myfist0 myfist0

[SotC] Universal Race Relations

[SotC] Universal Race Relations

[help me out]

http://sins-of-the-creator.weebly.com/races.html

 

I figured out how to add as many races as I want to my m0d and only load the assets when the stackable race is applied.

Help me out with who should be allies and enemies with who please. You can click the link to that races table and copy the table to the post or any quick notes are also good. 

 

 

8472
Advent
Amarr Empire
Ancients
Argon Federation
Asgard
Beast
Borg
Boron Kingdom
Caldari State
Cardassian
Centauri Republic
Colonial
Cylon
Dalek
Dominion
Earth Alliance
Galactic Empire
GTA
Gallente Federation
Goa'uld
Hiigaran
Khaak
Klingon  Empire
Kushan
Minbari Federation
Minmatar Republic
Narn Regime
Paranid Empire
Rebel Alliance
Romulan
Shadows
Shivan
Sivtherium Corp
Somtaaw
Split Dynasty
Starfleet
System Alliance
Taiidan

Tau'ri
TEC
Teladi
Vasari
Vasudan
Vaygr
Vorlon Empire
Wraith
Xenon

 

 


SoundMusic.sounddata for the Main M0d
musicThemeData for the Main M0d
SoundMusic.sounddata for the Add-ons
musicThemeData for the Add-ons

 

Add Races Change Log txt updated 8/26/11

 

Diplomacy_1.32_fixed_Particle Folder.7z

Reduced Mine Meshes by SivCorp

Blank Mesh Collection

Diplomats

purdyaw
noing
GoaFan
CPT_Rhino 
SpardaSon21 

[Leaked] Diplomatic Cables

 

Freespace Teamleader     

Gurkos Sounds

468,672 views 181 replies
Reply #101 Top

Quoting ZombiesRus5, reply 100
Somethings that's been kinda nagging me is how will you support lan or online games with this approach. Won't both players have to use the same sound files using this approach because the mods have to be enabled in the same order to play multi-player and get the same checksum?

 I already stated that a while back  ;P .

Make a Fav Sounds Add-on with copied of your favourite voices and music and stack that on top of the others that have to be in the same order.

IIRC the Fav Sounds on top will not change the checksum.

Reply #102 Top

Quoting myfist0, reply 101


Quoting ZombiesRus5, reply 100Somethings that's been kinda nagging me is how will you support lan or online games with this approach. Won't both players have to use the same sound files using this approach because the mods have to be enabled in the same order to play multi-player and get the same checksum?

 I already stated that a while back  .

Make a Fav Sounds Add-on with copied of your favourite voices and music and stack that on top of the others that have to be in the same order.

IIRC the Fav Sounds on top will not change the checksum.

It doesn't if the only mod activated is a sound mod. I tried it with other mods activated and the checksum changes when a sound only mod is added to the top.

 

Reply #103 Top

Crap  X( , thanks for confirming.

Reply #104 Top

You might want to confirm it on your end, but I'm pretty confident of what I observed.

The possible work around you might want to look into is loading the sound files as the bottom mod below Sins of the Creator. It looks like the checksum doesn't change if it's the bottom mod :rolleyes:

 

So... Assuming this would work for lan games you would need to enable a sound mod as the last mod. For example:

SotC Add Tec
SotC Add Advent
SotC Add Xenon
SotC Add Cylon
Sins of the  Creater
SotC Sound Advent

 

Of course this would mean you need a sound mod for each unique sound set. In reality it's not any more Sound folders than before, it just adds more mods to display in the available mod listings...

Reply #105 Top

Diplomacy_1.32_fixed_particle.7z

Getting sidetracked.

I ended up making a blank mesh for every ship and structure and while looking for what uses techdroid I came across the Particle folder with all the bad addresses. I fixed the all up again for

textureName
textureAnimationName
MeshName

which a lot had bad links like

textureName "C:\gs\main\DataSource\Textures\Effects\plasma.dds"

should be

textureName "plasma.dds"

All the m0ds files will be optimized :grin:

mephistopheles }:)

 

Reply #106 Top

Quoting ZombiesRus5, reply 104
Of course this would mean you need a sound mod for each unique sound set. In reality it's not any more Sound folders than before, it just adds more mods to display in the available mod listings...

