IsAttachedToEmitter : Uncertain of the importance of this parameter.(particle forge) ^ This changes the behavior of particles connecting to the emitter as it travels. I use it for engine effects and for missile trails so they don't "stick" to the emitter, making actual trails that change as the emitter moves around. Otherwise they are always "stuck" to it and the best example is an engine trail that makes a trail of fire, the fire will move with the engine when the ship turns
IskatuMesk
This just makes me feel so silly. I spent so much time trying to fix that... and I was so depressed when it showed up again. I mean, what makes it even worse is that I sent that screenshot to several people - including a guy who is in commercial work doing network programming and such - and they had no idea. No one noticed the vertical bar.
This has me pumped. I can't wait!
I posted several articles directed to Starcraft modders some time ago. As a veteran of our community I felt it was important to put some of my experience to use when I retired and try to make a guiding light in a very frank, direct manner that would hit home. As a result the articles are more heavy-handed and have some language that might offend younger or sensitive viewers. Again, these are how I personally handle things, and I have had great success with this methodology in the past
There are problems associated with using dynamic flight paths that are exceptionally obvious in games like Homeworld 2 where it's become a fad to use movement systems. The obvious problem is that the ship will flail around and either move into range of more enemy weapons or move in a way that prevents targets from entering its own weapons arc or leaving that arc. This is especially a problem in most of the larger homeworld 2 mods who boast dynamic flight. I found it more irritating than helpf
[quote who="gruntmaster1" reply="15" id="2519357"]I had the same problem as you with particle forge and the solution is quite advanced. Ok hold on what you have to do is... press on the bar on the right and lift it up! It took me like days to find out that, that was what I oversaw .[/quote] omfg are you serious I never noticed that white bar YET IT'S SO OBVIOUS ARGH. That's a pretty retarded oversight comparable to some of the ones I made in my starcraft days. Sheesh. </
We have ironed out most of the errors. Some were from ngons. Now we're just having weird problems with one of my ships having strange holes in it for some reason. Also, tangents. Dear God tangents. They either smooth out the model to crap or you can play with them and fix the smoothing but then they make a ton of these weird lines. Yeah, we're not really liking XSI. argh lines [img]http://img204.imageshack.us/img204/482/sinsofasolarempire
I started off low-poly modeling just extruding the crap out of boxes in maya (previously I modeled in Rhino 3d using nurbs, where I first kitbashed models and then moved on to mass point/vertex editing and mirroring/manipulation of that level, producing insanely high poly models). I ended up with stuff like this; [img]http://media.moddb.com/images/mods/1/10/9331/66499.jpg[/img] [img]http://media.moddb.com/images/mods/1/10/9331/66302.jpg[/img] I moved on from modeling s
gruntmaster - Until I added the Vallus, all of my previous ships were just replacing vanilla ones. Aractain - Something about verticies overlapping on triangles or something. I suspect it's from a few of the extrudes and can possibly be welded. Some of the errors were also related to the weapon pivots which I fixed manually - porting from 3ds max to XSI really screws with the pivots (and the tangents as well, it smooths the crap out of the model and when we try to fix
I was at 1.041 Entrenchment for the durations of all my tests and haven't run Impulse or used multiplayer since then. I don't know how that works, either. But that's what happened. *shrug* If I can just get it working again I'll be happy. /edit Excellent! I've got the game to load although now it's throwing me errors about triangles for several of my meshes that were, again, working perfectly fine previously. It also throws me "Failed to convert 'P
Well it only started giving me the error after I started trying to add the new race; I had the ship working late last night when I was playing about with the beam textures. Perhaps it's possible the game can work without that in the ship file, but the other files such as the GalaxyScenarioRef are grossly outdated and are causing problems. In any case I'll get the updated files and rebuild these ones.
Hmmm. I wonder if there's some change between versions that demands some alterations of the steps I've taken to get the race to work correctly. I just can't find any information about that, though. This game gets pretty perplexing sometimes and I've only just begun playing around with it. I'll try moving my code around, but there's not really a lot I can do considering I haven't even done that much to begin with. /e Oh, someone posted right as I did. I'll check
I haven't removed any lines... not that I know of, anyway. I've added my strings and entities onto the ends of both related files, and inserted the appropriate code for the GalaxyScenarioDef rather than removing anything (which I didn't need to do anyway). I thought that it might be some obscure like that but I don't recall having ever actually deleted lines...
