IskatuMesk

IskatuMesk

Joined Member # 3511603
0 Posts 1 Replies 17,446 Reputation

I don't think most people would have issues playing ogg files. At least, I'd hope not. I'll probably just leave them as mp3 though. Some of them are already ogg files, but I'll probably end up converting them anyways just to save on space. I was figuring I'd have to batch convert everything down to 128kbps but now I don't need to do that. Excellent. Between the music and my insane amount of custom SFX and voice acting I'll be doing this will end up being pretty big. I'm a litt

6 Replies 7,359 Views

Ah, I didn't know the game supported 320kbps even. Alright, all that makes perfect sense. Thanks, bro! Time to begin arranging my colossal soundtrack. Oh yes. http://www.youtube.com/watch?v=tShnpRA1WCY

6 Replies 7,359 Views

Title says it all. Fairly simple question. If music contributes to the game's memory (which it shouldn't), then I can't add any music. If it doesn't, then I can add a very large selection of music that is race-specific. Maybe 60 tracks a race or so seems reasonable, 20 battle, 20 peace, 10 upbeat/sad - if I ever figure out what exactly the emotion values correlate to, anyways. Would like to know before I go through my TB archive of music and start building my soundtrack. :) &n

6 Replies 7,359 Views

I had to utterly [b]butcher[/b] the Leviathan to cut off 20k quads and get it into the game, but I did that today with no sleep and fought CTS along the way. This thing has something like 110 gun hardpoints on it which is still considerably less than some of the Anahn ships already in the game. It needs custom abilities, much like all of the Flagships that are already in, but I don't know when I'll get to them (hopefully before episode 1 so I can show off the big pewpew these things will have

161 Replies 125,545 Views

Other than some minor optimization, this ship is basically sins ready now. I opted to keep the detail fairly low but may yet tweak it further. [img]http://i.imgur.com/KD9aZ.jpg[/img] about 9k quads atm /edit 5 Beginning on a massive Anahn third-gen Battleship. This one uses Titan-type Accelerated Penetrator Railcannons, amongst the largest and deadliest of all Anahn ship-mounted moderate-ranged weaponry. Along with the three weapon

1,643 Replies 3,614,251 Views

Well, production has stalled and probably for a very significant amount of time unless I can fix this. I have constant issues with converting the ship meshes. The ConvertXSI tool always optimizes to around 2x-3x my actual vertex count, which isn't something I've ever really paid attention to. More notable though is the constant difficulty in getting the textures to look right in-game. You might have noticed in Episode 0 that two of the smaller Anahn ships were unusually bright. This i

161 Replies 125,545 Views

Alrighty, back to work. The next episode is largely about the Undead. Expect lots of pointy. Tier 3 Flagships will largely consist of Supership-class vessels. The Spirestorm is amongst the largest of all Undead warships. It will be amongst the most devastating up-front ships in the entire conversion. The Spirestorm is one of the first Undead ships I ever modeled. The original model, hacked together in Rhino 3d in Nurbs some 6-7 years ago, saw use in the ITAS sta

1,643 Replies 3,614,251 Views

No, I'm not in the habit of releasing unfinished content. Whether I'll release it at all depends on what I feel like when or if it reaches that kind of a state. Which could be quite a while. I feel that, so long as I don't run into any unforeseen limits with the game, I should be able to "finish" this minus the things I can't do before Skyrim comes out. I guess we'll see.

161 Replies 125,545 Views

Not finished, no. Far from finished. It has about 1320 pages/600k written words right now but my revision (of the old content) is only around 200 pages in. I haven't worked on it for over a year, just been unable to write. This project is a last ditch effort to recover my writing momentum by inspiring my dreams and visions with material relevant to the writing. If I start writing again, then this project is a success. It is my life's work.

