I'm not sure if xsi mod tool supports .fbx, but I know it supports obj. adding Locators (nulls) in XSI is really easy. Not sure obj exports those.
tristangoodes
http://www.3dtotal.com/team/Tutorials_3/softimage_xsi_series/softimage_xsi.asp just found this, might help some of you for now.
http://www.3dtotal.com/team/Tutorials_3/softimage_xsi_series/softimage_xsi.asp just a heads up for you guys
Alright, just give me a few days. I have a lot of things on the go.
If you guys could do me a favor. Could you all just tell me what you need to know and I'll get started on some tutorials.
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.
[quote][http://img247.imageshack.us/img247/5231/screenshot0copyht1.jpg][/quote] Look at the pirates. It's been done;)
[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.
The game does feature 3d movement. you just have to bind it to a key if you want to use it
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
[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
[quote] A good gamespot rating? How much did that cost? [/quote] LOL I doubt stardock paid for it
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
it was moved https://forums.sinsofasolarempire.com/?forumid=402&aid=177158
should be in next week. I got a copy in coquitlam BC yesterday at the EB games, they're sold out not though:( sorry OH, I called ebgames beforehand to see if it was there. They didn't have them on display but had them under the counter.
well, the 3d artists are all from the same school, lol Knew eachother before.
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
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
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
you can of course make models at whatever res you need. 65k is a heck of a lot for a game model.
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
put the game into windowed mode and scale it to fit, lol
you will need to import a new mesh into the game when the forge tools are released with a different UV set that was used in the game. Or else you'll be sitting there painting out seems. Replace the volcanic mesh and texture
[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
nvidia's dds converter, it plugs right into photoshop. you can open, edit and save dds files with it. We used it on sins