Hoho5000

Hoho5000

Joined Member # 3214659
2 Posts 2 Replies 546 Reputation

Both links worked for me. However, I also have it mirrord on my Moddb page . Yes, that version is a bit old and does not work with Entrenchment. In case you didn't catch it though, MidnightJoker posted this in the other FS thread: "Things are happening again. Have patience, Before 2009 ends there will be a FS2 mod for Entrenchment. Not many details for now but it will have the HQ ship models a

157 Replies 391,176 Views

Like the title says, Particle Forge (the latest version) doesn't run, but it used to. For some reason, it just stopped working. I tried to open it, but it doesn't start. I'm running the Windows 7 RC, have .Net 3.5 (and the 4.0 beta). Galaxy Forge works fine, and I've had no problems with it. Downloading Particle Forge again and running that doesn't work either. If I run one Particle Forge process, it appears on the taskbar, but no window opens. If I try to run a second one, a visible error po

3 Replies 4,113 Views

So, I know how to add one to the model and get it working. The problem is, I have no idea what a tangent map really is and how to set it up correctly so that the model looks good in game. I've scoured the forums and the internet, but I can't find anything that's helping me. The model really looks terrible without one or with the one I made. Can anyone help me?

0 Replies 1,875 Views

While cross platform compatibility would be nice, I created this program mainly for myself. Since I don't run Linux on my computer due to gaming and the fact that most of the modding community uses Windows as well, it's not worth my time and effort to make it so. Besides that, I'm not the most skilled Linux user [e digicons]:blush:[/e] . Anyways, I posted this just to get it out there. The next release will have a few more features including a complete manifest generator and somethin

32 Replies 95,276 Views

In Empire at War, missiles were individualy spawned projectiles; their own entity if you will. This allowed them to be targeted by weapons and whatnot. I came to Sins from modding EAW. Honestly, the modding aspect of EAW worked a lot better. For example, in Sins, I can't allow a planet to build a starbase because it's not a "PlanetModule" entity. I also can't give shields to fighters because there is no shield variable defined in the "Fighter" entity type. In EAW, if you wanted someth

8 Replies 5,127 Views

I know that you can have a charge up sound and effect. The problem is that the weapon fires as soon as it plays these effects. i.e. the charge up sound plays while the beam is firing and playing its own sound. What I want is a way to delay the firing of the acutal weapon until the charge up sound and effect is complete, not before it even happens. I've tried messing with every weapon setting but nothing I've tried works The normal TEC battleship has a charge effect for

4 Replies 4,436 Views

Is there any way to prevent a weapon from firing right away so that a charge up sound and effect can be played? I'm specifically talking about beams here. If not, is there another way to do this besides just having a single beam shot through an ability. That creates more problems than it solves, and doesn't acheive the desired effect (yes, I've already tried that method). This is for Entrenchment. My goal is to have several beams placed on the ship that can fire independently of each

4 Replies 4,436 Views

I got a custom model into Sins (a capital ship), but it flies sideways. I've read that all you have to do to correct this is rotate the model in XSI, and then export. Well, that didn't work. I tried rotating it in every direction, but it doesn't affect anything in-game. How exactly can I fix this?

1 Replies 2,734 Views

Yes, help would be nice. I did managed to figure out how to get the textures working, but of course, more problems have arisen. No matter which way I rotate the model in Mod Tool, it always shows up pointed down in game. Also, the meshpoints, while I get how to make them, I don't know how to reference them in the code. There isn't anything in depth in the documentation. I'm going to mess around with it tomorrow and see if I can get the Orion working properly.

97 Replies 253,690 Views

Yes, I'm just starting to work on one now. I was developing the mod for Universe at War, but I decided to switch to the Sins engine. I'm having some difficulty figuring out Mod Tool, so progress will be very slow until I figure that out, but I did get an untextured model in game, so that's good I guess.

1 Replies 4,785 Views

Hello all. I was working on a Freespace 2 mod for Universe at War, but I decided to switch to the Sins engine. Being new to the game, and mod tools, I have tried very unsuccessfully to get some models in game. The XSI Mod Tool material editor is a pain and I have no idea how to work it. Also, the model that I exported to XSI and then tried to convert using the convertxsi tool didn't work. It said there were no vertices. If someone could offer some assistance, I could start getting some models in

97 Replies 253,690 Views