image based particle effect I get a minid-dump after the game runs for a bit. Going to try pulling out the artifact particle effect and see if it runs smoothly.
I may need to scrub the persistent effects for the artifacts. Trying to isolate some mid-late game mini-dumps or crashes that appear related to them. If I use the Mesh based particle effect I eventually get a pure-virtual function error and crash. If I revert to the released image based particle effect I get a minid-dump after the game runs for a bit. Going to try pulling out the artifact particle effect and see if it runs smoothly. The particles aren't doing anything fancy at all
[quote who="ZombiesRus5" reply="17" id="3598219"] If you want a Beam type energy weapon then you can clone BuffChargedMissilesSpawnDamage.entity and BuffChargedMissilesLightDoDamage.entity. The targeting and weapon effect is in spawn damage. The damage is performed in do damage. The periodic action in the artifact buff would like this. periodicAction actionCountType "Infinite" actionIntervalTime Level:0 10.000000 Level:1 30.000000<b
If you want a Beam type energy weapon then you can clone BuffChargedMissilesSpawnDamage.entity and BuffChargedMissilesLightDoDamage.entity. The targeting and weapon effect is in spawn damage. The damage is performed in do damage. The periodic action in the artifact buff would like this. periodicAction actionCountType "Infinite" actionIntervalTime Level:0 10.000000 Level:1 30.000000 Level:2 30.000000 Level:3 30.000000 buffInst