TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
7 Posts 188 Replies 2,638 Reputation

Thanks alot! Yeah, I will post my progress somewhere on the net as soon as possible (perhaps today after work) and post the link here. I will also give you a list of what I thought a techtree might look like (but if you got ideas of your own that should be no problem I suppose) For those of you who want to help, I will try to coordinate your efforts as good as possible. It will still take time though, as there are other things in my life besides b5 (sacrilege) - mostly work an

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So Lord Tareq, not to be sarcastic, but what did you do after all? You did not release any information (not even to me), all I have from you is a model of a Sharlin from some other person, no reply to most of my messages and no information on what you were working on. No detailled roadmap, no ability to create models, no sustained interest, no dedication. We have had enough people boasting to do a mod and then delivering nothing at all. Next time you consider doing a mod perhaps you should at

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@High_Gurad well, well. You really think I'm just working on the hyperspaceanimation ? =P I'm converting all the EA Stats from the ACTA Tabletop game to SOASE with a few (or many) tweaks. It's no good having the models when everything else looks and feels just like SOASE. I can't speak for Lord Tareq, but I'm sure he's doing lots of work on the mod. When (if ? ) I start modelling the ships I will definitely have a look at what has already been done. Lord Tareq only wan

159 Replies 448,808 Views

Ahh... the Babylon Project. Well, as I said to Lord Tareq, most of the models (especially the sharlin cruiser) from the look of it have a polycount of > 20000. This is suitable for Space Sims or First person shooters, but for Strategy on galactic scale, it's too much. I can and probably will ask them to borrow some of their models, but the way I see it, we need to redo most of the models, and for me it's easier to use a program I'm familiar with (ie. Cinema4D). <p

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@ ajfoster: As we all have a life and work and relationships / friends / family to care for, it will take some time for us to do this. All you asking for progress should consider helping us out in any kind of way. I know you want it now, but as Lord Tareq said at the beginning - it'll take it's time before we can post anything. @vp21ct Have you any idea in which format these models are? xsi, dxf, 3ds, obj, ... Can you post me a link? Or if you know

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Hi there Overthrow! In reply to your wishes: As of now, Lord Tareq did not tell me of any other volunteers. I have got no roadmap, so I don't know what he really wants to be done. So far I have done the Jumpgate (the only model as of now) and besides that, started converting stats from the tabletop game (A Call To Arms) to to SOASE (Earth Alliance so far). I'm not sure if I will adhere to the goals of Lord Tareq or if I just share everything I do with him, so he can move on wi

159 Replies 448,808 Views

As far as my part is concerned, I opted for using the phasegates, because building jumpgates this way gives you a huge advantage especially on big maps. I also use this ability to open a jumppoint (which means that you can't jump to any system so far - working on this) but to every other Hyperspace Entry / Exit. Phasetravel this way is immensly accelerated. The only limitations are: Cannot use Hyperspacejump to distant star system Cannot make hyperspace exit animation

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Well, thats not-so-good. But, on the other hand, someone already has made a B5 Galaxy map using only one StarSystem (search the forums to find it), which fits the bill nicely I would say. I'm already playtesting it (with minor modifications) feels good. Now I just need to work a bit more on the Jumpgate textures. Wish there wouldn't be so many hardcoded limitations. Hopefully a c++ framework to develop more stuff will come out!

159 Replies 448,808 Views

@ vp21ct: The animation turns on when you activate the jumpgate, and turns off when you deactivate it. @ TFL BigBANGtheory: No, the ships do not exit out of the jumpgate... As you already suspected, this seems impossible without commands to change shippositions. As for n

159 Replies 448,808 Views

I made a Jumpgate as well as a Jumpengine ability for Capital Ships. If your interested, got the first Version ready as of now Features: researchable Jumpgate - tactical structure, own mesh and textures, solar panel color for team color Based on Vasari Phasegate, added ability to turn on/off (to counter the beacon effect) Researchable upgrades - makes hyperspacetravel REALLY fast Jumpengine ability for Cap Ships as research (ability position inde

159 Replies 448,808 Views

Greetings everybody. Have a (for me) important question: Afetr installing update 1.12 (I'm a german customer) I no longer have the english speech samples, but instead got 'em replaced with german ones. I desperately need to get it back to english. Any Idea how to do that? Thanks alot! TobiWahnKenobi

2 Replies 16,895 Views