Jump to content

Lavo

Members
  • Posts

    1,416
  • Joined

  • Last visited

Everything posted by Lavo

  1. Thanks again, and here's the two MAX files.
  2. Awesome, thanks! Edit: Yup, that did the trick, working as intended now.
  3. Thanks for the Harrier! The CIS station looks really nice, however, I wonder how well it would scale down, in terms of size, to the Golan platform. Though, I assume the picture you included is the level 5 station? If so, you wouldn't happen to have screens of levels 3 and 4 would you? Edit: Well crap, seems Sins hates your Harrier for some reason. It looks fine in Softimage but not ingame. I'm going to ask around as this seems like a Sins issue.
  4. Sure, just need your Mantis nick as well. You'll be pleasently surprised to see the beta is far more stable than 1.0E, in addition to virtually being an entirely different mod, due to the additions.
  5. Lavo

    SVN Update Log

    Update: December 16, 2011 | Revision: 674 Turbolaser Defense construction times have been nearly halved; something I've been meaning to do for awhile but just haven't done yet. Proximity Mines and Ion Cannons have been lowered and increased a research level, respectfully. Planets will now not increase in population even while being bombed; they now have 1% of their regular rate from 30%. Additionally it's longer before a planet's health starts regenerating, 2 minutes versus 1. Decreased delay between population growth resumes after bombing to 240 seconds from 300. The first Pirate raid will now happen 30 minutes into the game; the previous longer rate being unnecessary due to the Pirate balancing awhile back. Also adjusted their cargo ship value thing, doubling it. Lots of research cost changes. Techs that only have to do with ship/module/planet access and abilities have not been changed, as I feel that the their tech level, and other prereqs, are enough of a "penalty" so to speak. By only I mean a tech item such as Heavy Munitions; while it's missile damage pre-reqs have been increased in cost, Heavy Munitions has not. An example of a tech that unlocks an ability, but is not exclusively for that ability, is the second Culture Spread increase, which unlocks the Holonet ability. Research levels 1-2 don't have that much of an increase, as they are the "basics" that everyone needs, and only have a credit increase for the most part. Levels 3-4 have had a solid increase, levels 5-6 a larger increase, and levels 7-8 the largest. Turbolaser research has had a time adjustment as well. Added in Vong starbase trade port fix and fixed research frigates. If you get any MD ingame after this revision please tell me immediately. Edit (R774): Fixed Hajen's lack of an NM map.
  6. Awesome. As for the window lights, imo it looks nicer with just the bridge lights, though that's your call. Yup, the Rebel one. Fighters don't need to be low poly, it's preferred though, a stock EaW fighter works too. They're using something other than the vanilla Rebel base now? That could work. Yeah, I tried contacting Z3r0x when the Malevolence's skin was put in, got no reply, but I pressed ahead with it anyways. Excellent!
  7. I'm hoping to get one out within a month.
  8. Personally I'd be happy just to get a Y-Wing and the Harrier, even if I rig 'em myself.
  9. Nope, I did not know this, I will fix it as soon as I get the chance. Thanks for the heads up! Edit: I will take this oppertunity to note that today I noticed that the AI was able to build some of the research forcing frigates, due to an oversight/lack of knowledge on my part. I will get around to fixing these as well.
  10. Models and skins (the color/CL texture, aka. main one, and if you can make them, detailed light/DA). Hands down the one thing that we really lack, and the one thing I can't make or do myself. A partial list: High Priority: BTL Y-Wing (from scratch) Your Harrier Frigate (lights need to be merged with the main material [plan to use it as the Agave's model]) Mediator (lacks proper UV/skin, current skin is a filler; engines fine however) Viscount (lacks proper UV/skin, current skin is a filler, engines "spots" are non-existent on the model) Praetor SD (lacks proper UV/skin; engines fine) Lower Priority: Tector Star Destroyer (from scratch) CIS star base (can be anything that fits the look) I'll complete this list later this week, after the final I got, though everything else is truly flavor and minor things, these are all the "big" ones so to speak. I'm also planning to slap in your amazing Republic Station (level 5) as the Republic's star base, and miniaturized versions of the level 2 and 3 as the civilian and military research stations, respectfully, for the non-Vong factions. When it comes to what I can do, I can rig up models for Sins (assuming there's no complex material merging to be done), make normal maps (NM), make basic DA maps, and convert .mesh to .max. The first and last of these are detailed on this site, if you wish to read more on them, though I can do all of those if you'd prefer to focus on making the models themselves (in the case of reskins I just need the model). The aforementioned site also has tons on Sins modding in general. Here's how to make NM textures. Nvidia has a normal map filter for Photoshop (included in their DDS plug in). This can be used on/with the CL texture. Once you fire up that filter, play with the settings to get the most noticeable lines in the 3D preview, and hit okay. After alter it to black and white (Photoshop's Black and White adjustment does this well), and copy the red channel to be your new alpha channel. Ideally that's all you have to do, if the CL doesn't have a lot of color variations sometimes you need to mess with the base texture to make the differences more pronounced, I have yet to need to do this personally however. I'll post up a "how to" for basic DA maps later, one example is a basic DA map is the Blue Diver's DA maps, CRUISER_NRBLUEDIVER_DA.dds and CRUISER_NRBLUEDIVER_BRIDGE_DA.dds. Virtually all of the CRUISER DA textures are solid examples of a complex one, such as CRUISER_IMPDREADNAUGHT_DA.dds.
  11. Been noticing this as well; I'd say it's a good thing as it makes the AI tougher.
  12. Lavo