161 Replies 125,545 Views

Alright. Thanks for the information. I'll have to restructure how I planned to handle these beam attacks - the long volley commonly clipped through the hull when it engaged small targets and they died part-way through. So I just made every beam weapon fire at once. The cooldown thing solves a question I had for a long time. "Why is the Wormwood doing 10k DPS??? Oh, the cooldown is ending within 10 shots of its first volley... and it does 2500 a volley..."

4 Replies 6,242 Views

Attacking planets is an entirely different thing than the weapons used for ship vs ship combat, unfortunately. I think if I set a damage type to have 0.0 damage vs all units of everything but capitals it might make the AI not shoot. Or it just might make them do no damage. Since Fighters require a very specific setting to target...

4 Replies 6,242 Views

Simple question - is there a way to make a specific weapon type on a ship only target specific types of ships? For example, I want a Battlecruiser with a long, drawn-out beam volley to only target enemy capital ships with it. It's surprisingly hard to find anything on the forum related to subjects like this... the search button in the modding forum specifically seems to do utterly nothing, I have to use the one at the base directory of the forum. Which nets mostly balan

4 Replies 6,242 Views

I think right now sound effects are catching me harder than models. Particles are easy, models are difficult, but making stuff sound [i]just[/i] right... that's where I am in my element. Soon... soon I shall be ready to show what I have been doing.

1,643 Replies 3,614,251 Views

Personally I can't stand XSI for the few buttons I have to press to convert formats... but then again, I'm not really a 3d artist by any standard, so I guess that opinion doesn't mean anything. Out of all the programs I've used max so far is by far the "easiest" to use, but I only know how to extrude and bevel, so that's not saying too much. The only major non-cosmetic difference between Maya and Max in this regard is in Maya you have to tick an option in a menu to extrude by poly or by selec

1,643 Replies 3,614,251 Views

Polies are only really good if you make use out of them. The Wormwood there is 10k tris, which would be considered fairly high if you were shooting for very low-end hardware. However, because I am always aiming for top of the line hardware, I use as much polies as I can to get the highest detail possible, especially since I cannot texture or UV. Polygons do not effect performance like they did in 2001, you can have quite a few of them with minimal impact. Don't be waste

1,643 Replies 3,614,251 Views

Sins caps at 50k tris for every object in the game AFAIK. That's as much as the converter/engine can handle before exploding. It's unfortunate the cap is so low, but nothing we can do about it. The Bloodstone Battlecruiser is nearly ready to be put into sins. [img]http://img52.imageshack.us/img52/1416/bloodstonebc9.jpg[/img] [img]http://img153.imageshack.us/img153/4151/bloodstone10.jpg[/img]

1,643 Replies 3,614,251 Views

I haven't checked ultimates yet, but I was going to be redesigning the abilities. The ability is powerful enough that I didn't want it at entry-level (even though the Zeral`Motakk is tier 2 and costs 8000/2000/1000, this will be chump change in late game), but I didn't want it to be level 6, which in this mod would take a considerable amount of effort to hit... Can I make an ability cost HP to use? That was the original intent but I haven't tried it yet. Giving it an HP cost would jus

10 Replies 9,819 Views

I updated the Wormwood a bit and then exported it to be turned into a Sins-compliant mesh. [img]http://i.imgur.com/3gHII.jpg[/img] [img]http://i.imgur.com/oyGUK.jpg[/img] I've begun detailing the Bloodstone BC but I suspect I will be unable to fully finish it. [img]http://img96.imageshack.us/img96/5813/bloodstonebc6.jpg[/img]

1,643 Replies 3,614,251 Views

By level 4 I mean the capital requires level 4 to have the ability. I'll have to make it level 0 and see if that fixes it. If it does... I have a bit of a balancing nightmare to be had. /edit Yes, they use it fine with level 0 as a base requirement. This is extremely disappointing.

10 Replies 9,819 Views

So, no further ideas? I have an inkling suspicioun that it's because the ability is level 4 requirement that the AI is somehow breaking because of this. I don't want to make it level 6, though, since level 6 is going to be exceptionally hard to reach... blargh, decisions.

10 Replies 9,819 Views