So, I decided to try to add a new race. Did some forum searches, yielded some results, set to work. First of all, the error; Text FileArchive missing Label. File: C:\Users\Botemaster\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\In The Admiral's Service\GameInfo\CAPITALSHIP_PHASEBATTLESHIP.entity Label: renderShield Line Number:237 Line Contents:maxAccelerationLinear 100.000000 If I
Ah. Well, I tried using control and such but it was refusing to copy text out of this particular box - it would paste previous code I had copied from elsewhere (the image links) but not from the post box itself. It wasn't really a big deal since I just wanted to re-arrange my post a bit, but I found it really, really unusual.
Let's find out. I'm making a better beam texture, and I'll see what happens when I play around with the other one some more. ... Unreal Tournament 3's editor exports wav files as 0kb. Today just keeps throwing me pain. /edit Doesn't seem to be making much of a difference. Might need to play with that texture a bit more and see what happens when I change the alpha a bit.
Okay, I doubled the width of the beam texture, and made the alpha absolutely massive - about twice the size of the beam texture itself. I ended up with this; [img]http://img188.imageshack.us/img188/482/sinsofasolarempireentre.jpg[/img] Not nearly as glowy as yours is... but making progress. My alpha is considerably massive compared to the beam texture but the beam texture itself didn't shrink at all ingame from my changes. Very curious...
Awesome! You're getting pretty close to what I'm after. If I can get my beam to glow like that we'll be in business. So the alpha in the core texture is just pure white and the glow is pure black? I'll try this momentarily. That youtube video is finished uploading and processed. Give it a gander if you are interested in the kind of effects I'm trying to produce.
Alrighty, here's a follow-up question. I am sure that Beams cannot be given glow intensity now. But what about particles? [img]http://img197.imageshack.us/img197/2816/sinsofasolarempireentrelg.jpg[/img] This is my very first time really using Particle Forge, and thus my first attempt at making a decent "glow". None of the shaders actually seem to work which was very depressing because there's multiple
I won't be publishing the novel or probably even making it public, I'm afraid. I have a small, private collection of readers... that's all I have ever desired. I mostly write for myself, and use mods, voices and (in the past) music to express the world more vividly. A part of the reason I'm not going to be releasing it is because of the vast quantity of custom fantasy mechanics and technology and such I've made for it, such as the elemental and psionic systems, that I w
600km is pretty small by Undead standards. Remember, these aren't humans we're talking about. Humans don't even exist in my universe (at least not enough to do anything, they are destroyed in year 2004). You can't approach this world from the perspective of human science. Here's some more wireframes if you are unconvinced about poly counts. Virtually none of these are optimized - I'm not good at that. So I could push them lower if I tried hard enough. But if I could, I'
None of those are high poly, actually. Here's an example of one of the more complex models. http://img130.imageshack.us/img130/6163/gahenaswireframe.jpg
This is going to be a lot of models. Prepare for a big post, I'll tell you a little about my world through their descriptions. I'm kind of a horrible modeler so don't expect any evillejedi quality stuff here. Also, I cannot uvw or texture, so my models will never have skins. I've been working on the world for about 15 years. I'm 22 years old. The subject of my current work is a novel, Throne of Armageddon, that is currently around 1275 pages in le
Well I can make it fairly bright if I just make it white... but the brightness doesn't generate any bloom glow, or only very little. I'm after that kind of glow, like what my ship has, to produce an aura of light. I'm not sure if that's possible in weapons :\ most games totally neglect having any kind of bloom setting on effects. It's a little hard to see but I think your beam is generating some glow. Hmmm...
Hmmm. Well, I have two custom DDS files for that beam I posted. I made both of them very wide to try to get more bloom glitter out of the glow instead of a solid stream, in an effort to kind of cheat my way into having more glow. That screenshot there is really as bright as I can get it to be - that's the brightest red I could manage. When I gave the red beam a white core, that didn't glow at all, and when I gave the beam white edges, it appeared completely flat and produced no bloom at all.