[quote]Here is a material/texture I made from some of the original Sins textures, that you and the community may find of some use. Panel texture[/quote] [e digicons]k1[/e]
ZombiesRus5
Assuming this isn't your model... You can try turning off team colors as a work around.
http://soase.weebly.com/texturing.html Looks like the texture's color file (-cl) isn't setup correctly for the team color (alpha channel).
[quote]I would like to add a little something... i think that the AI just plain doesnt ever save up enough resources to build them.... they cost a shitton, and uasually if an ai finds itself with that much cash itll blow it on a fleet upgrade... [/quote] Good point.
[quote who="wbino" reply="4" id="2761914"]Could someone explain to me why after all these years NO one has fiqured out how to make the ai build superweapons? Including Ironclad. [/quote] So I'm looking over the files and have the following two theories. The first theory is the really high slot count of 18 that would indirectly prevent the AI from building super weapons. My theory here is the AI is so diligent with setting up tactical struct
[quote who="Ryat" reply="6" id="2764215"]yeah, am curious on how you kept the two seperate [/quote] Unfortunately once a TEC player researches the now one more powerful level of Insurgency they would no longer be sending pirate raids, but given the rebel uprisings will be more powerful it seems like an acceptable trade off. I basically had this concept role through my head today and thought it would be fun to mod something along those lines. Plus, It gave me an excuse to
Also of note insurgency is limited to a max of 3 levels. I used the first two for pirate raids and left the 3rd for the TEC insurgancy research and made it slightly more powerful than the pirate raids. It's not perfect but it seems like a decent concept to build from.
Not at all, be my guest.
[quote who="SuperZERO0" reply="223" id="2763288"]Hey nice work there ZombiesRus5. I like the paneling effect of your textures. Do you use a material to apply them? [/quote] Yes, I'm working on my own style/process for texturing the ships. Mainly I paint the ships with the main colors and then dirty them up with a hull pattern material that applies some depth to the ship as well.
Sins Pirate Mini-Mod Downloads: <a href="http://code.googl
[quote who="SivCorp" reply="221" id="2762814"]Good base texture to build off of. Needs LOTS more details to be finished, but looking good! [/quote] It's alexrose's model. I'm not real sure what he's looking for so thats pretty much what I did was apply a base texture with a few minor details. I don't really like doing null points so he will need to get XSI downloaded if he wants to get it in the game properly. I have way to many models to do this to currently for my m
Here's another view...
Lol, ok here is 15 minutes worth of work [e digicons]O:)[/e]
[quote]I know I'll get pilloried for saying this[/quote] I have a suggestion for you... Been thinking about this since I posted a min-mod on the upload/wincustomize section for SoaSE... The suggestion is for you to post an invite to join IronClad Online in the Replay, Maps and Modifications sections of the download site. I know you have custom maps and replays worth posting. Not sure about the mod portion, maybe they would let you post an invite to bring their favorite mod onl
The Vasari AI seems to be the worse off. No frigate based anti-structure support and poor use of it's own starbases. In fact the Vasari AI seems much more negligent at getting starbases up mid-game than TEC or Advent in my observations. Additionally, I have never seen (or can't remember recently) it build an offensive starbase on an enemy world. I have seen TEC and Advent do this. It would be nice if the Vasari AI brought a colonizer with it's fleet and built a Starbase while attacking e
@fredled SuperZERO has it right. I follow a slightly different path by preselecting the various meshes then selecting Model/PolyMesh/Merge. Hehe, I'm starting to get dangerous with the texturing.
[quote who="fredled" reply="212" id="2755403"]hey zombiesrus,i model in wings3d and then export to xsi but when i try to generate a tangent map it says "tangent map only applies to polymesh object" any clue what this could be?? [/quote] This is most likely a very simple problem, so lets rule out the obvious first. Is your object merged into a single polymesh? and are you only selecting that single object (i.e. this can happen if you are selecting the camera or light source via mo
This is a little closer to what I am looking at doing. Still a work in progress though.
[quote]Repulsion has been changed so that it is automatically on autocast...the AI will use repulsion now...suggestions for making the AI use repulsion more intelligently are welcome...[/quote] I haven't had a chance to open you mod file yet but try using OnlyWhenManyTargetsInRange for aiUseTime .
[quote]Can't wait to see a skin on the Archangel Battleship, that ship alone is my pride there, it was the first of it's design with having that ring part and by far it's one of the best personal design models I've done. Once I get a lot more skilled at putting details on models I'll be going back and adding things to it. That version though will be a very high poly count model, one that probably shouldn't be used in Sins cause... well... high poly count [/quote] If you set it up righ
[quote]and ya. and that cap ship has 12k polys so.....[/quote] 12k polys or 12k triangles. If it's the latter it's probably not that big a deal for a personal mod. My blue arcadia is 10.5k triangles.
@EternalRequiem I agree. I really like the Atlantis DSV style models and am happy to see it come out well. I feel like I've made a lot of progress recently understanding the nuances of importing models into Sins and getting the models to look good. I will be attacking some of the other models I have availabe soon and will probably come back to the Blue Arcadia again [e digicons]:P[/e]
[quote who="myfist0" reply="201" id="2751049"]hey zombie, you wanna COLOR,etc the Cap. ship i posted last lol. rocket PODS! [/quote] I will be skinning some of the other models you sent me. You can send me the other models you made but no guarantees on when I could get to them. I was thinking some of them might be fun for the militia though.
Thanks for the info on the Occlusion tool. I found this in 3dcoat and used it to generate a light map for my object. Much better results [e digicons]:thumbsup:[/e]
@TobiWahn_Kenobi Those models are fantastic. I haven't quite figured out a good way to do lights and blooms yet. I'm using 3dcoat to texture my models and I pretty much have colors, specular and team color down ok. I may paint the object a second time to generate the reflection, light map and bloom. Just not sure yet... @EternalRequiem I'm thinking the atlantis based ships with their organic look might be cool in the plague race. <img src="http://i951.photobucket.com/a