
Lavo
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
I'd move the music mod up to number 2, personally. Also, why change the build icons to be blue for all factions? I find that odd. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Much thanks! Very nice selection here, I like all of them immensely save the Ecumen and Rusty textures. Though I have to ask, can you upload the original dimension CL textures? The original 2048x2048 textures look even better than the 2048x1024 ones in the archive. For comparison, I found the volcanic's original skin and here is the compressed version from the archive you sent. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Aye. I've managed to get the supply window moved up, and the unused capital ship slow window thrown out. We do have the resources to changes these images; we can easily overwrite base Sins'. ...Speaking of which I need to fix the supply icons for a few factions other than the Imps. -
Update: January 20, 2014 | Revision: 1123 -Removed missiles from Nimbus fighter, reduced it's health, increased it's squad size to 9 to compensate -Flagship mode is now supported for all factions sans the Vong, which will be put in once the Ro'ik Va'lh gets a tweaking -Fixed Defensive Tactics bug -Swapped out Mag Pulse Warheads for Diamond Boron Warheads on MC30c -Tweaked Praetor's skin -Reduced star base constructor's supply cost to 2 -Moved Endurance to the capital ship page/category for balance -Tweaked UI
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Also, there's 8 buttons in BackdropInGame.dds [recently updated this file] starting from the pixel position (1840, 1075) that look terrible in the new UI. Perhaps you could change those up if possible Ludo? -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Yep, it looks pretty, and with respect to vanilla Sins, it works quite well. If I get better with modifying brush files, I plan to get rid of the "top" window of the Fleet Logistics page and "move" the supply window up. Also moving the boxes around so that they all fit in properly. -
This idea has been implemented in the beta in a recent revision; will be in the next full version.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Roger that! It is. I've helped him out a bit, by getting him a bunch of EJ models/skins, though in truth I'll be getting the better side of the deal, so to speak. I'd give him more stuff if I could, but I don't have anything else I can grab. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Oh yes, it's been a long, long road since 2.0. The release of Rebellion let me do a bunch of things that simply would not work well before, namely the capital conversion project and supercap system. For the HUD, I beg you to just give me the faction background and let me slap it in myself. I would both prefer that, and it would be quicker to do, in particular for the ships I have clean renders of. I'd enjoy addressing that at some point, but you must understand that's entirely out of my hands. Models/skins isn't my forte at all, however, the Yuuzhan Vong at War team has a really great rework of the Mandator going on. They will texture it properly, at some point, and they will let us use whatever edits they do. -
I actually had to upscale the Class I drydock so that the Battle Dragon could fit into it; though I'll give the NR their own unique Class I like the Imperials, as the regular size seemed to nearly work for the other factions. Speaking of which, the Imperial's Class I is 1.9 times the size of the regular one, so that the Torpedo Sphere, which truly requires a Class II, could fit. I do like the scaling you propose, as it makes sense.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Glad to have you back Warb, thanks a bunch for the mines! I'll use the Jedi Starfighter mine for the stationary mine, and the RS one as the homing one. For those planets, I assume you made a set of DA maps for 'em? Burntstrobe sent me his textures earlier today, and they look amazing. The few I've tested so far also work perfectly with the planet meshes we already have in place; they're just missing the dark side. That said, unfortunately the upload seems to be corrupt, or the site is borked, as it keeps downloading a 0 kb file, instead of the real rar. Ludo, those icons are much appreciated! With the flagship bit in, we've now tossed out everything from the vanilla Sins UI that truly did not fit in with Star Wars. -
Awesome, glad to hear LAA did the trick!
