Just spent the last several minutes just looking at the pictures... (...Think I'll google it and see the rest) ******* Here's a map of EVE ships I found when googling Mass Effect Ships: I'll just hotlink it so it doesn't take up too much room [link="http://www.eve-files.com/media/10/Ship_Chart_4096_With_Big_Names.jpg"]WWW Link[/link] Has anyone seen the work or Robert McCall??? The city-scapes remind me of his work (my favorite futu
Helioforge
The ship on the previous page is excellent... ...Nice little touches and I'm a huge fan of Asymmetry in spaceships...
I'm giving SINS: [size="4"]10 KOL battleships![/size] [font="WingDings"][size="5"]# # # # # # # # # #[/size][/font] as soon as I figure out which one looks like a battleship...
A lot more can be done if I work outside the structure of the program, and use the programming language itself as the mesh generating tool :) :D [img]http://static3.filefront.com/images/personal/h/helioforge/143042/pabaorcvge.jpg[/img] Here's part of the interior: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/dojyeazpvx.jpg[/img]
No lag on the Dyson Sphere, it has a LOT fewer triangles than the KOL (and I think the speed is determined by the number of triangles, as opposed to their size)... I suppose it's like an extra skybox when you are inside it...
Okay, I swapped the meshes so that the Volcanic Fragment is meshed to an Ice planet's Entity file, and the Dyson Sphere is meshed to the Volcanic planet's entity file... This means that the 'render as volcanic' marker in the Entity files is part of the solution for people with transparent planets. The other part of the solution may be stripping off the Transparency information from the DDS files... [img]http://static3.filefront.com/images/personal/h/helioforge/143042/kawswtvvk
Interesting... :SURPRISED: :d :HOT: Here's the inside of the Dyson Sphere: When you are [B][I]inside the mesh itself[/I][/B], you have to be looking at the center-point, or the whole mesh disappears! This makes it non-viable (such a shame too, since it looks nice...) [img]http://static3.filefront.com/images/personal/h/helioforge/143042/pqufrvhwts.jpg[/img]
It's not like BattleShips Forever, all the ability stuff, etc will be handled outside the scope of this program...
My computer does this too, an I've tested some self-created meshes, one of which has the same transparency problem: It seems that it ONLY affects objects shaped like spheres! I thought it was caused by the haze around the planet, and it might be related... I tried a Dyson Sphere (36,000) units radius, with both an inside and an outside, and both surfaces had the transparency issue... The Dyson Sphere replaced an ICE planet, and the radius of the haze was only 5000, so the
Nevermind on the Dyson Sphere, Last night I made one: When you are inside, the center of the gravity-well has to be on screen for the mesh to display...
Someone pointed out that the timeline of the next release of this mod may suffer due to me writing a Spaceship Mesh Generator utility... This is very true... ...I also ran out of Stock SINS meshes to plunder for my mod, which was an obstacle that I'm solving with future output from my program :) In learning how to convert the mesh of the above mine to SINS, I also learned how to create new meshes, and I can stop trying to combine stock SINS meshes like legos, which soun
here's a section of code from my "fourth race" thread that will help... I just copied everything pertaining to the GalaxyScenarioDef file from that thread... ******************** In GameInfo: (Folder) GalaxyScenario.def (common file) (list of added lines below) playerTypeCount 5 (Add one to this line, and insert the next three lines) playerType designName "Fourth" entityDefName "PlayerFourth" (just below that,
hmmmm, jump over to that thread to go into details, I need to update it anyway... (I may start it over using the 1.1 reference files, since I cluttered the mod with a hundred little things I was testing (abilities, ships, planets, etc)... Since it has to be updated anyway, doing so will do both things at the same time... Oh, for [B]Dubaian:[/B] you could team up with the person who also suggested the Saga-Seven-Suns in a post a week ago (it shouldn't be too far ba
Cool, working my way down the list... If you click on a button, the effect is either applied or lifted, and I hope to rewrite the interface to make all the active buttons glow green or something so that you know which buttons are active. Also, there are modifiers that can be applied to each button, making each one more powerful, and I'll highlight this part too... Since each effect is applied right away, it will be visually intuitive (in addition to any words written in a
I don't know if it needs a tutorial... the interface just has a ton of buttons that you click on, to turn on and off each algorithm, although I might need to explain what each button does...
It's doable NOW! (in SINS 1.05) [I]When the ship gets 90% damaged, apply an effect on it to do all these things:[/I] [B] Make it capturable Disable regeneration, weapons, etc Decrease engines to 10%[/B] Make 'Not Optimally Targetted' apply a nice explosion effect so that it looks like it was crippled... You will lose an ability slot, unless you give the ability to the planet itself, etc... There are ways to do it... Next, yo
A broken planet in SINS is very doable... :) :D :CONGRAT: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/qzaoxzuftx.jpg[/img] Before you ask, I am still working on the MESH OUTPUT in my program and while this nicely broken planet looks good, I need to finish coding the mesh properties into it, so that the planet isn't broken in more than one way. Last night I found a way that SINS exposes my file imperfections (in a horrible way), so it ca
We're all waiting for SINS 1.1 and the 1.1 fileset so we can start coding again. I'm developing a utility, many others are enjoying the summer sun. Magnifying flaws in everyone's work is not a constructive waiting activity...
Here's my first attempt at a destroyed planet: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/qzaoxzuftx.jpg[/img] I still have to finish coding MESH properties into my meshes, because their loose ends may get snagged on some part of SINS that will reveal itself later. Not bad for a program a week into it's development though... I intend this program to close the gap between those who use XSI and people like me who have never used it... ...and to
Here's a scout ship: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/dmdhlbtoqf.jpg[/img] The program uses [B]One Solid Block[/B] of UV texture information, with no fragmentation. This allows intuitive, fast-and-easy texture mapping... (on Stargate Atlantis: when they first met the Genii, Colm Meaney's character complained that clearing land was slow and difficult, and Shepard responded by saying "what if clearing land was fast and easy")... :CONGRA
Okay, maybe it can make more than just fighters, it's best suited to make: [size="4"]Shield Meshes![/size] Here's an asteroid base I made while testing an algorithm that wasn't working :) [img]http://static3.filefront.com/images/personal/h/helioforge/143042/wtgfmubfsa.jpg[/img] (the code for this was saved just in case I need it later...)
OOPS, I read the post as: SINS EXPLOSION (my bad!) If the mesh for the hull started physically buffeting, and unzipped with all the debris inside spilling out... that's what I want to see in SINS :)
sorry... How about this then: We could have pre-defined templates for fleets, where you pick a fleet for your empire to build and it makes the entire fleet at once :) ...that way, your fleets will be perfect!
I'll wait for 1.1 proper to come out (probably should look at 1.09 anyway, but I need functional modding in order to test a utility/support program I'm writing)... I'll let out a big "Boom-Da-Yada" when I see all the cool new stuff we get... A lot of modders are holding off on coding until the [B]Great Merge[/B] to 1.1...
It was SINS' way of saying it was a regular core, but special in some way that doesn't affect the game :)