Try going to File-->Keyboard Mapping, a keyboard window should pop up. In the group window (top right) scroll to XSI at the bottom. Raycasting is what your looking for in the command window. See where its binded or rebind. Did you change to QWERTY or Maya setup? Vista is fine with default key setup.
myfist0
Seeing a lot of doubles everywhere [e digicons]x_x[/e]
[MOD] The Sins Optimization Project [e digicons]:waaaa:[/e]
How big is the image and format. Upload it so we can look please. [Tutorials] 3D Modeling, Texturing, Importing & Converting Give it a bump if it helps [e digicons]O:)[/e]
[quote who="Major Stress" reply="343" id="2656662"]I STILL cant select a SINGLE poly in XSI it always selects multiple tris. No mater what selection setting i use. Bet theres a stupid hotkey for that too :/ [/quote] Raycast Polygon Select Tool U <tbod
Thanks Major, I will look into it. I did see the BFG there. CapitalShip_TechSiege DataString "BuffAttachPoint_Aura" DataString "BuffAttachPoint_Above" DataString "BuffAttachPoint_Center" Added the wildcard symbol to fix these names SetValue "rootpoint.*Center1.Name", "P001-Center"
DataString "-Weapon-1" on the Kol should read DataString "Weapon-1" [e digicons]:annoyed:[/e]
Well I am, and a lot of new modders are free bees. They will still need XSI/Softimage, will they not? I started learning modeling with XSI (free) then tested the 30 day trial of 3DS max and actually found it limited in capabilities. But like the Major pointed out it might be just what your used to. Cant wait to try it ( 13 days left, be quick). All my tutorials will be for free bees! [e digicons]}:)[/e]
The button script still uses the convert xsi files but thanks to the Major and writing his last convertxsi article I found the paths can easily be modified from source to directory. Each button installs directorys in C:\Developer that the scripts call upon. I have not yet figured a way in script to to copy or call upon the files so they will need to be manually copied to to C:\Developer\ConvertXSI for convertxsi button to work. This is just the convertxsi files, then the folder
Yay [e digicons]:grin:[/e] I finally figured out the dam tangents when importing from 3DS max. 1st i import the OBJ from 3ds and name the mesh SOASE_MESH_wUVs Then I import the FBX that has all the mesh points. This one is named SOASE_MESH. With the SOASE_MESH selected I make 2 texture projections. Select SOASE_MESH_wUVs in the explorer (press 8) and open the texture editor and select all (Ctrl + a) and Copy UVs. <
[e digicons]O:)[/e] offered the uploading a few times. It was to close to this update to really bother trying to figure out what was what in the last update.
Just because a game is made to run on windows does not mean they need that compliance. Thats the developer.
Not that I know of. You could try sharing the save folder in the network, then create shortcuts to each shared save folder in the other save folders. Then drag and drop should be easy. I agree its a bad place for the mods or maps or saves. In a hidden file, doh!
It is Major, in the top 1 is the new 1. There a little hard to see because I made them orange. Except for the blue ones in the bottom pic, I renamed those by hand, that how 3DS Import named them. The top pic is after running the script. Ya i added custom colours to help me see wat wat. The ship does have a P001-Weapon-1 and P001-Weapon-2 but I can't yet figure out how to tell other than the coordinates. See the bottom pic does not differentiate. So the script does th
Thanks a bunch. [e digicons]:D[/e] I am almost done my script that does it all except the tangent pick I'm not sure on until testing. Figuring out how to rename the mesh points took the hole damn day but I finally got it. Importing from the 3DS script renames all the points with seemingly random numbers. Less than 30 secs I have a complete ship FINISHED is XSI from mesh. <span style="font-si
But the documentation states [e digicons]x_x[/e] ? Frigate_PhaseUtility0 but Frigate_PhaseUtility1 does have 1 Frigate_PhaseUtility0 <span style="
Yes [e digicons]:grin:[/e] Use the star bases with trade ports upgrade You can link stars or worm holes
I am pretty sure that those values are in Map Making. Set Team Set Home Planet Check out Galaxy Forge - Beginners Guide again I am not to sure
You don't need to rename the textures. The mesh file is looking for the and now can't find them. I took an advent frigate mesh and named it to the TEC frigate mesh and now the TEC have a perfect stolen design. Find with Tau or Ork ship you want to replace in the mods mesh file. Then copy the TEC ships mesh file from the install directory (binary file) or the updated reference files
[Tutorial] Placing Mods and post 1 has link to archive extractors .
A couple good quotes... The Forge Tools 3 has modding documentation which is a good introduction, but some of the information is outdated and has changed for Entrenchment and Diplomacy. According to the Sins Mod Set.pdf you wil
I think it might reset the base colour to use none so it only uses texture files. I agree there should be no butchering of the Kings English. Damn Webster was illiterate. Here is a mesh imported in 3DS max and it adds a base colour
the S ins of a Solar Empire Dev.exe is not reporting any errors? You can try and delete it and update with impulse, this will fix any missing files. or try https://www.stardock.com/support/ or email [email protected]
The script is almost done. A user input box is presented asking to name the model, this creates a string to find and hook-up the textures so it should be named the same as the texture without the -cl.dds. For example, the TEC carrier mesh is named CapitalShip_TechCarrier but the textures are named CapitalTechCarrier . The later is what will be used because the string strShipName will look for ... strShipName & "-nm.dds"</s
Compare Now lets compare the new mesh (exported as TXT) and the original mesh (originally in BIN format) files. To convert an original mesh file to TXT, follow the Converting .BIN to .TXT & .TXT to .BIN instructions. <t