ZombiesRus5

ZombiesRus5

Joined Member # 3496922
11 Posts 615 Replies 2,966 Reputation

[quote who="Barryd67" reply="1623" id="3517035"] I would like to use some of the ships from Maelstrom (purely for personal use only!), but I am having a hard time figuring which texture files match to which ship. Especially the pirate capital ships. Do you have a crosswalk of what files go with each ship or something that will help clue me in? TIA [/quote] Convert the mesh to text with the convert data tool provided in the Sins installation directory. The textures

1,681 Replies 4,228,183 Views

[quote who="Cylon_Luvr" reply="2360" id="3516650"] I know that you're not really working on Cylons right now... but the CommandStar model (considering that it is a pretty powerful control ship) looks like it needs a fair bit of work. Not sure if anyone is able to lend some time to fixing it up... [/quote] I cleaned up the team colors to atleast help some when that is enabled. I'm also working on a build wit

3,050 Replies 8,610,210 Views

[quote who="Major Stress" reply="1116" id="3516583"] How bad is the detail loss, and compression artifacts using that method? My mistake with the prior versions of TSOP was that i used the "default" settings with no error correction when i converted the TGA textures to dxt5. When i should have used "production" quality settings in the photoshop plugin. However now i dont know if its the plugin that is messing up, or its just my crappy laptop. I get MAJOR artifacts on any setti

1,134 Replies 2,247,958 Views

[quote who="Martechi" reply="2354" id="3515673"] I absolutly love this mod and I'm incredibly happy to see it still getting worked on! Is there any chance that we'll see one or another ship update, like a battle-refittet columbia class as it was seen in BSG blood&chrome? [/quote] Unfortunately I don't possess the skills necessary to model a BSG ship effectively and I also don't have any active modellers on the team either.

3,050 Replies 8,610,210 Views

[quote who="Cavil_Volente" reply="2349" id="3515387"] I just finished packaging what I have for the old raider. http://s000.tinyupload.com/index.php?file_id=17814484827122335530 [/quote] I received it and will look through the files. I need to fix the textures as that the Sot13t had some compatibility issues with later versions of Sins. I've had to remaster every ship that was brought in from Sot13t actually because of this as well as adding additional d

3,050 Replies 8,610,210 Views

[quote who="Cavil_Volente" reply="2347" id="3515364"] I almost feel like there should be more of a base around the Cloud 9 discs. [/quote] Since I'm masking I'd need something I could throw around to accomplish that. I could take the ring around the base and resize it to fit as one option. I thought about doing something along those lines but ran out of time. [quote who="Cavil_Volente" reply="2347" id="3515364"] And question, w

3,050 Replies 8,610,210 Views

Scratch that... Here is the new military lab (using the one above as the Temple currently) and a second choice for colonizer (basically flair). I also replaced the starbase constructor as I never really cared for that model. <img src="https://dl.dropboxusercontent.com/u/5790092/Temp/ScreenShot_149.jpg

3,050 Replies 8,610,210 Views

Thanks for the ideas guys. I don't think any of Ice Dragon's models would be allowed though they are awesome looking. But it did get me thinking. Here is the new military combat lab for the colonials... A mashup of the TEC lab and Cloud 9. <img src="https://dl.dropboxusercontent.com/u/5790092/sotf/bloodandchrome/Wallpaper/ScreenShot_141.jpg" alt="" /

3,050 Replies 8,610,210 Views