@starwarswins - what are you doing even playing this mod, it is quite clear that you do not like it. I would advise you stop criticising their work before you start upsetting everyone. Anyway, great mod so far guys, keep the good work coming. The only thing that currently bugs me at the moment which is easily fixed is the beam weapon ability. It doesn't quite look right to me, but i guess this might be fixed later on in the mod. But if its not I already have a suitable particl
SanitySlayer
When i import my texture map into XSI and veiw my model with textures applied to it, the imported image is blurred. But when i go to the image itself and load it, it is perfectly sharp. two questions; 1. Are the textures supposed to be like this and are fixed when you load it into sins? or, 2. How do you ensure that the texture applied isn't blurred when it is imported?
it depends on how big you make them, but if you make them too big or small for sins then you can simply scale them down in XSI modtool
I don't think that nulls can be done in sketchup, but they don't exactly take long to put together in XSI anyway
Yes it is the free version of sketchup, but i suspect that with pro it would be something much more simpler
This tutorial is to help people with importing their Sketchup models into XSI for sins, as there will always be someone like myself who prefers Sketchup for modding over XSI. *Just so you know, for this tutorial the programs i have used are Google Sketchup (free version) and Softimage Mod Tool 7.5 (which is also free) Sketchup to XSI - Explode the model completely - Export model from sketchup as .kmz - Rename the file and change exten
Still getting the problem, is there a complete tutorial out there for texturing that I can follow to make sure that i am not missing anything important out. btw, i have changed my .dds files now to DXT5 ARGB 8bpp but that hasn't changed a thing
Sorry, but this isn't the problem, as i've been doing that from the beginning and i'm still getting the problem, thanks for trying though.
Hey guys, I have a problem with texturing atm. I'm following all of the steps I know of, but when I load the ship in game it is just black. I have been able to hook them up correctly in XSI, and when I place it in the mod folder I make sure to make reference to the textures in the mesh file. Please can somebody suggest a some things that needs to be done/checked for textures to show up in game
Hi again, i dunno where I am going wrong, but the game crashes every time I try what I have made so far (i'm not even getting minidumps). I can't seem to get this ability to work, so I have placed links to pastebin below incase anybody can help me out with it. AbilityBeamNuke; http://pastebin.com/uFGZ7XsZ BuffBeamNukeSplash; http://pastebin.com/0CLivxMW BuffBeamNuke;</
Is that even posssible? I'm only new to most of this, but I know that the shields are always regenerating that tiniest amount at a time in the game, so a disable shield regeneration ability would have to be used before it I think
I have tried giving it ago, but i'm getting minidumps, i'm going to look into it in the morning
Hey guys, I have decided I want to give one of my ships the ability to beam a nuke onto other ships to blow them up after a short delay, like on the Stargate Series where that same weapon is used to destroy a few hive ships. This will not involve watching any weapons get fired from one ship to the next, just click on ability, click target, short delay... KABOOM! big explosion, one wrecked ship. Anyway, unlike wit
Hi all, I have wanted to start creating my own weapons effects, but I don't really understand the Particle Forge very well yet. I have looked around and I can't find a tutorial for it and the pdf's in the documentation folder don't even mention the program
Couldn't you just combine the mods by putting them into the same folder, then use Harpos manifest maker tool to create a manifest from the new combined mod. What's this SG Galaxy mod anyway? whats it do? btw, i've just uploaded my latest version of the minimod modification onto my profile on Moddb, although it is awaiting authorisation
Hi again all, I've got another idea that i am experimenting with. I have a working ability that cuts power to the engines, leaving enough power to rotate the ship. That power is then put into weapons and shields. But I have just come across an entity modifier I was unaware of before "ChanceToHitAsDamageTarget", basicly evading weapons fire. Is it possible to have an ability with 2 sides (am i making sense???), so either its evasive maneuvers with a chance to dodge weapons fire
[quote who="Eomega" reply="1335" id="2401801"] Quoting JTAYLORPCS, reply 1332 if you have any questions on how to do it, just give me a Hollar. Oh and about the Jumpers being both Fighters and Bombers, I have talked it over with my team, and we have decided that it would be best to come up with a fighter, as the Jumper is more like a bomber anyway. You might all be surprised that know what this little fighter will look like, but I will save that till the mesh
Quoting JTAYLORPCS, reply 1332 i have combined both the sg races mod and the bc 304 mini mod. Its easy Yeah it is fairly easy but if you have never done anything like it then you might need help, i asked Eomega for help setting up the mod originaly after i knew what i was doing i was able to make it a capital ship change it's name in the buying menu so it showed up as BC_304 added custom abiltys and things like that so even a little help goes a long way .<br
Please can somebody please post a tutorial on how to create new ships using SoftImage? I barely know where to start with SoftImage and the tutorial that comes with the forge tools doesn't exactly cover anything I need. So far I have imported a sketchup ship into it to shortcut since i know what i'm doing with sketchup. Textures are my main problem right now, but
go ahead and use it if you want, i'm still toying with lots of ideas now i know what i'm doing
I've done it now, I pasted the Phase Jump Disruptor effects into the Avacado Scout Frigates ability which skips phase jump disruptors. I then changed those effects to be positive and removed the need for researching the ability. I'm now experimenting to see if I can give an individual ship the ability to ignore phase lanes, basicly make up its own for itself.
done it now
*Updated* I've just been wondering, is it possible to make an individual ship capable of instantly entering PhaseSpace or Hyperspace without that long delay where the ship gets shot at. I'm not asking for it to be across every ship like in the "Sacrafice of angels 2"
I used a klingon cloak from another thread on this forum and modified it to level up, decreasing in antimatter cost as you level up the ability, it even has the visual effect from the AbilityPhaseCloak. It allows me to move around undetected in an enemy gravity well and get into position for a suprise assault, or flee using the cloak to the edge where I then use the phase lanes to get away.
They all work fine now, there's just one that doesn't work how I want it to. Its based on the AbilityPhaseCloak but was adapted by me to work without no research for a Capital Ship. I wanted it to work so I could cloak a ship and travel around a gravitywell, but it just sits there. http://pastebin.com/m100cece5 -- Ability <a href="http://pastebin.com/d