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Don't worry about it; I've been planning to do better renders at some point anyways. Agreed on the models bit, just I think that might be the source of our RAM woes. Also, can you make a new icon for Flagship Victory, using the Allegiance or MC80B as the ship? It would replace the KOL Battleship icons in Buttons_Screens2_Normal.dds which are just to the left of the Executor. -
Update: January 17, 2014 | Revision: 1122 -Added in new empire tree icons, new CIS unit picture background (thanks Ludo!) -Changed placement values for tactical structures; they can now be placed at the very edge of a grav well.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
I've integrated your new unit picture into the CIS' unit pictures. Not all of them has the background yet, as that DDS has had a reduction in quality for several of the models; I will be getting clean renders for them over time. Reason I asked is due to the fact that a bunch of NR units are actually Alliance units (mainly structures). Though it is true, the NR did have it's own logo, guess I just have to face the music! I'd like to handle changes to planets, if they are to be done, which I am still extremely hesitant to do. For acid planets, I'd prefer to do a name/mesh swap out, rather than redoing it's stats. If this swap is going to occur, I would have absolutely no opposition to virtually anything you have in mind. Oh, I'm not saying to jettison. Look at the VSD-II and ISD-I, and how they have been modified. Or better, look at the ISD-I versus the ISD-II. From afar they look the same, it's only if you really zoom in that you see a big difference, and even they still have the details in the texture itself, they just aren't sticking out as before. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Really I'd much prefer you make the faction backgrounds and send them to me; it wouldn't be hard for me to slap them into the faction file proper. Also, are you planning to make a different background for the NR and Alliance, or are you leaving them both with the same one? Asking mainly as the former will mean some more work on my end. Individual planets aren't that bad a resource hog... In truth, I'm not entirely certain planets are the biggest source of SoGE's RAM use. I noticed that, in a few tests I ran, that nixing the DA texture of planets seemed to have little effect on RAM use, which seems odd seeing as how that was a drastic reduction in terms of pure space. What I do know however, is that certain features of EJ's models, all the little notches he's put in, absolutely kill Sins. It may very well be that our high RAM use is entirely due to those unnecessary details. In truth, I'm not the main designer of planets; that would be Nova. I personally prefer having variety in planets over variety in planet bonuses, and besides that, the thought of having to put planet bonuses in the various planet entities is a slightly terrifying thought. Shipyards however cannot be replicated as a planet bonus; it's just not possible. Academy planets I can see their rather... Uselessness, shall we say. Only real point in favor of keeping them is that they are balanced well. I can second your thought about Acid planets; I can't say I know what exactly those represent. Variety and balance are the main focuses I'd say. As it is, planets are arguably fairly well balanced, and I'm weary of doing drastic changes to the planet setup for that very reason. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
I do agree most need a switching, not contesting this. What you call the Junkyard is actually a representation of a decaying Ecumen; I forget which SW planet Nova said they represent. It's basically an Ecumen that costs more to upgrade. Sins Plus' textures are rather terrible for the most part, lower quality than what we have now. They could work as planet characteristics, in some instances, but not all. Though population bonuses are too random for those to work effectively, and as a result are harder to balance. Planet bonuses were thrown out the window, and replaced with planet characteristics, as there are far too many planets to put planet bonus in for, and it would be even harder to balance them. Additionally, planet bonuses were used as a substitute for planet variety, which is something SoGE has plenty of. That being said, things such as Shipyard and Academy planets, and their variants, are very much their own planet type, and not a "bonus" sort of thing, representing planets such as Sluis Van, Fondor, and Cardia. On top of that, their ship build speed feature cannot be made as a planet bonus; it can only work as an ability. You really should open the PSD instead. Using the DDS won't work well... Alternatively you can just make the new faction background and send it to me to slap into the PSD and put up the fixed file. Edit: Ah yes, the "Junkyard" planet represents planets such as Nar Shaddaa. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Even if we didn't include the music, we could be CTD'd at any moment for simply using SW models. Or for using voice overs from Galactic Battlegrounds, etc. That's exactly what I do actually... That being said, if you can open PSD files, the PSDs of the unit HUD pictures have all the ship renders as not being part of the "main" skin, if applicable. Right. I slapped them in; not hard to do. A white box seems to work fine for these. That being said, PNGs don't save alpha channel info, but it's fine anyways. Well we don't have to replace all the planets in SoGE, though the Ecumen, of all planets, is the one that could use a replacement. Will ask however. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
