Quoting ZombiesRus5, reply 594R6.2 beta release is ready for download. This release is mainly updates to Cylons and moving the home planet textures to an addon package.
Homeplanet Textures for ALL races moved to SotF Addon Homeplanet. Activating this addon will give some races different starting home planet textures depending on which planet package is loaded.
DefaultHomePlanetSetup groups for ALL races standardized in build scripts
Cylon hybrid sounds added (courtesy of Mord_Sith84)
Cylon eye sounds added for strikecraft
Cylon exhaust sounds added for frigates/strikecraft
Cylon icons, main view, infocard and buttons added for most ships and modules
Cylon Resurrection ship orientation fixed for some weapon hard points
Cylon envoy ship added
Cylon utility frigates switched meshes to match properly
Cylon resurrection hub mesh moved to superweapon (needs retextured)
Cylon non combat lab texture changed to resurrection ship style
Cylon refinery added
Cylon repair platform using old culture center broadcast mesh (needs retextured)
Cylon bounding radius fixed on boomer
Cylon colony orientation fixed for some weapon hard points (possibly causing ship to not fire in some situations)
Cylon string names changed
Cylon constructor texture fixed to not be missing parts
SotF R6.2 (Full download link: contains zips for Core, Planets, Militia and Races, Please delete any previous version of SotF R6 prior to unzipping)
SotF Blood and Chrome R6.2 (Requires core from SotF R6.2 download link).
When you have them all dowloaded make sure you DELETE your previous R6 folders before you unzip these
Wow! So what is left now? The research trees? and the sounds that you need from me? (and the retexturing that is needed)
Seems simple, huh Actually, need to add abilities, research button images, research tree design. I still need to decide what I'm going to do about cylon economy. Unfortunately what is left is still a shit ton of work to do. I find their's more motivation though to complete if the model and texture work is in place.
Quoting ZombiesRus5, reply 590
Quoting Mord_Sith84, reply 586Hey Z... wondering if you could help me with something? Do you remember how I asked a few weeks back about some advice on how to design an asteroid that looks like an old school basestar has crashed in to it?
Well a buddy of mine helped to make it, but it doesn't seem to be working? My buddy is out of action for a while and doesn't have the time to look at it... If I shoot it through to you, could you have a quick look and tell me why the mesh isn't working?
Sure. load it up to a file sharing service and PM the link or post it here.
Thanks so much Z, much appreciated.
I know that the .bmp needs to be converted to .dds, but I tried to convert it and it still didn't work, so I thought I'd give you the original files that my mate gave to me.
Have uploaded it to http://www.gamefront.com/files/21336954/crashedmesh.zip
Ok, for starters the mesh was really, really small. Asteroids have a radius around 2500 and this model was ~0.1.
The other thing I see is the basestar isn't uv-mapped right to the texture. There was also some weird ghosting around the middle of the basestar when rotating the mesh in game. Not sure what's up with the ghosting, maybe overlapping polies?