Helioforge

Helioforge

Joined Member # 3086803
1 Posts 66 Replies 11,810 Reputation

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

56 Replies 39,165 Views

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]

84 Replies 261,175 Views

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

4 Replies 4,536 Views

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]

84 Replies 261,175 Views

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

4 Replies 4,536 Views

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

34 Replies 32,506 Views

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,

7 Replies 32,279 Views

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

19 Replies 52,054 Views

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

84 Replies 261,175 Views

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

14 Replies 49,451 Views

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

59 Replies 128,994 Views

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...

19 Replies 52,054 Views

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

84 Replies 261,175 Views

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

84 Replies 261,175 Views

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...)

84 Replies 261,175 Views

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!

10 Replies 9,091 Views

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...

9 Replies 4,063 Views