? What's not true? I'm looking at the phase jump data right now. That's in the Player files. hyperspaceData chargeUpEffectName "xy_dreamgate_standard" chargeUpEffectNameBetweenStars "HyperspaceChargeUpSolarSystem" chargeUpEffectNameDestabilized "HyperspaceChargeUpRed" chargeUpEffectSoundID "xy_dreamgate_standard_charge" travelEffectName "Hypers
IskatuMesk
Jump speeds are in the respective Player*.entity files (PlayerPsi, ect.) Phase blocker, do you mean the module? That's probably an ability or buff linked to the module itself, I think. I don't know much about that stuff as I haven't looked into it yet. A curious note - the Player* files contain an entry for Phase Jump chargeup sounds, but this line doesn't function. You need to use the one in the individual ship files.
Yeah... that plugin with max takes over 13 hours to export a simple model for us - on a core 2 duo and an i7. Just not acceptable for us. So we have to use XSI. I absolutely [i]despise[/i] XSI. I don't know what twit thought it would be a smart idea to program a modeling engine in Python, but they deserve a hard, bone-cracking slap. Not to mention its absolutely absurd mechanics. Cross formatting models between these two programs is like rubbing your face with a cheesegrater. But if w
This is from XSI. It was modeled in max, but XSI doesn't read max smoothing groups. So... yeah. Kinda screwed there. Tangents are a bit of a mystery to us, so we just apply the texture uvs to the tangents. If we don't do that then it's even [i]more[/i] smooth and looks absolutely dreadful. At least this way [i]some[/i] of the hard edges are preserved.
Yep, the text is pink. I love it. I got my Longbow into the game but the Knight is still throwing me extremely vague vertex checksum errors that don't actually seem to be a result of the mesh itself. I really wish there was documentation about this stuff, I've been trying to fix it for over 8 hours now. /e oh my godddd sins has a 50k tri limit dawg this is gonna ruin me :( I mean, on top of the smoothing getting ruined and the lighting alw
Butts are what'll happen when the converter stops giving me extremely vague errors with my meshes. Thanks for the guide, once I sort out this model problem I'll immediately put it to use! Yay for CXSIParser::Open. [quote]Also what did it deal those 200-300 damage to, hull or shield (mitigration could be the cause)?[/quote] Hull. [quote] Shield are a straight damage reduction. If it says 15% its 15%for example.
Yes. Everything is installed correctly. The particles have a duration, the overall particle life itself is 10 seconds (the particles have faded by then).
So, I'm not exactly sure how these systems work, so I'll just ask here. How exactly does armor work? Is it linear, or based on a %? Is 10 armor 10 damage reduction or 10%? Is there a file I can change this kind of stuff in? I think shields are just direct % damage reduction, aren't they? (In that case why the hell do races have 70%+ mitigation on top of health regen and pitiful damage values... no wonder why battles in sins take needlessly long). Also, why do shields randomly
I totally understand that kind of a viewpoint as that's what I impose on my own universe's creation. Everything from characters to technology to ships to events goes through an in-depth review and thought process before I decide to add it.
I have updated the Anahn Longbow. It shall be process for sins very soon, along with the Great Knight. [img]http://img94.imageshack.us/img94/3117/longbow1.jpg[/img] [img]http://img218.imageshack.us/img218/1959/longbow2.jpg[/img] [img]http://fc09.deviantart.net/fs71/f/2010/042/3/3/Anahn_Longbow_2_0_C_by_IskatuMesk.jpg[/img] 9.8k poly, half of which is the turrets again. I optimized them to the best of my ability... but eh. This is a
Yes, I defined the charge to take, say, 6 seconds. The sound effect and the particle effect are both 10 seconds in length. At 6 second mark in the sound effect, there is a soundly crackle/thump for when the ship is supposed to enter hyperspace. However, the sound effect is cut off and stops playing when the ship jumps, but the particle effect continues.