    SVN Update Log

    Update: December 13, 2011 | Revision: 671 Lucrehulk BB and DCS have been boosted, the former has also had it's costs increased notably, supply included. The DCS ability also now no longer requires a ship having taken shield damage in order to function. Lucrehulk core ship main guns reduced, cost slightly reduced. VSD II forward firing issue has been finally resolved for good. Added more cap ship names for Vong/NR, also deleted some unused files (now redundant due to the previous revision).
  13. ...I think I just nearly shat myself.
  14. Lavo

    SVN Update Log

    Update: December 11, 2011 | Revision: 670 More AI changes. Also bumped up the Imperial's advanced fighters tech a level.
  15. Lavo

    SVN Update Log

    Update: December 10, 2011 | Revision: 668 NTB630 and Mon Cal Heavy Carrier now have a picture and HUD icons. Also put in a mainview icon for the latter. NTB630, Prowler, and Sacheen/Hajen now have bump maps, made my myself. NR Hangar Defense added to the game.
  16. Lavo

    SVN Update Log

    Update: December 10, 2011 | Revision: 667 Prowler speed decreased, Corellian Gunship speed increased, Starting Terran's mines have been condensed into 2 metal and 1 crystal; they still have the same output as the default 5 and 3, respectfully, refineries included. I will add in the NR's Hangar Defense later tonight; I'm running some tests with a modded Imperial and NR players file, so I cannot update those atm.
  17. Will fix the Hangar Defense; seems for whatever reason I forgot to add the NR's Hangar Defense from my working copy. Will look into the advanced fighters thing... It should be working fine. Unless you mean for the Hangar Defense, in which case that's expected as the NR doesn't have the tech to unlock Rebel fighters.
  18. Lavo

    SVN Update Log

    Update: December 9, 2011 | Revision: 666 Minor string update. You must update TortoiseSVN to v1.7 in order to update the beta from this update and onwards, v1.6 will not work.
  19. Lavo

    SVN Update Log

    Update: December 9, 2011 | Revision: 665 Mon Cal Heavy Carrier bump map added, AI aid tech improved, and some balance tweaks I don't remember.
  20. Noted. I will upgrade my SVN then; the next revision update will use it. Thanks for the heads up on this!
  21. I still have an older version of SVN, v1.6. You should be fine with an older version of SVN. If you are asking me to upgrade my SVN client, I can do this. Or in other words, does v1.7 give you messages that it cannot work properly with older versions of the program?
  22. Lavo

    SVN Update Log

    Update: December 7, 2011 | Revision: 662 Mon Cal Heavy Carrier main guns' power decreased, costs increased. entity.manifest fixed; if you were experiencing minidumps with R660 you should be fine now. (R661) I have the pleasure of introducing the Mon Cal Heavy Carrier's new mesh, made by Warb_Null and rigged up by myself. It currently lacks a bump map, which is why it looks a bit odd, but it's a very nice model regardless. Also changed up it's stats a bit, and fixed the Strike Cruiser for good this time. Next update should have all the missing/broken strings fixed up. (R662)
  23. Lavo

    SVN Update Log

    Update: December 5, 2011 | Revision: 660 Modified a decent deal of AI-related stuff; should be playing better now. MC60 reworked to represent it's model/form to be; the Mon Calamari Heavy Carrier (basically an upgraded MC80 SRFS). Defender and BAC have been changed around a bit; the latter will soon require research. The Strike Cruiser has been readded to the game for the Empire; I haven't changed the scale of the model yet, but it's stats are good to go. It truly fits the Imperial's OOB of two equaling one VSD-II.
  24. You'd be more than welcome to sign up! Just make sure you get yourself a Mantis account and you're good to go. Any feedback, however little or small, is greatly appreciated. Many testers don't even give a peep after signing up.
  25. Lavo

    SVN Update Log

    Update: December 2, 2011 | Revision: 659 Volcanic Colonization tech is now a level 7 tech, from level 8. This was done primarily to aid the AI. I have also fiddled around with that fancy AI forcing system I concocted earlier; the AI will now research Urban and Volcanic Colonization techs before they even find those planet types. This may or may not help alleviate the stalling problem the AI has with those planets. Also did some error fixing.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...