[quote who="xTyrant08" reply="607" id="2527118"]Since I got no reply from the tech forums, I'll ask here, instead.. Any idea as to why the only time I get meshes/textures to display is when I'm using this mod? I patched to 1.05 yesterday, started up a normal game, no meshes. Just the particle effects. I can see icons as well, and select where the meshes should be showing (as denoted by the icons and particle effects). But then everything worked when I enabled this
IskatuMesk
Glad you guys like em!
There seems to be a very significant bug, or something I'm overlooking. For example, when my Gorekhan fires 3 waves of projectiles with a 1.5sec separation between each wave, the second wave NEVER generates any hit effects or sound effects when they impact. Is this yet another weird engine problem or is there something I can change to correct this?
Yeah, unfortunately it's not working. A dos dialogue appears for a split second, the program sits in memory using ~6 megs for a few more seconds, then vanishes. Le sigh. I have many games and programs that don't work. I only pray that when I buy the full version of windows later this month that this'll be fixed. I think I have a way to solve the gun problem. I just need the darned model in sins.. *grumbles*
I'd like to bump this (seeing as it's not terribly old) to see if you have made any progress in your research. I plan to add 20 peace and 20 battle tracks for each race in my mod, and when I started putting research into the files, I came across these lines music name "MUSIC_PIRATE_ANNOUNCEMENT" fileName "Pirate Announcement.ogg" isLooping FALSE [b] actionLevel 0.6 &nb
I don't know how to and mental illnesses make learning new things, especially complex things, extremely difficult. Anyways, I counted the forward-facing Quantum-Force cannons and ended up with like 24-26 or something. I guess I could turn some to the side, though. XSI doesn't seem to work on my version of windows 7 beta so hopefully my buddy will stop being lazy and I can start getting these into the game soon.
Okay, I was going to make a pass on all of the unit responses but as it turns out Audition's script recording is really awful and it just goes LOL SCRIPT STOPPED when I try to make a batch file with it. Also, the noise reduction has something against these sounds and doesn't want to completely remove the fuzz. But whatever. I removed fuzz from three particularly notable engine sounds. You can still kind of hear it a little bit but not nearly as mu
I always keep an eye on polycounts, anyway. Typically I don't worry about them, but I like to keep various classes of ships around a certain point. 5k for a spammy corvette is a little high, for example. 31k is acceptable for my big ship because it'll be a very large, late-game flagship. I could go for broke with more and more turrets, but that just won't turn out well in sins because of the weapon limit, so at some point I need to stop and just take what I've got and go with it. &nbs
Well, I rendered with zero smoothing on to get an idea of what the lighting will be like in most games. If I could uvw tangents, they'd be a lot smoother in sins, for example. Also, I always render like that to give people an idea of the poly distribution. Anyways, I'm not just modeling them for sins, but actual CGI, too. Also, I can't UVW map or texture, so they'll never have proper normal maps. Also, I'm pretty sure I'm going to have to do some hilario
Hello lady(?) and gents, I have something for you today. If you're like me you're into the habit of using copyrighted music in your mods. That's pretty cool and all, but chances are that unlike me you aren't really that resourceful in finding stuff outside of mainstream (I see E.S. getting thrown around a lot for example). I have no qualms against using copyrighted music, except for perhaps trailer music, but a lot of this stuff is overused to death in modding and user
No comments? No insults? No hysteria?! I am disappointed. Maybe I'll gather some infamy with this 28k poly monstrosity I've been updating! [img]http://img707.imageshack.us/img707/8784/knightnew.jpg[/img] Yeah! Guns! Needs moar guns yet, but still. 28k poly. My highest poly model by far, largely because of the turrets - which I did optimize. About 70% finished now. Gorekhan updated. 6.8k poly [img]http://fc03.devianta
I haven't looked at the buff system yet but I intend to fairly soon to rig the Heavy Plasma Torpedo + several large-scale beam weapons. This sounds fairly complex, but hopefully I can manage it. It sounds like from the buffs you are naming that the AoE damage is applied instantly upon firing? That may not be desirable for the Plasma Torpedo in particular since it's a slow-moving projectile with a range of about 90k+ pending balancing (gravity wells are much larger in this mod than in
Not possible with normal weapons, huh? Well at least I know now for sure. Some of the weapons will have to be turned into special abilities because the chargeup period is a balancing feature (namely Dread cannons.. dear god insta-fire Dread cannons!) While we're here, I've got another question. Is it possible to give regular weapons AoE damage? I think it has something to do with buffs or passive abilities or something but I am unsure of specifics.
