Take my money NOW!... Oh wait, I have no money now :p But i am so there when i do get it :D
Major Stress
[e digicons]:beer:[/e] Major Stress Approves!
ROFLMAO!! I needed that laugh. Ah yes Star Wars the epitome of grand master BULLSHIT wizards.
The opposite side of the coin was the Original Sins releases of the mod. Back when fighter movement was hard coded to just the strike craft. People complained because the ships always stopped to fire. I do agree the ship speeds can be adjusted a little. The big ships shouldn't zip around like an f-18 jet. They are big, heavy, and bulky. I don't care how much "Inertial dampener" tech has evolved. They shouldnt be capable of "snap movements", and zero to DAAAAAMN!! speeds
I am pretty much retired. Being damn near 50. With a full time job, and family. The time just isn't there any more. Time for the younger generation to take over.
It has been a while since i looked into it, but i think it is possible to have more than 2 types of strike craft on a capital ship. It should be just a matter of adding the entitys, and adjusting the ship entitys command squads
Why am i thinking about the "Angry Marines" smashing their battle barges on planets now? [e digicons]:S[/e] I guess to get some Khorne Flakes Bwahahaha [e digicons]XD[/e]
Glad you enjoy it. The Intrepid was kind of a "What the hell can we do with this ship?" problem. It was meant to be a small explorer type to supplement the Galaxy class. However the thing is armed to the teeth (and can build infinite amounts of shuttles :p ). A support role was best it. However when Diplomacy was released the Akira was moved from the Heavy Cruiser slot to the Anti Module slot. So it was natural that the Intrepid take its place. Not that sins role types mean anything i
Only the ships themselves are true scaled to each other. 1 unit in XSI= 1 meter. So use that for your calculations. The map, planets, stuctures, and objects are in no way to scale. Gravity well sizes should play a role too.
[e digicons]k1[/e] Nicely Done!
Complaining about the strike craft was a common thing back in the day around here. ;) We experimented with this very idea you suggested once during the Trinity days. The problem is that any change in the number of strike craft. Buffed/De-Buffed, or what to compensate for the numbers. It changed the game play of Sins, and the goal of the project was to optimize WITHOUT changing the game play. You can experiment with reducing strike craft numbers. However it will have to be a se
If you really want to learn softimage then stick with it. However you can mesh with pretty much any modeling program that can export a format that softimage can import. 3dsmax is my weapon of choice. You can use blender (it does export OBJ, X, or 3ds correct?). You really only need XSI to finish off the model with Material hook ups, Hardpoints, Tangents, and Conversion to .XSI format to get it ready for ConvertXSI. Other modeling programs can export to .XSI, but the materials, and tan
I'm confused. Is it 2012 that doesn't work for you?, or Mod Tool?
I could never get XSI 6.0 to work on windows 7. I had restore my old crap windows xp box to use 6.0. Until mod tool came out then i switched back over. I experimented with newer versions of softimage, but they don't work too well with ConvertXSI. 7.5 (mod tool) is your best bet, because it is free, and we know it works.
The last version i used was Softimage 2011, and convert XSI did not work very well with those models. They imported with many mesh errors. ConvertXSI was intended to be used with models exported from Softimage XSI 6.0. XSI 7.5 (Mod Tool) works. I believe convertxsi was fixed to use models from 7.5. So it is best to use models exported from mod tool. Since XSI 6.0 only works on windows xp. Not vista, 7, or 8. Mod tool is free anyway so you really cant complain :)
Mostly for the better. It increases the amount of textures particles hardpoints etc that you can use.
The AI has improved a great deal with each expansion (as in has become a little less stupid). Gone are the days of "The brave Sir Robin AI". However the AI will never be as smart as a human player. IMO since the days of Original Sins beta the AI now is as good as it is gonna get. The wiki needs to be updated to include the Rebellion changes to the hard code limits. I dont remember all of the hard code limits off the top of my head, but the memory limit is 2 gigs. Particles rendered is
Just checked it out myself. All of the ships are like this. It looks like ether the shaders for the environment cube ambient lighting have been removed, or the environment cubes themselves have been removed. Only light from the light source (sun) is there. I am sure there is a reason for this.
To me that does not look like a mesh issue. More like a map issue. I don't see any ambient lighting from the maps environment cube (does that particular map even have one?). Did you disable the skybox's for those screens? He is saying this is for Trinity/Diplomacy. There are no shadows in there. Plus in Trinity the light source is on a level plane where as in Rebellion the light source was moved slightly up the z axis for a better shadow effect.
More of a question of.. Are all of the ships like that? or just the Constitution? Fist0 did go through and fixed all of the meshes. Also do you have "ship mesh highlight filter" enabled, or disabled in the options?
So basically this is gonna be a "homeworldified" version of "Ground Control". Not that it is a bad thing if it is a prequel set on the planet Kharak during the various Kith wars just before the discovery of the Khar Salem. It wouldnt be too difficult to include that lore into the game. It would be better if there was some orbital, or in the Kharak Solar System space combat. Since the Kith clans are not FTL capable just yet. Since Rob Cunningham is chairing this project i do have some
Shimmer did pull some of the old sound tracks. The early builds i tried to use as much of the TMP soundtrack as possible, or as much of Jerry Goldsmith as possible. even if it wasn't trek. I wanted to use some of the ghost in the darkness music for the klingons. What i didnt want was the relentless repeated fanfare of the opening themes. Fist0 and crew did a pretty good job adding new stuff.
Modeling, and especially Texturing can be a real pain in the ass sometimes. However it can be all worth the effort if you take your time, and have the patience to see it through. Most of the fun of Table Top Warhammer was building, and painting your armies. Your meshes are looking real good from my point of view. Looking forward to seeing a playable version.
True enough. Sins can handle some polys, but good mesh optimization wont hurt ether.
Why am i not surprised at all by this... They have been warning about crap like this since the 90's.