Please refer to the ModDB link below for more details and up to the minute coverage as changes come along!
ModDB linkage
Trailer 1 video - Sins of New Eden Mod for Sins of a Solar Empire - Mod DB
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Credits and Thanks:
Steelfin: got me my first models to play with in game!
manesse: EvE skyboxes
Contributors:
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Please feel free to PM me on either site if you want to help but please know you must have Skype and Eclipse tools to make this mod team!
Got this 1 yet. Trying my hand at getting Eves models. The texture sheets will be a bitch.
No sir I dont have that one yet... Well I acutally dont have a plan to use the drones from eve in my mod, but im sure we can find something... Maybe the scouts should be drones
Well I dont play Eve so I dont know ship names. Do you now the file names of what you need. It might take a while to figure out the textures. They only use 2 sheets and sins uses 3 and all there channels are in different locations on different sheets. Arg.. Models are backwards and UVs are upside down and no mesh points. More Arg
I have videos that are pretty good XSI / photoshop tutorials for creating the texture maps and attaching them, This weekend I will have the time to narrate them as well as release the next version of this mod!
And to answer your question:
Amarr Race:
Avatar Revelation Archon Aeon Apoc Armageddon Augor Executioner Omen Harbinger Legion Bestower Coercer
That Should get your started?
Anything new thats not on http://soase.weebly.com/texturing.html and I would like to add it to the page.
I am not really a texture artist so creating a new team colour channel or specular channel might take to much time. All that other stuff I mentioned is just time consuming. That image is from XSI preview window almost ready for mesh.
Here is dx9\model\ship\amar\battleship\ab1 Whats this 1 called?
This model uses 6 sets of materials and I can only find the 2 that are in the models directory. The others must be global shared.
Never seen so many errors for a mesh loading.
1- Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/String/StringConvert.cpp(113)
nResult != 0
2- Failed to Clean Mesh: C:\Users\myfist0\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.00\Test\Mesh\CapitalShip_TechBattleship.mesh D3DXValidIndices: A point(4197) was found more than once in triangle 4241 D3DXValidIndices: A point(4197) was found more than once in triangle 4242 D3DXValidIndices: A point(4212) was found more than once in triangle 4247 D3DXValidIndices: A point(4197) was found more than once in triangle 4251 D3DXValidIndices: A point(4212) was found more than once in triangle 4252 D3DXValidIndices: A point(4190) was found more than once in triangle 4265 D3DXValidIndices: A point(4197) was found more than once in triangle 4266 D3DXValidIndices: A point(4190) was found more than once in triangle 4286 D3DXValidIndices: A point(4271) was found more than once in triangle 4363 D3DXValidIndices: A point(4271) was found more than once in triangle 4661 D3DXValidIndices: A point(4502) was found more than once in triangle 4782 D3DXValidIndices: A point(4502) was found more than once in triangle 4783 D3DXValidIndices: A point(4517) was found more than once in triangle 4788 D3DXValidIndices: A point(4502) was found more than once in t
3- Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Render/Mesh/Mesh.cpp(1030)
DirectXAssert: [!FAILED(dxVerifyHR)] Context: D3DXValidMesh( pMesh, pAdjacency, & pErrorBuffer) HR: (D3DXERR_INVALIDMESH)-Invalid mesh
But I can build it in-game.
I have the same issue with errors when I start my mod, I dont use Dev.exe anymore becuz the errors about the models take longer to get into.
ab1 is the Apoc - Which looks wonderful mate. I Opted to have mod users turn off team colors becuz the time to do it would be 4 forevers.
A few things websites that I love!
http://www.newedenlibrary.net/sigs/models.shtml
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1093635 This also goes into alot of details ie :
We will keep to the example shown in the source provided int he first post. The Thorax. As you can see under the 'Gallente' folder the subfolders are named wierd. GB1, GB2... ect.. 'G' for gallente, and the 'B' is for battleship. and a # to specify model.KEY:B-BattleshipBC-BattlecrusierC-CruiserC5M- this is the T3 cruisersCA-CarrierDES-DestroyerDR-Dreadnaught (*these crash the triexporter for me)F-FrigateFR-FreighterI-IndustrialMS-Mothership (*also crashes triexporter for me)P- is the navy comet(not same for all races)SH-ShuttleT-TitanY-I am not sure it crashes my triexporter.
btw can you send me these working ingame files masta?