oh wtf, the forum broke the link. The link does work, but the hotlink doesn't. Try this. http:// www.gameproc.com/meskstuff/st_sounds.rar
Sure. Give me a few moments and I'll take a peak at the files and see if that's the problem, and then I'll encode them and throw them up on my ftp. I know when I did research on the sounds, I read a post saying they had to be mono to avoid this exact problem. I encountered similar issues with my sounds until I converted them to mono. /e Yes, some of these are stereo. I don't think it matters for music, but I'll try convertin
In this thread I summarized the steps I went through to add a new race into sins barebones with a single custom ship. This is a very generic, quick breakdown of the steps, but it should give you an idea of what's involved. https://forums.sinsofasolarempire.com/374437 As I discovered in that thread, you'll need updated files converted from sins itself to avoid major i
Heya fellers, just a quick question for ya. Is it possible to make a weapon "charge up" (think homeworld 2 beam weapons) before firing? As in, play the muzzle particle effect a time before the projectile itself actually fires? I thought a few of the settings in the ship's entity file might do that but they don't seem to do anything of that nature.
[quote who="IHIavok" reply="514" id="2523471"]I love this mod!!! I just have one question for you guys. Is the sound for a few things suppose to play only on one side? example. For the Feds, when you click on a ship, it sounds normal, yet when it fires its weapons, the phasers sound right, but the torpedoes play only from the left channel on my headphones. Also , the voice for research only plays out of the left channel. All borg sounds from
Heh, I considered the Romulan's starting ship, the one with the 1k damage aoe stun, to be ludicrously overpowered. Just chain a few of those off and no one can do anything ever. Actually, I found those ships to be the best out of the entire Romulan capital lineup. There was also the dudes who could teleport to a target and disable everything around them in a huge AoE. I had six of the former and four of the latter, and those alone just absolutely massacred anything I came across. Except for s
Thanks! It's a start at least. I also need to make a rotating mesh for a projectile (the Hydra's Plasma Glaive) so at the very least this should point me in the right direction for that.
Today I decided to tackle the Zelconian for a change. Their complex ship designs and exotic wings are something I have never been able to do before. Here's the Zelconian Predator, a small 30km third-generation destroyer. I have just finished the base hull and it's ready for guns and detailing. This will end up being higher poly than my other models, it's already clocking in at about 3.8k. I am aiming for 8-9k upon completion. It's too bad it'll never be skinned. For my
Well, typically a cubemap would let you determine what is being reflected at least. Well, at least in Halo and some other games it did. Hmmm... I'm not sure if anyone knows anything about the star shimmer. I might have to poke about the Babylon 5 thread and see if I can find out who specifically did the Omega and throw him an e-mail or something to see how he did that. I speculate I know how to try it, but I'd like to be certain before I go through my whole pipeline with two models.</
Eh, some games are capable of cubemaps at least - that's generally good enough for what I'm after. But I can see why Stardock avoided putting any significant effort into current gen graphics. I'm really pushing the limit on what the engine is set up to do right now. Well, that's fine, I wasn't expecting to be able to get a nice reflection going. But what about the skin of distortion? Is that possible?
That's glossiness, I believe. I wasn't able to actually see any stars or anything on a model with an extremely high gloss value, just a kind of a shine to it. Not something like a real reflection map, say what X3: Terran Conflict has, anyway. iirc putting a high gloss value on the Undead texture brightened it considerably and produced no notable reflective characteristics. I'll try it again, though. /edit Maxing the gloss and removing the specular
tl;dr - I want to make a duplicate mesh somehow and use the star distortion to give a race's ships animated, distorted skin in addition to their existing bloom abuse. Long version - I'll quickly summarize the concept. There is a race in my novel who possesses ships made out of an elemental energy-metal. They glow, they have pulsing crimson veins, and they are highly reflective. They also produce distortion - like heat waves - but it's psionic energy. They