tristangoodes

tristangoodes

Joined Member # 2738974
1 Posts 23 Replies 9,380 Reputation

http://www.3dtotal.com/team/Tutorials_3/softimage_xsi_series/softimage_xsi.asp just a heads up for you guys

15 Replies 9,403 Views

what many people fail to realize, you can make the game harder by simply tilting the favor to the AI. What I mean is Instead of having a 3vs3 game, have a 2 vs 4 game with locked teams. Leave the AI Attribute at Random. If you want a challenge. Have a 2 vs 5 or even a 2vs6 on hard. I really doubt you'll find that easy.

22 Replies 9,400 Views

[quote]@FalShia Feel free to use my ideas if you want. Just give me cred. reuse the original mesh as much as you can and the existing textures. That will cut down the remodeling time.[/quote] LOL it's not really your designs, you've cut and pasted sections of someone elses work.

172 Replies 76,702 Views

your data map is missing it's alpha channel you have an ati card right? ati automatically sees no alpha as white. nvidia sees it as black There needs to be a hirarchy for your nulls, as well as a naming convention. I'll put that up in a few days

3 Replies 3,200 Views

[quote]Yes, because reviewers are totally objective and are never influenced by the marketing in their publications...Right? Nothing about the Sins review in IGN indicates any level of "extraordinari-ness" that would rate an Editor's Choice style review.Also, Brillig, thank you for shitting up the thread and ignoring the OP's request for objectivity with the first reply. I bought the game, which is as much support as anyone can give it, but responses like yours have me wondering exactly what o

67 Replies 89,857 Views

lol, since we are comparing things from totally different genres and since sins has to run on a hundreds of ships on screen at once. Why stop at comparing sins to Eve when we can ask ourselves why doesn't it look like Starwars? I know, it's stupid, but that's how I see the whole eve argument. Eve ships have a huge poly-limit, as well as texture limits. Sins had to be limited to allow for proper "REAL TIME" graphics. Seriously. you can't compare the 2. The demands of running Eve typ

41 Replies 76,097 Views

I posted that earlier, just read up to reply #7 [quote] Also, Sins doesn't support Transparency maps on the ships. Not sure if that can be changed with moding. Are you sure? The pirates have a flag on the TEC heavy cruiser. Its a little green flag on the back and I believe it is transparent. [/quote] ya, that flag you see is actually not part of the model, it's an e

22 Replies 14,587 Views

guys, the cap ships in since don't go over 4000 triangles. I can tell you this for sure. The iron engine can handle a lot. 10k models would work, but i wouldn't flood my computer with them. I believe multianna did that mod to test the engine. Had 20 000+ ships on screen without sins crashing. Just chugged his system to 3fps. He did that on the old Tech Battleship. That was around 4000 tri's. so that woulda been 80 000 000 tri's on screen without a crash. That alone is impres

22 Replies 14,587 Views

hey guys, don't argue about the graphics. Design is a personal preference. Some people like white walls, some like red... in terms of quality of the models? Comparing sins to other real time strategy games, Sins really is up there. look at starcraft 2 even, the texture detail you see on those models aren't anywhere near what we are getting in Sins. Case and point: http://starcraft2log.googlepages.com/screenshot5.jpg You cannot tell me that the textures you see

46 Replies 15,664 Views

k, well to start the model triangle limits are roughly what stress mentioned; about 300-500 for fighters/bombers 1000-2500(max) for frigates 3000-4000(max) for caps and structures texture sizes. Ships don't go over 1024x1024 (may be one or two that are 2048x1024 or 2048x2048) planets and skyboxes were larger (2048x2048) all that stuff with texture size you can find in the folders Textures are broken up into 3 maps -cl RGB = Colour A = Spec -da

22 Replies 14,587 Views

[quote]Whilst shiny graphics are nice & all, ultra high resolution textures do take more work crafting, which would take time away from optimization. I am not sure we should suffer for the small amount of people which are still using old desktops/laptops/grfx cards, either upgrade or get a console. Unfortunately its not just a small amount of people using older equipment. As valve surveys have showed, only small amounts of people have access

17 Replies 31,634 Views

nvidia's dds converter, it plugs right into photoshop. you can open, edit and save dds files with it. We used it on sins

3 Replies 5,204 Views