Think of this thread as something similar to conceptships.blogspot.com for the Sins community. Basically, a way for the community to share what they have created whether it makes it into a mod or not.
At a minimum post a screen shot of your model in blender, xsi, 3d object converter, etc or in game. If you have a name for your ship or story behind it, even better.
We are looking forward to seeing what you have created!
Interested in importing your models into Sins?
Visit http://soase.weebly.com/modeling.html (thanks myfist0)The soase.weebly is a compilation of many of the hard to find topics created by many experienced soase modders and extensively added to by myfist0. Check it out, you won't be disappointed.
From the beginning of this thread IskatuMesk has wow'd us with his models and ultimately released a video of his creations in Sins of a Solar Empire. This particular model was my favorite in the beginning and still stands out.
SivCorp looking to stretch new ideas from existing models managed to create several menancing models including the fantastic Vasari version seen here: (Vasari Flagship Sonar Kal'd used in the Distant Stars Mod)
It's my thread so a few of my stuff...
Are you going to use it for something Zombie?
I think it's a vain attempt to use it as a weapon to stop me from getting three more karma.
FYI Zombie...that model is finished now--but I have moooore...
Just curious, how far have you gotten with the strikecraft abilities? It would be cool to make specialized fighters but it just seems that making the abilities both meaningful and AI useable would just me too much.
I wanted a more WWII style approach with dedicated craft (my dad was a WWII B-25 gunship pilot) and having been an Air Force intelligence sergeant it irked me with the non-realistic uniformity in the game.
I'm still playing with ability flows--how they lag, what works and what doesn't etc. but essentially, the "abilitied" strikecraft are the equivalent of "land based" flying mostly only from starbases or hangar defenses.
I've made them more bomberlike in performance but with slower speed. So if you run away from one, it will usually not be able to close on you.
What they are useful for is attacking a ship on the edge of the gravity well trying to jump out or orbiting ships in-place during a battle.
In the former case, they jam your jump and in the latter they can do things like cause weapons to be less accurate, etc.
I haven't had a chance to test out much fighter-wise in Rebellion but I had some epic performing ones for Diplomacy.
The high speed interceptor would loop out almost to the edge of the gravity well and then race in at nearly double normal speed doing a single shot or maybe two for heavier than normal damage.
The heavy bombers crawl to their target but once the reach it can really hurt and are armored like cruisers. They actually fly just slow enough to execute loop-the-loop attacks or almost do Immelman's--pulling away at the last second. I made the bombers fly faster than there weapons so you got a real bomb attack look--the ship pulling up and away and the bomb hitting as it climbed out.
Good eye candy.
Gunships are armed specifically to do damage to particular craft.
So area effects are limited but good. I'll share more when I test them and fit them out more fully here in Rebellion.
I guess I can see that by altering the weapon types and firing arcs. I guess I was thinking about a more coldwar/modern style, your ECM fighter had me encouraged. The problem is most of those require friendly buffs, and it seems unless you want to buff other strikecraft there's no way to get the AI to cooperate, as most of the time the fighters will be around enemy craft, not allied ones.
Having gravity field wide effects and SC that have no guns makes it easier to manage some of this. I'm still toying with non-jumping custom corvettes that can be deployed like turrets but move and function like SC.
Here's my tangented (thanks Lavo) "Pirate Warbot":
It's in shadow but now you can see the planet reflection off the hull and proper shadows
Angel's Fall First, I recognized it immediately but the url is also *aaf*.
I think that was the name anyway, I'll check.
/e Yes, I am sure that is what it is now.
Wow--nice spot there Iskie...kudos. Man knows his stuff. I had seen it somewhere but couldn't have told you what.
Homeworld 2 is what I remember Angels Fall First is from. I remember testing out that mod a lot way back when HW2 was all the rage.
Awesome! I had never heard of AFF. Looks like a pretty interesting game I might do some reading on.
The model itself has some weird issues with miss-placed turrets. I wonder if the game has rotating turrets and whoever put the pieces together did a poor job combining them into one model for this upload. I'm assuming the game model doesn't have that issue.
HW2 had rotating turrets, iirc. It could be the setup is similar to SW:EaW's, that the turrets have to be separate from the main model in order to be able to rotate.
In Homeworld 2 there was two ways to place turrets, and both I believe required them to be independent models. Even the barrels were separate.
Hey everyone, there is a model that I have (modified asteroid with a ship that has crashed into it). It only needs to be UV'd.... Can anyone help out?
FYI that's probably the hardest part. Most of us here hate texturing...
Anyone enjoy doing it?
taste of my tony
Very nice...
More models!
More?
This is that HW2 model some guy gave permission for me to use a time back. After I, you know, manually edged out the entire hull because it was just a single giant ngon, and did some polishing.
The Rhino, I like it...
That's a very nice space battleship.
It's the supply ship from the clone wars series.
I made it for Republic at War but it is now part of the SOGE mod too
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