I see no reason at all to be disappointed. I support the decision 100%. How many titles have been released the last couple of years that had high expectations, but since they were rushed to meet their deadlines turned out to be incomplete buggy crap games with "maybe" 1, or 2 quick fix patches, and thats all she wrote. Examples: KOTOR2, HW2, Nexus, SW:EaW, NWN2, ST:legacy, and damn near every ST game before that excluding Starfleet Commands 1, and 2, BF-Nam, BF2, BF2142. The list goes on, and on
Major Stress
a "unique" experimental ship would be cool. Unique being singular, as in only 1 can be built, and you have to damn near research the whole tree to get it.
I tried to get some dev input on how they created the fx on some of the textures like chrome, and received no reply so i experimented on my own, and made some startling discovery's. Well i was playing around today with some of the texture files and discovered this literally by accident. I thought it was in layers in the dds that created the fx, but it is in fact the color channels that all this information is stored. I figured out the "-da" texture is a light map of some sort. It is a l
Yea, I just now realized that. For those that want to help with the coding/scripting say so, and ill e-mail you with my MSN messenger info. My gaming clan has a ventrilo server. Ill see if i can give that info as well.
I think on the early website shiplists one of the advent ships had an ability to do just what you mentioned to buff your fleet up. However the present way sins works i do not see it being any more effective than manually concentrating your fire. I do like some of the ideas being put across, but others i do not. However we all agree to disagree on these things. The Macroers need a better AI plain, and simple. An AI that gets its target priorities straight. If there is a Kol batt
Few months from now when beta 2 comes out.
i seem to be one of the very few here that want a tactical element to this game i for one would never play this game if all it was about was collecting resources and building fleets I do tend to agree to a point with you on this. I can understand some people wanting to take total control of their fleets like in HW. You can to a point in Sins but it still needs some work, and polish. Formations need
I noticed in Sins you have areas on the models that are self illuminated, and have reflective mirror, or "chrome" like surfaces. My question is .. How did you make the chrome look? I am assuming it is on the specular map, but i cant find any spec maps looking through the files. I see the color, the bump/normal maps, and the illumination maps. Is the specular map merged in a layer with one of the other .dds's? or is there a value you set on the model itself?
Please guys do not e-mail me. I rarely if ever check my e-mail, because the hotmail account i use is nothing more than a spam magnet. If you want to contact me personally use forum PM's, and ill hook u up with my xfire/msn info to communicate with me 1 on 1. This is only for the people that wish to help me out with the mod. TIA
The only reason i am using that model is because it was designed by the late Matt Jefferies. The same person who designed the original, and TMP enterprise. It was never ment for Star Trek, but i think it will make a good trek ship. You can see some of its design elements went into the Defiant, and it does borrow from the DY-100 as well. Im in the process of texturing as i type, and imo its coming out better than expected <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0
There should be a sticky thread on this area of the forum so us modders can share what we know with others. This "should" eliminate some of the "How do i do this?!" posts that could quickly clutter up a board. Read the tutorials post 1st then if your answer aint there then ask your question
it is always smart to backup before any change especially when modding a game.
Now i get to display the 1st dedicated model for the sins trek mod. The DY-750 class Leif Ericson transport (Yes, the very same Leif Ericson from stratigic space command designed by Matt Jefferies for all you old timers). The DY-750 was the last of the DY series transports. It continued to inherit design influence from the original DY-100 (notably the bridge conning tower). From there the similarities end. The series goes out in style. Implementing a unique, and very fuel efficient "microwarp" d
Star Wars seem to use the "jack of all trade" concept with all its capitol ships. Even in ep'2, and 3 the "early" star destroyers, and coalition ships had similar capability's (but in a much smaller package) as the Imperitor class SD. The only specialized class's ive seen were frigate, and smaller.
Have you noticed any increase in speed of how much metal, and crystal you receive? In default games i could have half the maps resources with mines built on them and refinery's near them, and those blue numbers at the top usually stay the same.
Here is our favorite ship the Kol's current "entity" file. It has all the ships specs, Like hull/shield hit points, speed, what ability's, and weapons it can use. It is very similar to a Homeworld "ship" file. Much of the entry's in the file are pretty self explanatory. Like weapon ranges, and weapon types. They can easily be changed. The weapons have their own entity files as well. In fact much of the games assets all have similar files. All of which can be changed if we wish. There a
Any specs, and scripts can be easily changed using notepad. Textures are standard .dds, and .tga formats. The only thing we cant look into at the moment are the maps, and ship meshes which i am assuming the forge tools will solve that problem.
The 3 big guns on the side fire the "gauss railgun" rounds which have the fireball effect. The railguns and the fireball effect
i don't know if anyone else has this, but I can't make more then 4 solar systems? Unless you need many planets? You can mod in more stars. Its a simple text entry, but it is risky, and may cause alot of crashes. Right now it looks like you need a new lab for every other tier. With 1 lab you can research up to tier 2. With 2 labs up to tier 4. etc. etc.
I agree the forum layout does need to be re-worked a bit (like removing the recent activity area). Perhaps more moderators would help too. My main problem other than what was mentioned above is the forum takes forever to load up after i login, or post, and sometimes it times out (it causes duplicate posts sometimes). While i can surf anywhere else with no problems.
Try pausing and zooming close to the 3 cannons on the Kol as it fires, and you will see the fireball effect (a very nice one too i might add). The effect is just too small to see from normal viewing during combat. I wouldnt scale it up tho then it will look stupid because the effect will be bigger than the weapon firing it. Like the bombers missiles which are twice the size of the bombers launching them. The beam lasers have a set rate of fire which is why they keep firing after a ship
If we can remove shield effects altogether without removing shield values, then great. I love it when the easiest things to do are also the best things to do. I also wanted to mention that there will be Star Trek fans/modders posting here. There is no need for anyone to spark off a Star Wars versus Star Trek forum war. In fact, politeness and working together for modding purposes only benefits all of us and SoaSE....ughh, I am starting
Any, and all help in the coding/scripting area will be greatly appreciated I do the "taste great-less filling" approach to my models. I try not to go over 2000 polys when modeling for a game like this, but Trek ships as people who model them know are very difficult to do low poly, and make them not look like crap. They are just too curvy. I do every optimization trick in the book i can think of t
Also, looking at those graphics, I can hear my moaning allready. You really need some lower graphics as well to pull of a hundred ship fleet. Not necessarily, I made the Constitution, and a few other ships in 2004 specifically for Nexus, and i imported it into HW1 to experiment. It is 4032 polys for lod0 and has 2 lod meshes (have to look at the lods again to see the counts i dont remember atm). Further twea
You should wait, and see what the rest of the game has as far as content before planning on what to mod in. That is what i am doing with the Trek mod. Comparing EaW to this game is like comparing mario bro's with doom3. EaW was that ridiculous. You dont have to mod in visable shields. I dont recall in any star wars movie shield effects around ships. Just alot of pretty explosions when weapon fire hit the ships. The ships had shields you just didnt see it. The frigates have shi