I use Pro Engineer Wildfire to do 3d models, which I then export to 3ds max in .stl (stereolithograph [triangulated]) format. Not the most direct method, but it works lol.
Makon86
"I'm Commander Shepard, and this is my favorite mod list on this forum."
Be warned that if you increase planet sizes, and gravity wells (like we did in 7 Deadly Sins) everything will be MUCH closer together, cause planets to be VERY close to one another which results in lag when placing structures (along with general instability). Remember to also go into EACH galaxy (map) file and increase the "meters per galaxy unit" value accordingly. For example, if you make planets 5x as large, you would also want to multiply the "meters per galaxy unit" by 5x a
[quote who="Alexrose" reply="1405" id="3137249"]if you have a deviant account , post it there and post link. and high Q. ummmmmmmmm extrude , cut , extrude again til yo looks nice [/quote] Pretty much this. It's like sculpting....except it doesn't matter if you remove too much material :p.
The tagging would work very well. Have a list on the (x-axis I guess) which would have stuff like planets, race, textures, blah blah whatever. Then on your y-axis (where your mod list is) you could just mark an X under what "stuff" the mod adds. If that makes any sense...lol
[quote who="Volt_Cruelerz" reply="28" id="3136527"] Quoting Makon86, reply 27 Is there a way to make a category that combines "Races" and "Enhancements"? That is basically what 7 Deadly Sins. It adds races, but also adds enhancements. The categories are somewhat vague, more detailed and specific ones would help describe the mods they cover a little bit better. Maybe "Race + Enhancements"? (real original...I know lol) <br
Is there a way to make a category that combines "Races" and "Enhancements"? That is basically what 7 Deadly Sins. It adds races, but also adds enhancements. The categories are somewhat vague, more detailed and specific ones would help describe the mods they cover a little bit better. Maybe "Race + Enhancements"? (real original...I know lol)
That makes sense. Thanks for the input!
Yeah, the passive regeneration (basically the passive hull regeneration like Semaz stated) is what I am talking about. From all of my testing it seems like modifying the hull repair rate just increases the quantity of hull points restored over a constant time interval. While this does modify the regeneration in HULL/SEC, the issue is that ships die to volley fire because the regeneration does not cycle every second. It could be 5 seconds, or maybe even 10-15 seconds ( prob
As the title suggests, I would like to see if anyone has any idea if Rebellion will/can support modding of passive hull repair rates. The passive hull repair rate meaning how quickly it regenerates a % of total hull points in and out of combat (forgetting about the incombathullregenpenalty bit for a few minutes). In my experience with trying to emulate "active hull tanking", it is only possible (currently in Entrenchment/diplomacy) to change how MUCH hull hp is passively repaire
[quote who="TobiWahn_Kenobi" reply="1378" id="3132200"] Quoting Makon86, reply 1377 But can't texture or UV map to save my life! Well, start to learn. Takes about half a year to a year to become skilled so better start now. [/quote] Or I could ask someone for help that would be able to do it better, and in MUCH less time. I tried to learn previously and I just couldn't get it.
Oooh beer!
[quote who="FredLed" reply="3" id="3131540"]necro[/quote] Good job buddy!
[quote who="FredLed" reply="22" id="3131534"]What? You realize this guy just trolled the lot of you right? [/quote] Well internet trolls are jackasses that deserve to be treated as such. It's not necessary, pisses people off, and shows how little life you have if you spend your time and get your kicks by pissing people off on the internet. It's not worth anyones time....that is if you actually value your time.
[quote who="IncredibleLOLk" reply="4" id="3131522"]That's a stupid idea. Don't ever post anything so unoriginal here ever again. [/quote] Says the dude who complains that modders (who don't get paid or compensated for hours/days/weeks/months time spent) don't release mods on his time frame. Better yet: How about YOU never post anything on here again? Since you clearly lack any appreciation for the time/effort it takes to make these mods.
As the soup nazi from Seinfeld would say: NO MOD FOR YOU!
Everyone needs to calm down...it's the INTERNETZ. Also, mod looks badass...Kudos
[quote who="itsmeanthony333" reply="4475" id="3130828"]SORRY! i found the forums on the danman site, ill post this problem there [/quote] I replied to your post on our forums. And informed Dan about this, he is aware of the issue and it should be resolved soon!
[quote who="ZombiesRus5" reply="1372" id="3127883"]Here's another Cerberus model I uv-mapped and textured today. [/quote] So uh....You wouldn't perhaps be interested in UV mapping a new battlecruiser for me would you? :D I can model a ship, hardpoint it, code it, and get it in game....But can't texture or UV map to save my life! In all seriousness though, if you have time and wouldn't mind lending a hand this, PM me on th
[quote who="Lavo_2" reply="9" id="3129323"] Quoting GoaFan77, reply 7 Guess I'll be making more scripts once Rebellion is released... I have a friend whose making a script to do this for me. Except, you input what line the script "looks for" and you also input what lines the script is to insert after it finds the initial line you put in. This way it can be used for meshes, entities, and other files. [/quote] Sounds like a god-sen
[quote who="SemazRalan" reply="4469" id="3129208"]Beta 6g is available for Free Membership download. The manual is in the root directory. Free Members: you will need to download all three 6G packs. Extract sounds and textures to main, just make sure sound and texture directories are in the main and not some subfolder where they won't work. Ignore the txt file, just my notes in there somehow. On a side note, the English.str file in Word is like
Yeah, we don't get paid to make mods. But thanks for your interest though! If we are going too slow for you, please try and make your own, and report back when you have something worth releasing...Thanks.
Nevermind, I forgot to add the Unwrap UV modifier. Got it working now.
Yeah finding the balance between poly count and detail level is crucial. As you said, you can make up for low poly's with enhanced textures....to an extent, adding even little flare on some pieces, chamfered edges, random blockets, antennae, etc. Go a long way in giving the model more "life" without absolutely crushing your low poly count. Avoid making lots of rounded edges and you can keep poly counts fairly low while still having lots of detail. You probably know this
I am using the SOASE MaxTool v1.0 and am getting the following error: "Runtime error: Mesh has no TVFaces" Anyone ever run into this issue before and know how to fix it? Any advice would be appreciated.