ah right brilliant it worked a treat, the problem i have now is, i tried exporting the thanatos model from the sins of new eden mod so play with, however after importing it, the textures are all screwed up. as it have 2 texture files, i opened up the uvmapping modifier in max and the texture is all over the place so i cant actaully apply the textures to the model without it looking really odd :S
gilly6666
Right, now i know theres the tools for importing the orignal .mesh files from the main game directory into max which works fie, what im actaully wanting to do if possible is say import .mesh files of people customs ship etc.. into max to tweak a bit, i have tried opening a .mesh file located in the mod directory but it doesnt load anything. Is there a way to import models into max other than the stock ships? Cheers.
Now im guessing you cant do any kind of animations for the turrets or ships in game, as the stock stuff doesnt have it, ive not seen a mod do it and i cant see anything in the coding to relate to turrets or anything. So i know making a "working" turret is a NO :) my big question is, how do you guys make it look good when modelling a ship you want turrets on? mean if you make the ship have a turret you want it firing from, do you just place it and limit the firing arc to say 45 d
i wonder if this might be where my problem lies in that im uing 3ds max, sory should of mentioned that in previous post, nd im using the importer/exporter tool is it 1.1?? to import and then export the model, so when i import into max, it has no material assigned to the sphere, or even a ship if i import a ship, i have to go into the material editor and give it a material, plus texture to then have it appear in game. so if i made a mesh in 3ds max i have to attach a material to it to export i
Right. im trying to add a new ship into the game, ship model works fine and dandy the shield mesh doesnt. the ship is bigger than the shield mesh it seems, now i used the importer to import a shield mesh and then tried exporting it, however it wouldnt export due to their not being a texture or effect tied to it. Now i know how to add textures etc.. to the ship but can someone do me a quick basic this is how you make a new shield mesh please? I've looked through the sins folder and found t
yeah that was the one, sorry couldnt remeber where i'd found it from lol, i thought it was a great building block for anyone wanting to expand past 3 races so wondered if it was going to be updated aswell or not
THats great, thanks for doing that. I was wondering theres a mod for 6 full races out as i did want to add an extra race or two into a personal mod but cant for the life of me get the 6 races mod to work with the new 1.2 patch, is it possible for someone to get this working with 1.2 for those of us that are new to the modding scene please :)
cheers for that, still working on getting the mod to work, but what do i do about the shield mesh problem? as my ships are having their ships inside their main hull so nothing actaully hitting the hull, what do i need to do to sort the shield issuse out. I've read about adding ships, exhuast firing points but i cant find anything that mentioning about the shields and such, surely someone must of worked out how to create a new shield mesh and how to give it the texture/shield effec
This is going to sound reallly thick as never encoutered an update and having to fix a mod, i've downloaded the full race mod which is 6 races so i can tweak them, what file is it i've got to look at to fix it so it works?? i've worked out i need to delete some abilitypirateflak entitys and such as its looking for those files and it cant find them, but whats this with the questline? whcih file am i putting it into?
Right. i apologise if this has been answered before, bit new to sins and modding it. So far i can add a ship into sins and get it working, change its icons and bits and bobs all fine. the two things im kindof struggling with is the weapons and the shields. Now the weapons i know you copy the text from a ship you want it to resemble and on the mesh you have dummys number like weapon-0 weapon-1 weapon-2 and this corresponds to the weapons in your text and the first weapon text gets assi
Right so i've got the model into game i've worked out what to do with the dummys for the hardpoints so thats all good, the only thing im nowt a bit stumped on is the textures. I've added my model into game and ive done as suggested as have actaully got the main texture to show up in game which looks brilliant. Now it says that theres 3 textures, so diffuse is the standard RGB texture... thats all ok i have that one working Bump map. I've got a bump map using the photoshop plug
Cheers matey i shall check them out and see if it answers my questions.
Right, now i was wondering i see lots of people use XSI as its free which is great, but i was wondering if anyone uses 3ds max for the modelling of their sins models and how you go about setting up the hardpoints and textures and such in max for it to be exported out using the exporter . I was hoping for like a step by step tutorial from having your finished model to adding the "hardpoints" for weapons and engines etc.. and if they need linking to anything to assigning the textures to the mod
ah right, thanks didnt realise it would be a major issuse on the ram limit though, its the sci fi at war mod for EAW and thres in the region of 10 different faction all having different models and textures, your talking 200+ different models just for ships let alone strcutures so its going to be a bit of an isssue isnt it reaistically.
I'm sure i know the answer to this but humour me ;), i have a friend who is interested in porting over a mod he's making to the sins engine but whats the maximum number of playable races you can add into sins, is it 10? i know the maximum number of players at one time is 10,(this being hardcdoed) but didnt know if this is the same for factions as you can sometimes on some games have more factions to choose from than you can actaully fight with at one time. i know the full
Success it loads, right so its got the light frigate icon, so how do i go about changing this without atltering the original. I've seen the brush and texture files you mentioned. i can see that the picture "PICTURE_FRIGATE_RACE1SCOUT" line references the file RACE1_picture-ship.brushes and this has the line fileName "Races_Unit_Picture" so i understand how i can make a new texture and have it referenced the one thing i havent got a clue on though is the pixelBox [ 1362 , 548 , 167 , 75 ] as t
Now i apologise if this has been covered somewhere before i have been trawling for tutorials and such. Now im looking at as a start adding a new ship into the game along side all the exisiting ships as i see sins can handle up to 9 per page and theres a few open slots. So i've started by downloaded the full race mod where it has the extra 3 races already made, so i thought nice and easy i'll just make a carbon copy of one of the ships already and just increase its hp. problem im havin
Now im a bit of a noob as just lookin into modding sins and decided to look into creating my own 3d model for import into game as have done this on other games before. now i realise that XSi is the preffered software compared to 3ds max, though i did try the importer for max 8 v 1.1 and 2.0 and neither imported anything for me so think i may of done something wrong but i was reading the entity files for the ships. Now i've got a basic understanding of what to tweak and can see tha
Right i recently picked up a copy of sins trinty and am playing diplomancy, awesome game but i must really suck as i cant beat the game even on easy and i've never really been bad at RTS games but this one is giving me a head ache. Now i tried playin 1 vs 1 and got owned very quickly, so ive put it to have about 4 players on me and an AI vs 2 others, and im still having big problems, everyone says expand quickly so i have, got roughly 8 planets before i got stuck expanding. THe issue
Hey guys, its great to see another Eve mod being done, im currently working on one for star wars empire at war forces of corruption, its a big task as im sure you aware, i was wondering if you guys who are rigging and sorting the textures for the models wanted to pool our resources if possible and maybe speed up both mods? let me know if your interested.