ZombiesRus5

ZombiesRus5

Joined Member # 3496922
8 Posts 513 Replies 2,966 Reputation

Thats a nice list. I was going suggest if you saw Admiral Rain ask some questions. He's good to chat with online. If you see me online I'll play a mod usually if you strike up a conversation with me. Zmb5

8 Replies 6,055 Views

haha, glad you pulled away for a bit. I was playing a bit of MP as well as stargate and had downloaded Star Trek so I understand. Yep, I toned down the reflection quite a bit. I'm using a slightly different style for the data channel so our models are a lot brighter which I like, consequently they don't need to be as reflective. Shield meshes will actually come pretty soon after we get all the core ship models in. They are actually the easiest things to mod in Sins w

1,320 Replies 4,054,664 Views

@fredled I like the model, it's a nice design. I tried messing with the textures to get the model to show better in game but it still showed black or all team color. If you want you can post the xsi scene and we might be able to provide better input.

1,643 Replies 3,615,347 Views

I don't know. I've wondered the same but haven't dug into the UI at that level, maybe someone else has. As it stands the moveable starbase with factory upgrades appears to work outside of the debugger. The two commands that are overlaid aren't that big of a deal as you still have access to the important command to control engagement range. I'm going to go ahead and roll with it and see if it dumps on me at any point.

20 Replies 76,427 Views

@dolynick Thanks again. I'm looking forward to seeing the new models [e digicons]:thumbsup:[/e] My brother and I really enjoy stargate and I'm getting him setup to start playing this mod online together.

1,643 Replies 3,615,347 Views

[quote who="harpo99999" reply="5" id="2781447"]the only problem with the moving TEC starbase is that he movement buttons and the frigate/cruiser construction buttons conflict causing a MiNiDuMp, so the chioces are no movement OR no ship build. [/quote] I recently tried this for my mod as I wanted a moving Queen type starbase that was able to construct frigates. While the debugger complained incessantly about the overlapping buttons it never minidumped and it appeared to work in t

20 Replies 76,427 Views

fredled, have you tried using my tool with eclipse. Does everything this did plus a lot more. [Mod Utility] Entity Validation Tool now with Content Assitance and Syntax Coloring! (Release 8/24)

102 Replies 293,497 Views

@myfist0 I'm really looking forward to the Beta Marza ship. I love the idea of having some retro looks. @EternalRequiem pretty cool Here's a possible idea for my Plague fleet. I'm thinking the Plague capital siege right now. Hopefully, it will look gruesome in the game or it's back to the drawing board.

1,643 Replies 3,615,347 Views

yea, maybe back to the drawing board... It did move the shadow icon, But I think the actual null point was still at 0,0,0... I can't figure out why the nulls won't scale like you are able too. Argh! Edit - Eureka... lol! So I import LWO objects from my 3dpaint program which creates an object off Scene Root with it's own Kinematics and under this is the Polymsh object. If I move the root point under the object containing the polymsh then viola it works! Atleast I k

1,643 Replies 3,615,347 Views

[quote who="myfist0" reply="270" id="2783392"]OK I had to do it again to be sure. Use CTRL A (select all) then I used the scale values from 1, 1, 1 to 0.5, 0.5, 0.5 and the ship and the nulls all were scaled properly. If you want a little larger that just use 1.1 in the x, y, z values then freeze when happy. Yes I use XSI 7.5 [/quote] Oh! dear me! Well, apparently it is user error in a manner of speaking. If I use the translate tool to move the nu

1,643 Replies 3,615,347 Views

[quote who="dolynick" reply="267" id="2783375"] Here's an example of my scale/ruler. It is basically the size of the TECH Akkan. I import it as a dotXSI part size and delete after scaling. I then use gruntmasters program to tweak any other size issues after I apply null points as I don't see any way to keep null points relative to the object within xsi when resizing. Interesting. I just create a wireframe sphere object and size it to my desired maximum bounding rad

1,643 Replies 3,615,347 Views

[quote]When I scaled the betas, I selected the mesh, hold CTRL down and select the nulls and scale all down at the same time from 1 to 0.65[/quote] Does this work in XSI. When I try this in XSI the NULL points simply shrink or grow but do not change their relative position in the scene.

1,643 Replies 3,615,347 Views

[quote who="myfist0" reply="264" id="2783327"]Send me the model Rus and tell me how big it is in relation to a stock model. [/quote] Thanks, I didn't mean scaling in the traditional sense of resizing the object. Got that down, I have a ruler, lol and short of that gruntmasters tool. I mean the scale in general you get when you look at a model and get a sense of it's scale based on the images presented on it such as windows or view ports. This will just take time for me to come up

1,643 Replies 3,615,347 Views

[quote who="dolynick" reply="262" id="2783263"]ZombiesRus5, Those look fantastic in game. Even the weapon effect. Great job! I have yet to have one turn out as well as those. -dolynick [/quote] Thanks, I really appreciate that! The model and texturing is mine. The effects are Syneptus. I can now appreciate the hard work you have put into your mod and have enjoyed it on several occasions. I currently have a love hate r

1,643 Replies 3,615,347 Views

[quote who="EternalRequiem" reply="259" id="2781861"]Check your email ZombiesRus5 [/quote] no attachment [e digicons]X([/e] Here's a shot of the Plague Light Frigate. I really need to sit down and get more plague models in. These just look neat to me in the game... <img src="http://i951.photobucket.com/albums/ad356/ZombiesRus5/Mods

1,643 Replies 3,615,347 Views

How do you have Bailkights and the flagship mod stacked. I believe the flagship mod would need to be on top as it is the primary mod and Bailknights would need to be on bottom. That said I did a quick test and everything looked good if they were stacked this way. However, if the flagship mod was on bottom I noted the flagship spawning structure did not go away and exhibited the same side affect noted above. Either way the Explosions.explosionData and CAPITALSHIP_XXX.entity overlap and need to

81 Replies 79,594 Views

[quote who="ZombiesRus5" reply="63" id="2779390"] But yesterday I encounterd a problem: I pressed 'Flagship Promotion' but nothing happend. Well my Carrier (TEC) exploded but that was everything. No Flagship at all This might be a perception issue due to the excessively long time it took to spawn the new capital ship. I have decreased this to 10 seconds which plays out good. I also add the sound used when capital ships level up to help give feedback the ability is doing

81 Replies 79,594 Views

[quote who="BadTune" reply="65" id="2780615"]ok, this is awesome, but at the same time, possibly game killing lol. ALL ships besides caps/flags/cargo ships STAY when destroyed, admittedly cool when they fly off into open space n fire leaving a trail(yay graphics mod) but I'm wondering if this will cause quite a bit more drag on the memory and cause the heavy 2 gig wall to fall again. Anyway I'm still havin fun but if ya manage to isolate this problem, give them like a 5-10 min timer, 'cause i

81 Replies 79,594 Views

[quote]EDIT: argh... forgot this little detail I noticed the Nepilim battleship, the main battleship that is, it's second ability project frontal shield skill is bugged, it doesn't auto-cast it seems even with auto-cast on... unless it only uses it during certain situations like when it's shield gets low[/quote] Ya, I have it set to autocast once damage exceeds 10%. Technically you aren't taking any damage while you still have shields so no reason to engage the frontal shields ability

1,320 Replies 4,054,664 Views

[quote]My guess is this ship will have a wing or two of fighters so adding a hanger bay back[/quote] This is where the null point for the hangar is now. Once we get all the models in the game we'll be adding some specialized textures for stuff like this. And ya, keep the feedback coming. I like it.

1,320 Replies 4,054,664 Views