Cloak & Dagger studios presents The Sins of the 13th tribe Battlestar Galactia MODEL PACKs.
..........................................................................................................................................................................
Cloak & Dagger studio's Sins of the 13th tribe Version ./1 model pack :note this pack is not finished and is NOT set up as a typical sins mod. You need to backup and make copys of the v1.6 stock sins textures and mesh folders and add these files to those folders. Let them overright the stock meshes and textures . I set it up to replace the stock game meshes not to add to them. All other releases below will be mod related this will be the only download with "stock replacement" in mind.
...........................................................................................................................................................................
Cloak & Dagger Studios : Sins of the 13th tribe Battlestar Galactia model pack Version / 2 :note this pack is not finished and is NOT set up as a typical sins mod. This is a Swapout mod it will replace your stock models. Back up your meshes and textures folder before installing.---- To install {backup your files first} paste all textures in your texture folder let it overright files and same with mesh folder. THIS mod only replaces Tech and Advent models . Look for V3 of this model pack comeing soon.
............................................................................................................................................................................
Go here for the Official Sins of the 13th tribe Battlestar Galactia Entrenchment mod by Kyogre12
Sins can handle a model that is up to around 50k vertices, post converxsi optimization. 35k is a minimum of 105k vertices and while my experience is that the converter does do a good job and can cut the vertice count down by a significant factor from the .xsi I think that 35k may be pushing it. If you're lucky, it may skirt the 50k limit post-opt but just barely.
-dolynick
While the limit is 50k polys for Sins, I'm pretty sure that you will see some maojor slow down of gameplay before you even get close to that number. I belive the generally excepted limit for capital ships is about 10k triangles.
The 10k "generally agreed upon" limit sounds about right from comments I recall reading on these forums. I have converted several models that exceed that limit though (some by far) and haven't really noticed any major performance issues. I'm sure it will vary a lot by PC and hardware though. The 10k limit is a good guideline as while a few very high vertice count ships in play doesn't seem to cause a problem there's no doubt that fleets of hundreds of them almost certainly would.
I think the best thing would be to break up the station in to sections so users can just place the sections in game to make the entire shipyard. I can rig up them under 8k poly no problem, 2 sections can be the friget factory and capship factory and the other 2 can be research sections. That way users can make a big complex if they want, it should not effect the game play any more than the stock models. The only issue i see would be the space rings in game that show up when you place the sections i dont know if you can place things close enough so the station looks attached.
Nice to see the models in game! Nice work.
Well i am haveing more luck converting these than i thought i would. As you can see textures wont be perfect but that can be fixed later i think.
I dont think we will be able to make the scorpion shipyards in its full glory in sins i dont think you can place the sections close enough to make it look connected and i dont think you cant turn the mesh around in game to place it properly. But what i got will be good enough for a start i think. I wonder if Entrenchment has those options?
{Oh and for those Paint shop pro 8 users to make a alpha channel for your cl dds to show the team colors and not wash out the model. You do NOT need to mess with the rgb channels.
Go to layers, click on create mask ,then use the immage as the mask in the popup, it will show transperant click on the paint pen and color the entire mask black then click on white and make your team color spots you want the model to show. When you paint with white over the black it will show the orignal map you can paint it black agian if you dont like the spots you placed. Now you have the option to save to alpha channel and I name it alpha. It works so far for that part i will add more info when i learn the da dds stuff.}
Wow that was quick.
Impressive,cant wait to be able to somehow play with them
Thanks, I hope to get all the colonials swaped out in the next few days. With a possable release.
I need help with the data dds textures the ships colors are all screwd up all i get is grey ships with team color spots and out of 25 or so trys nothing i do is better than useing the stock texture for the da files. I might half to release them as is .
If anyone here wants copys of the ships with special hardpoints you better let me know. So far they will be useing modyfied stock hardpoints for direct replacement of the stock ships. Colonials tech, Cylons, advent and "unknown race" to replace the vasari.
I like the idea of a colonial siege ship . The marza has got a new friend hehe. And the Galactia makes perfect sence to use her as a colonial colony cap ship. Pegsus as the battle ship and the Support capship pictured below.
The carrier i am debateing on i have several choices but so far have only got 1- 4 bay kitbash of Coxxons Pegsus in the game.
This Mod looks amazing, I can't wait to play it myself!
HE HE well with the 50 or so mini dumps i have been getting when i try to edit any thing other than models in sins i might just have models only release.
Either way its better than nothing (SO SAY WE ALL)
Kreeargh, if you want some coding help with this stuff I would be glad to assist. Just send me what you have done somehow and I will try to polish up the code you have finished and get it ready to release for 1.16.
