You probably have sky boxes turned of in the "Effects" options for the background. Star bases are the best for choke points and continuing a trade lane. Upgrade weapons and hull 1st or they're an expensive target.
myfist0
[quote who="SuperZERO0" reply="40" id="2666462"]Actually I have just work out an easy way to fix it. When you say the guns and stuff are on the opposite side, well that's because they are. I just made a symmetrical copy of the whole thing and deleted the original and you little beauty its all how it should be. Its funny how so often the obvious things, staring us all straight in the face, are just not noticed. Well by me anyway. Can't find the forest cause all the trees.
another double post. Thanks again forum boobs [e digicons]:annoyed:[/e]
Every little bit helps but the models that are in game the most are more of a problem like strike craft and trade ships. I can see a few structures needing a reduction starting with the the popular built ones, like repair bays and frigate factories are all over the place.
By the original post you made it sound like your a complete n00b. Please be more specific in the future and save posters a lot of time answering questions.
The symmetrical copy does work but if you need to flip the nulls it inverts them. Weapons and Exhaust point in [e digicons]X([/e] . I unchecked "Freeze negative scaling" and the nulls look OK now.
[e digicons]:grin:[/e] The friends I play with and I always had auto-save turned off and saved at a point we wanted to quit at. We never had problems.
The last patch fixed and there is little complain about it now. Sins of a Solar Empire v1.191 | Entrenchment v1.051 | Diplomacy/Trinity v1.011 Change Log <a id="ctl00__Content__RepeaterPosts_ctl02__PostTitle" class=" bold"
Hmm, this may take a bit. [e digicons]>_>[/e] The diplomacy and Entrenchment expansions are basically mods placed in the root directory. The usual root is... C:\Program Files\Stardock\Sins of a Solar Empire The game first looks at the original base game files and goes up from there. So if you are playing diplomacy it checks the base game then entrenchment then diplomacy for newer files. If you enabled multiple mods in diplomacy it checks them from bottom up so
I wonder if I can find that symmetrical copy in XSI. Thanks for the heads up. EDIT: [e digicons]:grin:[/e] It worked. I wish I notice b4 importing everything. I would have put that in the script.
Rotten hell [e digicons]x_x[/e] Looks like my textures are inside out. The KOL word at the top of the ship is backwards. Oh well back to the drawing board.
Drag this image onto XSI 7.5 and copy the textures from the install directory to your open projects "Pictures" directory. Full scene with 2 UV sets, tangents, mesh points and cleaned up. [e digicons]:grin:[/e]
[quote]after all, WC is your showcase as well as our meeting place.[/quote] Its a run down building with broken windows, graffiti and a lot of the good ppl are gone. Time to move on I guess. And whats with the fuckin popups for a game I own while posting. Man-o-man I can't believe I am still here.
The model has to be 1 object (all objects merged). The fewer polys the better. It really matters when there are large amounts of the mesh in-game, like fighter and trade ships lag game large. Harpo did the math of removing 1 poly from each fighter times god knows how many fighter equals a lot less lag later game. Have a look at <a id="ctl00__Content__RepeaterGroupedPosts_ctl13__PostTitle" title="[MOD] The Sins Optimization Project (updated 6/13/10)" href="https://forums.s
If you have Softimage/XSI 7.5, drag the image on a new scene window. Copy the textures FrigateTechHeavy-cl.dds FrigateTechHeavy-da.dds FrigateTechHeavy-nm.dds from your SoaSE root directory to the XSI's open project "Pictures" directory.
I love it. I want it. [e digicons]:thumbsup:[/e] The legs are cool even though they will not move in Sins but keep the option open. Still like to see bigger gears. Even 4 on the struts so if 1 fails theres more. Can you upload as an OBJ or something for XSI. [e digicons]2*[/e] [e digicons]:grin:[/e]
I agree with Ryat. The only time I lose on cruel is ignoring the diplomacy research and envoys. Still used to Enrenchment.
I am way behind. These be all new too me. [e digicons]:D[/e] Put up with steam is for cooking vegetables at that price.
As good as the forum then. [e digicons]:annoyed:[/e]
I would stick with the 1st base and make a little deeper. The 3 sub bases make it look a little busy plus the less polys the better for the game. Can the little gear wheel be bigger and teeth on both larger? Be nice to see without 100% zoom, even zoomed in in-game might not see them.
I dont have Max - 30 days almost up. Just wanted Sins models into XSI But do the model in any program and move to XSI then click each button and your done. Still workin on a lot of the code.
[Tutorial] Placing Mods I did find the patch somewhere. Maybe I will repack the mod with the patch. You can have different Sins games installed to different directory's, 1 updated and 1 for old mods.
Converting .BIN to .TXT & .TXT to .BIN or search "reference files" for harpos converted ones done.
Working on a plugin for XSI that adds a few toolbars to make modeling a lot easier for the novice and experienced user alike. All these will check if everything is done properly or do it for you. I love the convert XSI button. It will even move your ne
Great start. [e digicons]:D[/e] To bad we couldn't have these walking all over our ships, structures and asteroids like the R2's. I am starting a XSI plugin that allows a person to go to a web page and pick from different engines, weapons and abilities for easy ship building. I need stuff like this. Drag the image from the webpage onto the XSI window and position it, bang done. Edit: I want to figure out if a person uses another persons shared model it