No way   :S

Multi-players will just have to deicide what m0d is on top.

How aboot if they both have a Fav Sounds add-on on top? Same checksum then?

 

EDIT: CRAAAPPPPP  >:(

Spend more time fixing than m0dding  :thumbsdown:

 

StarBasePsi has weapon:1 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:1 damage in BACK bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:1 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:1 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
StarBasePsi has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
The mesh has no weapon 1 or 2 points. Lots of 0s and 

 

	Point
DataString "9"
Position [ -473.488678 26.935894 0.004419 ]
Orientation
[ -0.000000 0.000000 -1.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 1.000000 0.000000 -0.000000 ]
Point
DataString "0"
Position [ -1191.642578 28.026331 0.072770 ]
Orientation
[ -0.000000 0.000000 1.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ -1.000000 0.000000 -0.000000 ]
Point
DataString "1"
Position [ -2.302443 195.332809 757.188049 ]
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 1.000000 ]
whatever the hell they are? 
I think if I add more points the SB will be more powerful?
Reply #107 Top

Quoting myfist0, reply 106
Quoting ZombiesRus5,
reply 104
Of course this would mean you need a sound mod for each unique sound set. In reality it's not any more Sound folders than before, it just adds more mods to display in the available mod listings...

No way

Multi-players will just have to deicide what m0d is on top.

How aboot if they both have a Fav Sounds add-on on top? Same checksum then?

That might do the trick for lan/online play. Both players will need to activate a Fav Sounds add-on. It looks like the checksum will be calculated the same if this is done.

Reply #108 Top

Quoting myfist0, reply 106
I think if I add more points the SB will be more powerful?

No.  Weapon damage is governed purely by their entries in ship entity files.  Adding mesh points will just make the ship emit more particle effects when it fires its weapons.

Reply #109 Top

Ok. I thought if I add another weapon point it is like adding another gun but I see what you are saying. Even if I have 5 weapon points facing left it is still the total damage listed in the entities left bank.

I am gong to mess around trying to add 4 points for weapon 1 and 4 points for weapon 2 to get rid of the errors and see if I can figure out if the meshpoints 0, 1 & 9 actually do anything. Looking at the model in-game now they seem to do nothing.

DataString "0"

 

DataString "1"

 

DataString "9"

 

EDIT: Double crap. Work for nothing but a learning experience.

The error is called because there is no weapon 1 or 2 until the upgrades. TEC hangar has the same error which showed me the upgraded mesh has the points.

Reply #110 Top

Added the dummy mesh collection to the OP. Basic different sized cubes with Black-da attached. Mines are tetra with black-da. Makes testing at 8x speed a breeze. I had to make a blank for every mesh so all the meshpoints are attached for the different models.

I had to do some digging through TSOP thread to find Siv's reduced mines but I finally found them. Link to post in the OP.

Tearing apart is progressing. Ran into a snag which caused considerable delay. Back on track.

 

@SivCorp: Can you look at the Advent starbase again for reduction. Only  one mesh needed. The others just have more meshpoints. Do the largest sized one if you can. Also the damn texture sets are the largest of all the models at 2048x2048. Maybe that can be reduced to 1024x1024? 

I would really like to have as much optimization included as I can get without detail loss. I will not reduce all the textures to .dds but a lot can be. All the large images but no small buttons or icons.

Reply #111 Top

Quoting myfist0, reply 110
Added the dummy mesh collection to the OP. Basic different sized cubes with Black-da attached. Mines are tetra with black-da. Makes testing at 8x speed a breeze. I had to make a blank for every mesh so all the meshpoints are attached for the different models.

I had to do some digging through TSOP thread to find Siv's reduced mines but I finally found them. Link to post in the OP.

Tearing apart is progressing. Ran into a snag which caused considerable delay. Back on track.

 

@SivCorp: Can you look at the Advent starbase again for reduction. Only  one mesh needed. The others just have more meshpoints. Do the largest sized one if you can. Also the damn texture sets are the largest of all the models at 2048x2048. Maybe that can be reduced to 1024x1024? 