I would love your help but i havent got any "codeing" done yet that works. The mini dump likes me to much . I tossed most of the mod and gave up on "Sins of the 13th tribe BSG mod" and renamed it to "model pack" so i will release something that works somewhat and wont cause any game errors the models just might look uguly unelss the dds data texture comes to me soon .
I think i am just going to have to face the fact that i am a modeler not a moder. Ideas and being able to supply models isnt enough. With the show over too many ppl wont like my ideas, they would want their own thrown in to make it special for them.
I was hopeing the Sins commnuity coders liked BSG enough to toss in a few things here and there to make a Sins of BSG community mod.
I think it would serve for GOOD karma if every coder out there that wanted to had a chance to make some cool ability / ship or edit for a mod without feeling obligated to join some moding team to get overwelmed with work.
There is alot of smart coders here they just have to want to do it.
really like your capital ship, shipyard. not really into BSG but nice models.
I love BSG. Thank You.
SO SAY WE ALL
hey i have been experimenting a lot wit coding lately for the andomeda mod but sins we don't have a modeler the project is kinda on hold
so if ou wan i can help making the code
Ill do some modeing for you for trade for some code? Im not the best scratch built texture creator but i have 7 years of low poly modeling under my belt. The only issue about modeling for you, I am working on a fleet of ships for Jagfledspar and i makeing some Kilrathi carriers for Major Payne so my time is limmited untill i get those finished.
Do you need any BSG ships for the code ? I have lots of ideas for abilitys for BSG.
coding is not really that hard just something that requires a lot of trial and error. i suppose not all of us take particular interest in it though. it would be kinda helpfull if you mentioned what exactly you wanted coaded though.
you have a deal
well it would be nice to have some bsg ship to see how they react and how they look like
also in the time i tryed to join the sins of alethia project i builld a completely woking point defence systeme
it still need some bug fix and new paticle effect to look and react excatly like in the show but it make more ralism than having shield
for the rest i'm open to any idea
My problem is im new to sins moding and dont know what to ALL to edit to make any code work. Ive tryed renameing a few stock game abilitys just to see what it does and get nothing but mini dumps. Some of the stock abilitys just need a name change to work.
Other "stuff" i would like to see in a Bsg mod would be
Cylons the tos Raiders should have a ability to evolve in to a new heavy raider - research{i dont know if its possable to swich models in game}Raiders should have a ability to boost speed in game Raiders should have a ability to stun / disable mrk 7 vipers and RaptorsHeavy raiders should have ability to stun/disable mid sized craft like colonial 1Cylon frigets and base ships should have a ability to stun {NEW} battlestars and other new colonial craft {and create raiders and heavy raiders - research}Cylon Reserection ship should have ability to create new forces in game like raiders heavy raiders and mid sized frigets etc. Be a moveing friget yard in a sence?Cylon Hub should have ability to create reserection ship and heavy forces and base ships. Moveing Capship yard? <If that cant be done then maybe with a hub near the shipyard you dont have to pay to "spawn" dead frigets and craft its a freeby ability ship or something.Colonials All colonials ships have atleast 1 fighter group.Colonials should get gun improvements on each ship larger ships end up geting nukes smaller ships get better ftl drives and speed boosts and faster fireing rates. or whatever. Ships like the tylithinm transport should have ability to increase its fuel load and it should be fast and quick to refuel.
Teals run out of fuel ability might work there.The construction platform should be a quick repair bot like the stock tec unit and can create small numbers of vipers.The pegsus should be able to construct mrk 7 mrk2 vipers and raptors.Galactia should be able to create the blackbird and tos mrk1 vipers.
These are just my lame ideas i want more from BSG fans out there its their mod not mine im just getin it off the ground.
I have a Mix of TOS ,NEW and fan designed models for the mod. I have way to many to choose from.
I need to know how many frigets- capships - stations etc that one can put in 1 slot? Am i stuck with 5 cap ships or can i put in the max slots the game ui shows? Not entrenchment yet.
the max slots for each of frigates, cruisers AND caps is 9, ie 9 frigates 9 cruisers & 9 caps
hope this helps
harpo
That is possible, but only in Entrenchment. Entrenchment added the ability to swith meshes in game, so you'll have to get it if you want to be able to do that.
How about non combat ships i see 3 a traider ship a mineing ship and the builder ships the planets have is there any more i dont see ? It would be a shame not to be able to use these noncombat ships like the Tos Rising star for example.
There are many great features available to you once you register, including:
Sign in or Create Account