If you need help or want me to do the -nm / -da files, just tell me. As for the normalmaps, you might take a look at a program called crazybump. It costs money (though 30 day trial) but can do wonderful normalmaps if you are too tired to make them by hand.
TobiWahn_Kenobi
Even though we could say the more control the better, I would be glad to have even a basic support for controlling the firing arcs.
Of course, one should be able to turn events off.
DoublePost, Sorry
Such a log would be great, but I don't think the devs will do such a thing. What I would like best would be a grouping of combat into battles like Empire Earth 2 did. In the statistics at the end you could se all the great battles that were fought with start and end time, participating forces and losses and wheter it was a conquest or draw or defeat. THAT would be my battle heaven!
I would want to ave a complete event system in Sins Diplomacy. Events can happen based on gametime time elapsed economic/military/reasearch/diplomatic strenght (or change in rank) Researching parts discovery of planets </sp
Thanks for the info, looking forward to the next update! And yes, I meant different blocks (I use 1 block only instead of three per screen, buttonsize is the same as in vanilla sins) Is that possible with your program?
mighty nice SteinerX!
@ LikeTheWhirlwind That would be awesome! Such a thing is sorely needed by us mod-devs! Another very important point for us Babaylon 5 mod developers would be the upping of the hardlimit of weapons from 3 to 6 weapons per ship. Another point I somewhere else mentioned is that after specifying cones of fire / firing arcs, we need to have the weapon emitters only fire when they face the target (emitters facing left would not show effects when shot at a ship on the right side)</p
Thanks alot thoumsin ( aka Fileosoft). As for texturer, yes another would be welcome since I hardly have time for modelling these days (texturing and guidiance take alot of time [e digicons]:sheep:[/e] )
@Zvezdochets You just got the assignment to do them [e digicons]:grin:[/e] As for Minbari, I know they use flyers, but I though of making a dedicated trade ship for them. Something unique!
Thanks for the flowers (in all our name)! As for the shadow omega - As said before, perhaps at a later stage (same goes for the Psi Corps) either as a seperate faction or included into the EA. We might also do other factions in seperate faction packs - LONAW, ISA, Drakh, Dilgar,...) I also thought about using the first ones or Thirdspace aliens as Raider replacement for really heavy assaults ( if many many credits are put on raiders and the target has many a pla
Yes, The insides and outsides of the bow have the same texture, so it would be inverted on the inside (and only halve visible)
Wonderful!!!
Hyperion will probably be one of the next 3-4 models included. The model (created by Koobalt) is almost finished (I'm working on uv optimising the sagittarius further, then finish the texture on the hermes) Hyperion will be SteinerX's beast (if he is willing to do it - I bet he is, he's a hell of a gifted person - as are all who work on our team!)
Splendid Job, SteinerX! (And Koobalt!) About Monsoon Gunboat - I don't know where to put it for now (but that doesn't mean I will not use it! ) Looks Great!
Thanks Zvezdochets! I'm really looking forward to it
Thanks Thoumsin! Yes, our efforts so far are to finish EA, then Minbari (to have something to start playing and testing) and in no specific order add the rest (Centauri, Narn, Vorlons, Shadows) SteinerX and me are the only ones doing the texturing for now, and I am still a bit ill. On the modelling side we got lots of support from Zvezdochets, Koobalt and last but not least Thoumsin(aka Fileosoft - our Wings3D teacher), and from myself (if I get to it).
Another remark - when I try to load a player/techtree which has some errors (in my current development stage, they are there) as when 2 technologies occupy the same position in the tree the program will crash (or don't you support just having one large block in the researchtree?) For the conflicting positions my suggestion would be to take the first one that fits and the rest (if more than one occupy the same position) put into a list titled "conflicting research", perh
Maybe it was necessary in the early days (for some reason) but I don't think it is now. DXT5 and DXT3 use the same compression technic, they just behave a bit different on the alpha channel (to my knowledge at least)
[quote who="Carbon016" reply="26" id="2417965"]A related but annoying issue is some of (I say "some of" because while I've encountered one so far, I'm sure there's more) the hardcode limits on strings. For example, go to the following string in English.str: StringInfo ID "IDS_GAMEMESSAGE_PLAYERCAPITALSHIPLOSTDETAILS" Value "Intelligence reports the loss of the level %d %s near %s" While many other strings can be edited, som
[quote who="Major Stress" reply="7" id="2438449"]If you dont want team color you need to fill the entire alpha channel black, and re-save it. The texture will default to no alpha channel at all. The -cl texture does not need an alpha channel. You can get away with no alpha in the -da texture too since that just controls bloom effects. The normal map (-nm) MUST have an alpha channel. If you do want team color the areas on the alpha channel that are team color are in white. You can u
As I'm Ill at the moment (common cold with fever) I won't be releasing anything this week I suppose. Sorry. Hopefully next week. So, need to go back to bed!
Never start a mod, but always finish it [e digicons]:grin:[/e]
Yes, those problems (except the no Shadow as AI part) will be fixed in the next version. As for balancing, thanks for the input, but balancing will take place once the mod reaches maturity.