IskatuMesk

IskatuMesk

Joined Member # 3511603
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Yeah, most people don't read or care about original lore, though. The first dev log for the project is recorded and is around 2 hours in length. I really, really don't want to have to split that up for youtube... ugh. I hate youtube with all my heart. The 15 minute limit is suffocating. I have like 1200 videos uploaded and would have 1/8 that number if they could have been in their original lengths. So I'll probably FTP it when I have completed it and verified i

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Everything I know about nurbs is that they cannot be used in games and translate into millions of polies when converted. I know this because my old Rhino 3d models for sprites from 2001~ were in nurbs and I could never recover them for 3d games.

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[quote who="Draakjacht" reply="693" id="2902913"]It's actually a pretty nice mess thus far. Are you thinking to add something protruding from the center or stick with the stubnose design? I could go either way, but I kinda like the shape you've got going.[/quote] That will eventually be a central driver that fires psionic singularities so for the moment I haven't touched it yet because I don't exactly know what to do with it. This ship is quite a bit different than what I have in my h

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Efforts to recover the Norkozad are extremely slow and not very fruitful. Without a real idea of what I want to aim for, or any experience in smooth hull design, it's becoming a mess. [img]http://fc06.deviantart.net/fs70/f/2011/068/1/c/templar_norkozad_conceptual_2_by_iskatumesk-d3bavc6.jpg[/img]

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Just download the txts. There's some packs somewhere around here (surely someone will link them soon). I don't use any other programs besides the standard 3ds max and such so I can't say anything about their compatability. I run Windows 7 64-bit and have no problems running/working on my project. Other mods may require different game versions.

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This is older text from 3-4 year old backups, so it's not very polished and needs a bit of updating and shining up. As a result it is quite brief and doesn't cover many details. But will introduce you to the Anahn race. [quote] [b]The Anahn, The Black Sun, and the Jordan[/b] A summary of the history of the Anahn. The Anahn are not an old race. Scarcely six thousand years has it been since the Prince of Blood - the Kyru wanderer Adashi

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Amongst the most difficult races in my world to make ships for are the Zegredark Templar and the Zelconian. The Zelconian's smooth, exotic arch-based architecture makes for an impossible challenge to my juvenille abilities. The Templar are less complex, but their blackened hulls are still very smooth and very much alien in comparison to both the Anahn and Undead whose designs I am more familiar with. Neither the Zelconian nor the Templar use conventional-styled weapons. Templar use a mixture

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It was the selling point for me, certainly. I would never have bought sins if it didn't support mods. My experience with Homeworld 2, much less its community, was less than stellar. Hardpointing these huge ships in their third party editor was something of a biblical-scale nightmare. That and the game's performance was utterly atrocious on ATI cards. I could not get any of the mods or vanilla game to perform well on a X2 6000/HD2900/4 gigs of ram while anyone with half my specs on an nvidia c

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None of that stuff is really new, though. Age of Wonders 2 has a full-blown editor and native mod support built into it as well, and that's a turn-based game from 2001. By now most of that stuff is considered standard for games that have any mod support.

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Hmm. I'm afraid I haven't done hardly anything with abilities yet, so I'm not sure how something like that would work. They will definitely have to scale very differently than current abilities do right now to be competitive while not being overly powerful at early levels. In my dev logs I'll talk a bit about my testing process though it isn't terrifically special. In sins I test stuff by running games with 9 computers on Viscious and let them beat each other up. My tec

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Well all of the bugs I've encountered so far are as a result of hardcode and so they can't be fixed. My bug "fixing" process for other games varies. Diablo 2 for example it took me months to fix very vague map-related bugs. Sins is simple enough that, unless it's something coming from XSI or convertXSI, any weirdness I encounter can usually be immediately identified and fixed. The one thing that gave me a bit of grief was the AI not using abilities not immediately available (even when they we

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Megatron is one of my favorite voices. Both the one from the original and the one from Beast Wars. The day I can act like that is the day I throw a dance party. I was doing "voice acting" before I even had a computer, and when I started modding brood war when it came out, I took my acting to the next level and have voice acted every mod/conversion I've made since then in 1999. I used to compose music as well for a couple of years, but couldn't get very far in that particular field so

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After a fair while of experimentation I am almost certain that shield mitigation is calculated regardless if the shields are up or not. Unless anyone says otherwise I must assume this to be true, since I've read it on the forums previously as well. This throws quite a bit of difficulty in balancing now. Oh yeah, I also updated the main post yesterday with a bit more info regarding what I'm doing internally. The Ruin is partly-in and somewhat functional now. I am hesitant to gi

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Along with expanded weapon slots and such, I'd love to see some parts of the AI softcoded. How they group their units and calculate threats is the most important so far. Too often the AI's ships run away to "reform fleet" with some new tom boy that just jumped in, taking tons of needless extra damage. The AI tries to hug its ships too close together, ect. Changing update speeds on reforming fleets and being able to set a distance on how close they hug (specific?) ships together would be wonde

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Me/my perspective; Sins is a late game in my modding lifespan. I modded Starcraft: Brood War since 1999 and moved up from there, including Diablo 2, Supreme Commander, Homeworld 2, Age of Wonders 2: Shadow Magic and such. My experience with sins is that out of all the games I've modded it's the most limited, as in most of the game is hardcoded, especially in regards to weapons and computer AI. To force my design around these limits I have to compensate for the lack of functionality wi

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G_Bison > This is what I do with voice acting and sound engineering. These are what I consider my stronger talents, along with writing. http://www.youtube.com/watch?v=TT0LI8A4E10 http://www.youtube.com/watch?v=X2jyWSTeCQ8 <a title="http://www.youtu

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You probably could, but I would never sacrifice quality. /e Here's a new Xy ship WIP. I took the Gahennas Eradicator, my first 3ds max model I made quite a time ago, and rebuilt some parts of it and such. It's around 6k quads right now and could be optimized quite significantly. Unfortunately, this nature of model is extremely hard for my limited skills to work with, so weaponry has been a ridiculous challenge to design so far.

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The poly limit is 50k tris and both those ships are under half that. :) Well, I think my updated version of the Ruin might be a bit higher than half, but it's still considerably under. As I don't know how to bake anything or uv/texturing, my only option is to model low from the start. Here's the wireframe for the Sonsora. It could be optimized a bit. Currently listed in quads. 11k quads will equate to around 22k tris. Keep in mind though that I will defini

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So quiet in here. I can almost hear the crickets... beneath the orchestra of fire and ash left behind the wake of the newest fourth-generation Undead battleship, aptly-named the Ruin. Few can speak of the Ruin, for the monstrosity has never left victims alive in its wake. Only that the primitives of its shape resemble this: [img]http://img822.imageshack.us/img822/9919/udruin.jpg[/img] [img]http://i.imgur.com/RA1ll.jpg[/img] [img]http://i.imgur.com/9lI3e.jpg[/im

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Yeah, I ran into the channel problem early into my implementation of sounds. Easy to fix. I believe I fixed some of those for that strek mod itself, actually. I remember working on several of the sounds for the project and cleaning a lot of stuff, including Borg voices that had some nature of static in them that I fixed. I can't really take requests for voices (at least not ones that expect to be timely) because of the immense amount of work I need to do all over the pl

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