Updated the Zeral`Motakk's 2 year old model. Rebuilt the entire central body, used old spikes with some edits. 5.6k poly. [img]http://fc08.deviantart.net/fs70/f/2010/046/b/1/UD_Zeral_2_0_by_IskatuMesk.jpg[/img] Zelconian Arcane-class. I kind of rushed this model and need to fix some stuff on it and add a bit more detail. 6.8k poly. [img]http://fc01.deviantart.net/fs71/f/2010/044/c/a/Zelconian_Arcane_class_A_by_IskatuMesk.jpg
IskatuMesk
Correction - I'm pretty sure I just saw the AI purchase a level upgrade for his Crusader. I haven't ever seen them do that before, I think that if this was the case that it's new with Diplomacy. As a sidenote, I've made my first ability - the Zeral`Motakk's Ruby Suncrasher cannon. This charges up for 10 seconds then fires a short-lived beam obliteraring frigates/destroyers in a small radius. At level 10, the third level of this beam deals enough damage to 1-shot most heavy destroyers
It is always the small errors that cause the biggest headaches. This is true with whatever game you're modding.
4 hours? Really? My Knight, which totalled about 48k tri, took about 5 seconds to convert using the XSI converter. What CPU are you running? (/e unless you're referring to the max tool or something you made yourself... the max tool took upwards of 12-13 hours for the simplest of models for us) Also, in that screenshot you posted, did you have to mess with the illumination or anything? Does the bloom channel for the ship/station/space goat still work? If so, then
Total War must be a heavily modded game, then; this forum is amongst the most active of any modding forum I've been to, and I've modded a lot of games. It seems there just isn't much appeal for modding RTS games like there used to be. A way to get the dimensions - if you're using photoshop, box select one of the portraits as JSW selected to look at, and copy. Then go to make a new file. Photoshop will set a new file's dimensions to what you currently have in your clipboard. Voila, you
Your images aren't showing up for me. The large ship is being spawned through a particle, just like the B5 Omega's rotating section. Except this is the entire mesh; the ship [i]itself[/i] is just a square (which I'd make a sizable oval if I could get this to work since a tiny square lacks the necessary colision to click on the ship up close). The particle is being set to the star shader.
There is nothing else on the screen, this is at the start of the game. It looks like the shader is just insanely light sensitive. I have to have the base texture almost completely black for it to show up. Which is very unfortunate because this nullifies the bloom effect because the bloom map thinks it's really dark when it isn't ingame. :\ I was hoping to have them both, they're intended to function together. I wonder if the shader
Alrighty, so I went ahead an tried this with my modeled zeral. I made a basic model which was a tiny square; this contains all of the hardpoints and the such. Then there's the particle mesh, which is the actual body of the ship. I spawned it with a particle. It spawns perfectly, it's oriented fine, ect. But it's bright white. I can't see anything going on at all, much less nice shiny distortion. I tried setting the particle
If you model in 3ds max or maya you can port the models to XSI through the FBX format. Make note, however, that FBX/XSI renames dashes in the names of objects/helpers to underscores when you use this method if they were precreated/named in said programs, so you'll need to fix those once converted to mesh (using replace in notepad++ makes this a 10 second job).
I see. This explains some of my peculiar observations... and will help me figure out some balancing.
I have never witnessed it personally, so I do not believe so. /e Per burst, I mean - burstCount 1 burstDelay 1.50000 and... PointStaggerDelay 0.050000 If I set this to 3 burst, it will fire from all hardpoints 3 times. Is the damage for the attack done in the first burst and the other two ignored damage-wise?
I see. So, one burst of 20 doing 1k damage will do 1k damage on the first shot? Same with two bursts of 20?
A gentleman said it could possibly be because ships with fighters don't have Hangar hardpoints. None of my new ships do, and it wouldn't be unusual to see a bunch of fighters chasing each other deep into the galaxy, followed by all of the related fleets.
[b]Minor update[/b] I am now almost 100% certain that the AI is reading the DPS shown on the mouseover display rather than raw damage values. At least for broadsiding. I have a ship that does 15k damage in one shot, but the main cannon has a 25 sec cooldown. The frontal arc also has three additional sniper cannons that do a fair bit of damage. But this ship broadsides because it thinks the 500 damage Point Defense guns on the side, thanks to their higher
No problem. Glad I could be of service!
-da is probably data texture and would most likely be controlling bloom, gloss, specularity, and lightmap. But I don't know if it is set up differently for a planet than it is for a ship. If it's the same as a ship, the channels iirc are; Red - Specularity Green - lightmap Blue - Gloss Alpha - Bloom /e I think I got the colors mixed up. /e2 Checked my texture, pretty sure those colors above are correct - for ships a
Oh wow, 9 people? I didn't think they were that small. That puts things into perspective. About turrets - that's true if they are subsystems like in Homeworld 2. Homeworld 2's second big performance killer is subsystems because they are separate entities. But games like Eve online, Homeworld 1, Supreme Commander ect ect some even with far more demanding engines still use moving turrets. Supcom, even with its ridiculous bottleneck from bones, has a lot of turrets going on for practical
I see. Thanks for letting me know - I would have probably flipped out if I saw 15% and I changed it and I wouldn't have any idea what's going on. Then I'd start screaming on vent and confuse poor HKS.
Aaah. Okay, I was hoping for that to be the case. So I can set it to 0% and let the reactivity do its job when it needs to. I'll have to see how that works in small-scale battles to see if it will work the way I hope.
Yes, between trying to write my novel and making models, I am putting in ships/races/ect from my novel into sins. It's mostly just for fun because the limits of sins prevents a real to-canon representation.
[quote who="gruntmaster1" reply="16" id="2536758"]The min shieldmitigration is defined in the player race and how mutch it increases per damage taken. The ships define how mutch their max shieldmitigration. You can go over 100% (so basicly your shield heal from damage ), though in the dev.exe it will give you a constant error message while you have selected the ship.[/quote] Is the min shield mitigation the mitigation that remains after the shield goes down? Or is that simply the defa
It was using 1.5gigs of ram, I checked during the height of the game. I don't think sins' ram usage changes throughout the game since it just loads everything all at once, even stuff that never gets used. I actually expect the ram usage to go down as I replace more ships because most of my ships just tile the same texture specific to their race. And yeah, we concluded it had no multi-core support. Which is kind of silly in this day and age seeing as how dual cores are dominating most
[b]Minor Update[/b] As mentioned above, the AI wasn't too keen on bothering with Capital Ships with the Vindicator and Thunderhead in place, except for Carriers and Colony ships. But when I added the Knight with its 1.5 million health and insane damage values (in comparison to the other two ships), the AI suddenly started building more capital ships. Every Anahn wanted a piece of this new toy before I nerf the crap out of it. Now, there was something I n
Really? ... Okay, that's really weird and kind of game-breaking imo. Does that mitigation stack with armor? If so, a ship with 10 armor, 50% mitigation, and 50% shields, would have 100% mitigation. Unless you have something like phase missiles that penetrate shields, right? Very, very silly.
I agree on vanilla capital ships being quite weak. Unfortunately, Capital ships in my universe classify as Corvettes and above (the smallest corvettes being around 1-5km in length). Corvettes are microscopic in the mod. Fortunately, I can just call them Flagships, and use whatever ships I want. ;) I can also split them into three tiers, making the insanely uber expensive third tier consist of absolutely ridiculous Supership and Megaship classes. [quote]B