You sure? I thought it was the latest. My bad. As I mentioned, I can get clean renders, won't be too difficult I have clean renders for virtually all of the NR's stuff, and all of the Vong's stuff. It's nice stats, it just doesn't fit into the TradeFed II's role, that's all. The buttons actually go into Buttons_Screens_X, the place where you put the end-game stats buttons. Sizing is the same as well; they go under the TEC ships you see on the left side. Edit: So uh, what about the alpha channel? :V Aye, Burnstrobe did give permission... What I need you to do, more than anything else, is simply figure which planet models/textures work for which type of SoGE planet. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
An music improvements are indeed most welcome. I've gotten plenty of compliments over your excellent music collection over the years, and more recently, gotten praise from members of the STA3 team. Vong I have, the other factions I unfortunately do not have clean for every single ship. Though these are not too difficult to get, so do have fun fixing these! Edit: Though, leave the Imps as being blue. Blue is a fairly Imperial color, and more importantly, putting a grey would be rather dull and would look uninspired. Most excellent, thank you! -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
I like the icons you made for the end game stats page. Could you by any chance make four more such icons, one with the Golan III (to represent star bases), one to represent scouts, one with the CR90 or Consular (to represent envoys), and one to represent colony ships? As if you can, this will complete the empire window's button set, and the entire UI in fact. -
Update: January 16, 2014 | Revision: 1121 -Added in Ludo Kreesh's new UI -Added in build particles for all supercaps -Alliance can no longer build two supercaps at once -Shield Generator now makes a planet invulnerable, costs increased -Defense tree research modified -Providence, ISD-I, now have an Ion Blast with reduced cost and cooldown instead of Ion Volley -Added in new proton torpedo particle effects, fixed VSD-II mesh (thanks to Max of STA3!) -Added in/modified team colors on VSD-I, Venator, and Acclamator skins -Reduced size of fighter concussion missile and laser particle effects -Added in touched up Gladiator and Sentinel skins (thanks to Goafan!) -Moved Repair Station model to Frigate Factory; the Repair Station has been removed from the game and the Frigate Factory will get the repair ability that was formally on the repair station -Tons of string changes
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Only ship stats are done. Ship rigging/UI art, and unique faction research trees, are far from completion. Also need to rehaul unit string descriptions, replace them with more generic, but informative, descriptions that outline their capabilities. Right now descs tell you jack about what a ship actually does. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
That sounds far too powerful to fit in the role that the TradeFed II is in. It would be months, if not years, away. As it would be so far down the priority list... If the RS2 mine is homing, that is even better. I wasn't sure if it was. As a result, it can be used for both roles. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Tech_Skin isn't the only file in question that needs modifying. In fact, I couldn't figure out which file contains the actual small button's borders. Roger that! Don't worry too much about it then. Oh boy, this will be useful! Much thanks. Going to shoot this down right now as that means adding more assets to the game, and more rigging for me to do. The latter is unacceptable at this time; we're tight enough as it is. I've never actually seen the Wavecrest, but there's no canon model of it, no canon stats for it, and the TradeFed II is already rigged and functions perfectly for it's role. I don't see a need for the Wavecrest, not when the CIS roster is extremely well rounded and not lacking in any roles. Not sure how it's any worse than the Captor, or even the Lucrehulk, which is also a converted freighter. The CIS often converted trading vessels into combat ones, as they were numerous and easy to refit. Perhaps. In truth, I'm not too huge a fan of the current homing mine model, the vanilla one that is. Even the stationary model could use a replacement. That said, this looks like it could work well for the proximity mine. While an atmospheric mine, this one almost looks as if the top part is an engine, which could work for the homing mine.