I would really like to have as much optimization included as I can get without detail loss. I will not reduce all the textures to .dds but a lot can be. All the large images but no small buttons or icons.

 

You know you could have just asked for the mines  JK.

 

As far as star bases - Will we only be using one mesh on all of them?  I would recommend it.  I see little gain for having 3 separate models for each star base.  I do still have the partially optimized Advent base.  I will proceed to optimize them all on their full weapon and support model sets.

 

I'll look into scaling the texture.... and let you know on progress.

 

EDIT: POOP!  The Advent base I was working on is the level 1,  I'm gonna need to start on the other one separately, maybe.  I'm looking into merging the two differences.... we shall see how long this may take.

Reply #112 Top

I think the TEC actually adds more guns to the mesh so if you want to reduce that one, use the highest upgraded model so the gun ports are there but they will not have a meshpoint to fire until upgraded. I cant see a difference with the advent one and I have not looked at the vasari yet but still the same. If we use one mesh, use the highest upgraded mesh and the upgrades will add the abilities.

It's just the advent SB textures that are that big and I can reduce them when I put the model in-game.

Reply #113 Top

Well, I am going to have to remake it.... but the good news all the mistakes I made the first time around are out of the way.... I will get all the Sins Tier 3 Star bases optimized.  Will update as I progress (or run into problems)

Reply #115 Top

Started a new forum logo

GIF is not that great of an image though.

Reply #116 Top

Managed to completely separate the in game skins and loading skins. The top most m0d is the UI and loading screens that will be used but I have 38 races to do a UI and find a good image for each race.

TEC_Skin.tga

 

Needs some texture ideas or minor shape change ideas. Can upload the Gimp or PS project with the brushes separated if someone wants to test out their skills.

 

Each race also needs a good image. The new brush size is 384x768.

 

 

 All the game loading wallpapers will also be replaced with full size images.

Reply #117 Top

Man this is gona be some huge download :)

Reply #118 Top

Man this is gona be some huge download

Not really.

The main m0d will be very small and each add-on will be completed at separate intervals and downloaded separately. I just need to plan ahead for all that will be in the m0ds so I can build the main m0d around it.

Reply #119 Top

thats good news :)

Reply #120 Top

Looking at the top of this page, the Transcencia has flairs at the points that you seem to be wondering about...

I messed with them in Totaleffects, so I don't know what they are doing other than simply being flairish...

Reply #121 Top
Myfisto, obviously most of my spare time goes into my own mod. I could have a look at the race image pictures and maybe the loading wallpapers if you want. I'd like to learn how to connect these up to the specific races when loading etc. Theo.
Reply #122 Top

Quoting Theophantus, reply 121
Myfisto, obviously most of my spare time goes into my own mod.

Obviously  :D

Quoting Theophantus, reply 121
I'd like to learn how to connect these up to the specific races when loading etc.

I will PM you a link with the loading screen wallpapers and player loading picture templates. For now most are just the icon used in the race page. Once you see the space images loading screens I think I might delete the original Sins characters and go with a symbol like the rest. Not sure yet and I am open to suggestions.

I have 35 or so loading screen wallpapers but I would like a few customized for each race. So if the Amarr add-on is loaded on top, some of the random wallpapers have Amarr ships or structures. Nothing to busy and it has to fit good on 1024x768 game screen size which is the middle of the large wallpaper. 

I will write up a quick tutorial for the PM when I send the link.

Get a hotmail account please.  :P

 

Total re-texture of the Pride of Hiigara is coming nicely :grin:

Reply #123 Top

Yes Sir, reporting for duty!

I will set up a hotmail account today.

 

Theo

Reply #124 Top

Quoting myfist0, reply 122

Total re-texture of the Pride of Hiigara is coming nicely

 

Excellent!

 

I have not been able to work on the starbase this week yet, RL work is draining my time right now.  But I WILL get it done!

Reply #125 Top

The Prides texture was rally pissin me off so I put it down for a while. 

SotC's newest beasty. The Hiigaran Bishop Transport

 

Also redid the attack bombers textures and optimized the model. Had to get rid of all the different material sheets and combine them and rework the UVs.

All while cranking up the HW sound track.  :P