the50first

the50first

Joined Member # 4280537
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Thanks alot. The question about Cargo was regarding these lines in the frigateXrefinaryship.entity file cargoType "RefineryResources" maxCargoCapacity 50.000000 I've edited the values to about 200 to see if it does anything regarding income (Income being in form of metal and crystals), and it seems to not have any affect. I'm beginning to think this is just a way to determine how much "loot" destroyers of these ships receive. <span style="colo

2,761 Replies 7,633,517 Views

Question...Does anyone have specifics on how refinarys (And their ships ships) work? Ordered most important to least. What "Cargo" do (Inrelation to refinary ships)? when I changed that value, it doesnt seem to do anything. Do refinaries provide a set income? Or do the ships attached to it, which are actively servicing extractors make for the income? How are refinaries linked to extractors? Is it that one refinary "Services" all extra

2,761 Replies 7,633,517 Views

Mmm. I'll take a try at that on the next model I do. So far This is what I have in terms of Tangent. http://s78.photobucket.com/albums/j102/the50first/?action=view¤t=FuckYouGreen.png I did a top Down uv. All my editations to that seem to have made the shading vary to colors that were unwanted :/ Any ideas? Even tearing and reorianting single polygons wouldn

42 Replies 106,178 Views

Mmmm. I killed the multitexture for some of the models I was having problems with by combineing the textures. It seems 3ds max's exporter (The working one) doesnt work all that well. The tangents are fucked and the smoothing comes out Quite badily, even though its based smoothing groups. So now i really have to learn XSI. Mind explaining the willynilly about the islands? What does the terminology "island" refer to exactily? Is it like Uv's that are broken up and disjoine

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[quote who="ManSh00ter" reply="22" id="3000316"] As you can see, there are virtually no seams, aside from the ones visible due to mirrored textures, but they kinda look fitting on an organic model. For more artificial models, you can use techniques Thoumsin described to avoid texture seams, the most straightforward one being just UV mapping an island which flows over the central seam, while having the rest of the UV's mirrored - then you can texture that central island in a non

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Found something else that would be nice. Order delay. So that once an order is given, it can take more or less time for a unit to actually follow that order. This would be IMMENSILY helpful for some of the stuff I'm modding in, as well as be good for a jamming ability.

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Well shit. I didnt expect to get this many answers lol. Just brings me back to a few old questions That I feel werent exactily answered. I never figured out if UVs and tangents are object only, or can be applied to clusters (And subobjects) (I have no idea of how xsi works since max is my typical modeling/animation program). @ ManSh00ter, So by islands, are you referring to parts broken up by the uv? Mind sending me a pic of what a good tangent map would appear like, and have

42 Replies 106,178 Views

Well shit. Sins is going to HATE me then . I'm fucking around with some of evillejedis stuff trying to get it back into the game after a bit of editation. I'll try the uv duplicate route first. If that doesnt come up with anything good, I'll see about just planar mapping it for the tangent map. Thanks for the quick responses from the both of you. It really is appreciated. Alright. one more question, Do i have to make tangents f

42 Replies 106,178 Views

So I've been reading the Importing sins models from sins, to 3ds max to xsi, and I've been having alot of trouble with this. The object is multimaterialed, so i'm not sure where this fits into the whole process, after tangent mapping or before. Does tangent mapping carry over from the imported models; And DO you absolutely need two tangent maps (one for uv, the other to be used for tangent mapping)

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I sent this stuff to yalaran a few days ago, and i just stumbled onto this thread, so i might as well post it here Max weapon count from 3-8 Minimum weapon range. <span style="font-family: cour

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Just tried it out but it failed to work. Have any other ideas? i rigged and exported another ship and experienced the same problem. It doesnt have any frontal fire points. Just left and right. If a target is on its right, it'll turn 180 to engage with its left bank.Im pretty sure that there's something wrong with the exporter now. Im using v 1.1. I'll try 1.0 and then if that doenst work, i guess i'll try xsi.

7 Replies 5,717 Views

I recentily rigged a starship for sins of a solar empire and replaced the marza siege ship. I imported it from Star Wars Empire at War's ".Alo" format and after many errors, had it quazi working ingame. However, It has some sort of retarded inclaination to oriant itself to have its left side weapon banks to attack any units its targeting. I re-rigged & recoded the model several times and have had no luck. I exported it with 3ds max 9's trial through sins tool 1.1. Im wondering if a proble

7 Replies 5,717 Views