IskatuMesk

IskatuMesk

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

When I played around with those color values in the entity file the beam just vanished ingame, you couldn't see anything at all. I retrieved the value for red and tossed that into those and the whole thing was invisible. And yes, I've been playing with the colors using photoshop. AFAIK everything is set up correctly as the beam appears to work just fine, it's just not generating the kind of bloom I'm after. That's what I meant when I said I tried making it white and eve

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I'll keep this short and sweet. I want my beam weapons to generate an immense amount of bloom/glow. I have played around with the Core and Glow textures, created my own, everything I can think of to absolutely no avail. I even made parts of the beam totally white - that [i]should[/i] make glow! But it doesn't! Yet some of the ingame beam weapons generate glow, and a lot of projectiles generate glow... what am I missing? Searches yiel

14 Replies 5,688 Views

Yeah I was attempting to convert from mesh to txt. The incredibly long convert times have really discouraged me to devote any more time to this for the time being. While another guy did offer to do the conversions for me, that still places a significant amount of downtime between testing changes to the models and the export of new models. The Omega, for example, isn't centered correctly. I'd have to wait a day to center it. And then another day if some of the dummy poin

25 Replies 8,988 Views

It took the max exporter over 13 hours to export my Xenon Project Omega-class. Which is hilarious because it's only 23k poly, but also absolutely pathetic because it took 13 hours and I've never heard of a max script being so inefficient. Also, here's the bug I was talking about. I sent a PM to Mansh00ter though I will likely discontinue this if there's no way around the tremendous export times I've been experiencing. I simply don't have the time or patience to wait a d

25 Replies 8,988 Views

[img]http://img228.imageshack.us/img228/1830/87711569.jpg[/img] I'd love to know why all of the ships turn into gray blobs at a distant zoom, though. :\

25 Replies 8,988 Views

LOL... make a pirate starbase out of the Zeral`Motakk... that would be hilarious. But it doesn't look anything like the pirates. :\ [img]http://img521.imageshack.us/img521/2015/screenshot14.jpg[/img] My first extremely horrible attempt at modifying the TEC beam muzzle into a muzzle fire for the Zeral's beam weaponry. They need the lense flares and stuff.. and bloom.. and burning... I have no idea how to add that. T.T Seriously... why is there no d

25 Replies 8,988 Views

Ah yes. The HW2 mod didn't work out so well. This mod isn't a recreation of that one, though, because I can't model Anahn ships. This is for an alternate verse. ITAS, if you've heard of it.

25 Replies 8,988 Views

Yeah. Particle forge is pretty confusing. It's like half of the options don't actually do anything. Is there really no documentation for this stuff? :\ I have no idea what I'm doing. The sound is in ogg format. GameSound sounds like it might have what I need. lol puns /edit Okay I can't actually find GameSound... Nevermind, I found it. Horray!

25 Replies 8,988 Views

Unfortunately I don't really have the time or the skill to model other people's designs. My apologies. But if I make any models or find any models I have lying around that I don't need, I may release them for others to use. Also I can't texture or skin... so that is going to suck. /edit So, my custom beam sound is also not playing. I tried it as both a .wav and an .ogg. Why is there no consolidated source of information for

25 Replies 8,988 Views

Don't y'all jump and help me at once, now! I did manage to fix it given enough facedesking. [img]http://img148.imageshack.us/img148/2793/screenshot10w.jpg[/img]

25 Replies 8,988 Views

I've been trying for the past hour or so to turn my Undead battlecruiser into a gigantic mass of bloom. Shiny, reflectivy bloomy. I want eye cancer. Problem: I've never modded sins before. Second problem: all of my changes to the data texture map don't really seem to be doing anything. At one point it was shiny but I can't seem to get back to that point. Third problem: Attempting to convert my model using the ConvertData tool gives me some random hex address error and

25 Replies 8,988 Views

I see. So the engine has some kind of unusual client/server setup, a bit like diablo 2. Syncing those could be hilariously difficult. Quite odd that the damage doesn't come from the individual weapons either. Thanks for the answers, gives me a bit more to think about when I go to design weaponry.

31 Replies 14,444 Views

Anyone mind answering those questions about the weapon specs and stuff on the previous page? :D I have XSI now, so once I get everything up and running I'll try to throw in the Artemes or something. Schizophrenia is really killing my motivation to do anything right now so it's hard to get started. :\

31 Replies 14,444 Views

I can't UVW so I can't really say how painful they would be to map. It looks ridiculously confusing from what I saw, though. As I said, most of my ships are sub-10k. Many of them are around ~5k-6k. Quads, that is. I did have to triangulate them for Homeworld 2 but even large amounts of very high poly ships did not impact performance, at least not nearly as much as having a handful of turrets.

31 Replies 14,444 Views

Rather than make a new thread, at least until I decide this project is going to be a serious attempt given that I already have to finish my last SC mod and I have another potential project on the backburner, I'd like to post some of the mod's concept and get your guys' feedback on it. Let me know what's possible, what's not, ect. [b]The Black Sun: Tears of the Apocalypse[/b] Conceptual basis: My conversion will transform Soa

31 Replies 14,444 Views

I see. Well, I hope the maxscript works with max 2009 and doesn't give me any problems. It's rather hard for me to learn new tools and I'd hate to have to add XSI to that already sizable plate of things I need to figure out. Whenever I find some time I'll try to throw in an example ship and see what happens. I'm not a programmer so I guess writing a new shader is out of the question. :\ Cool to hear research can change stuff. I noticed that, it's

31 Replies 14,444 Views

Alright. I've got Sins and stuff installed and working. I guess the next question is, where is the 3ds max plugin? I read the document for exporting models, but it's only for XSI and the process is very different then what I am used to dealing with in max. It's a good thing Undead ships don't need real skins. If I can have two textures, one being the base super glowy dark texture, and one an animated "shimmer", an overlayed scrolling vein-like tex

31 Replies 14,444 Views

So, I bought SoaSE and Entrenchment through Impulse. I then downloaded them. All went well. Until I tried to update, anyway. So, there's an update for SoaSE. Impulse claims it's 10kb in size. I'm like, okay. So I tell it to install. It apparently installs - but it doesn't say the game is updated. I run the game, it claims to be version 1.15 ingame. Right. So I try to install Entrenchment, but it claims the game isn't updated. So begins the vicious

1 Replies 2,898 Views

Hmm, I'm not seeing any images on the forum you linked to. Perhaps I need to register (I'll do so in a moment). The code reminds me a bit of Homeworld 2 except in a format that you can understand without having to use a third party documentation just to read. It's inevitable I'll buy the game/expansion anyway. I'll see if I can get to it sometime soon and seeing what the game can do first hand. Now I'm registered and looking

31 Replies 14,444 Views

AAhh. So, charged weapons are possible. I could tie a chargeup to a beam weapon for a special ability? That sounds pretty cool. Are these buffs used just with abilities or with base stuff, too? Say I wanted the base attack of a frigate's secondary beam weapons to have this chargeup effect. That can be done?

31 Replies 14,444 Views

Great responses, both of them. Some new information to think about. All of my models are very low poly. The largest of the lot I showed you would be the Fear in the first post. That's a Megaship, intended to be extremely large and sits at around 9k poly iirc. The Glecterror, the very last ship, is also hovering around 10k I think, and that would be another Capital-class. The others are very low, around 4k-5k.They can all be optimized further; I'm not a very experienced

31 Replies 14,444 Views