I'll write out a full update tomorrow, but in short, Diplomacy really did fix a lot of oddities with the AI. Between Diplomacy's fixes and my resizes, the Ai is performing VERY nicely. [img]http://img69.imageshack.us/img69/5458/sinsofasolarempirediplo.jpg[/img] More screenshots and info to follow! /edit [b]Update[/b] Imageshack just crashed firefox. Under normal circumstances, th
Yeah, it's using... beamblast-core or something like that. Hmm. I'll have to make certain those are actually in the game directory. /e Yes, beamblast-core is a part of the first game. Ho hum.
I believe it's because they need a hangar hardpoint.
So... any ideas? I can live with the sound bug, but the non-appearing particles is happening with several of my emitters, and I have no idea why. I suspect there's some setting or something the editor thinks is fine but the game doesn't like. Come on, help a brother out. I'll show you something shiny in return... http://www.youtube.com/watch?v=WaDgu0vDWqc
Sure! My mod is very small yet so I don't have a lot of files changed. Diplomacy added 1 line to the end of the Ship files; allegianceDecreasePerRoundtrip 0.000000 entity.manifest had a large amount of new content, so I copy-pasted my lines to the end of the new one and updated the # accordingly. Gameplay.constants has a bunch of new stuff, so I just used the new one and set the AI values to Build ships: 50 and most of the others to 30. I also set all damage value
[b]Notice[/b] To all hopefuls watching this thread for my observations, I just bought Diplomacy and am now trying to port my mod over to it. As expected, it's just minidumping over and over and over again and I have no idea why. I might need to rebuild the mod. When/if I can fix the crashing, all further updates and observations will be made from the perspective of Diplomacy exclusively. I have my model pipeline all sorted out and
So, I've gone and created a handful of exotic chargeup effects and accompanying sounds ranging from 6sec to 12sec. The title pretty much says it all. When the ship actually initiates jump, the charge sound is stopped. This is really, really bad because I need that sound to keep playing for the rest of the animation! But I have a feeling that this isn't possible to fix. Unless you disable the travel SFX? I'm going to try that but I'm not holding much hope. At least the exit animation/s
Photoshop is probably your best bet, but I think GIMP is also a good alternative, though I've never personally used it. I believe GIMP is free, though, whereas Photoshop is not.
Okay, that effect is [i]awesome[/i] and you've got me really excited to try to put this on the Undead, now. I think I have a good idea on how to get the particle mesh thing going but I'm kind of bottlenecked in my modeling pipeline right now to actually get a mesh ready to try this one (have to wait on friend to port them from XSI to sins format). But I have a theory about how I can go about this. I might just try to spawn a duplicate mesh of an existing ship on top of
They will play on the left channel if they are stereo. My mono sounds correct that problem, but I don't know if they put them in the mod.
I hypothesized that you could make a particle mesh and call the shader that way, but I couldn't get any of the shaders to show up. Might need a special dds setup of some kind?
Yes, there's a dll file it asks for. I spent about a half-hour googling my way around until I discovered I actually do have the file. It just doesn't seem to like it. Also, I can't re-register it. So, I tried compatability mode. When I do that, the program sits in memory and does nothing. Just like Titan Quest, Supreme Commander, ect. ect. Basically, it's a problem I am well acquainted with by now. About half my games have the exact same problem, along with a good portion of programs. <p
[quote]if I remember correctly it was because I had put fighter points on a ship that had no Hangar hardpoint, thus the squadrons spawned at who knows where.[/quote] Aha! None of these were intended to be carriers and thus they have no such points. The mystery of the astral fighters is solved! [quote]I know there are a couple of mods (Sins of a Galactic Empire) who have ships that are well above the normal size, and while I haven't really played them to know if
[quote who="just_jim" reply="685" id="2530516"] But with the AI you have to hope it's going to attack when you want it to. Sometimes it can leave you hanging. [/quote] If you select an Ai unit or a world, on the bottom right there are several commands you can send them including attack. In my experience, when I tell them to attack they immediately send everything they've got to that location. I use the AI to control stars and such in that case, and strategically have t