I am just trying to figure out the mesh points. So far for testing as the KOL I have 1 planet bomb bay and main lazer on the lower center section. The round holes, 8 on each side house weapons 1 & 2, weapon 1 is all the lower holes weapons 2 is all the upper holes. Can be whatever the entity decides but for now its KOL weapons. Need to know ability placements or a little history of this beast. Will there be a hangar deck?
Scale also, its about 2x the size of the KOL as the shield for the KOL only covers the center section. Scale down or do I make a new shield mesh?
http://www.youtube.com/watch?v=yhTqttwNAEE
I dont know about the base size compared to Kol I am having to them against each other...
Um, what?
Do you know if the ships you have now have been scaled down? Trust me, it is about 2x the size of the KOL. I will make a new shield for now, If all the ships are being replaced I dont see a scale issue.
Thanks for the video. I will change all the port and starboard weapon points to weapon 1 but for SoaSE I need to know...
Info Please. Same questions as above and ship name
Battleship_AmmarAbbadon
how's the progress ?
myfist, you should check the eve item database here: http://wiki.eveonline.com/en/wiki/Ships which will give you stats. I wish Haiyooo was using drone -racially specific ones for each race, but his choice. Carriers can "Deploy" fighters/bombers using abilities -7DS uses the same method for a race called the "Arilou" which 'spawn' all their frigs/cruisers from a mothership.
On the Apoc, those 2 sets of 4 'holes' are where the turrets are, orienting the weapon hardpoints is haiyooo's perogative. Does he want the Apoc to fire from the side or frontally? Same for Abaddon and Armageddon.
haiyooo... are you gonna go generic abilities? Shield Booster and Armor Repper; web (slow target) and scram/warp dis (block phase jump)? I can't wait to see abilities that increase range & lower damage, decrease range and increase damage, or you just going to go 'middle of the road' range/damage-wise?
Trying to keep the ships as close to the Eve as possible. Hard to do when I never seen in action. I found the Wiki but it does not say where the mesh point are. Haiyooo is pointing me to some vids in PMs. The abilities will come in time, thats an easy add in.
theyre lookin so awesome!!! hope for a soon release with all these great vessels!
Alright folks the .05delta release is out on modDB, (well its currently uploading the file from my computer)
ModDB sometimes take a little while to post the new download, but for tracking purposes I will only be posting the download on ModDB!
ModDB is also having a mod of the Year vote, so please vote for us! There will be sub category votes after the first vote which may get us a title like Upcoming Mod of the Year or something! Show your Support!
http://www.moddb.com/mods/sins-of-new-eden/
Download officially working now btw
So for all those that wanted to help! This is a quick tutorial on textures...
http://www.mediafire.com/file/qr11265sw3le1ls/Sins%20Vids.rarsorry for the size of it but havent done much of this before. 4 vids 1 for each of the 3 images showing how i went about creating it in photoshop 1 much longer one showing me linking them up in xsi. any questions just ask. i tried as hard as i could to avoid using hotkeys but i still slipped a few in so if something happens and you cant figure out why mark the time and i will see if i can figure what hotkey i used.one thing that i think will definitely need explaining is what i did for the -da.dds image. the alpha channel which is bloom for the ships lights i applied a blur to the glow file from eve so you get kinda a nice halo effect which im guessing is what they want i may or may not be right about this one. and the blue? channel which is reflection i just took the blue channel from the colors and dropped the contrast on it so that most of the ship areas show up as kinda a light grey. this should make most surfaces on the ship render in sins as reflective but not 100% reflective which would be pure white. again no idea if this will work or not but based on what i have read im guessing it should work okay. i think i explained most of this in my post earlier where i went over the various sins image types so just sue what i said there.
Courtesy of Severian who made videos and taught me how to do the dirty!!
Sounds like you can do the models then? Is any other work being done?
I love you
No1 seems to be doing anything right now! idk where my team weent! lolz
OK i have to say this idea is great and has tons of potential, I am a long time eve addict i played eve to much for 5+ years and i know this game inside and out.I do have to say EVE Online is the greatest space game ever made,but also the most consuming and life destroying game. Ive just started toying around with your release and i like what you have done i wanted to add some feedback. I know things are just starting and from what i have seen looks very good.
Just to throw out credentials for eve players, I had 3 accounts and had a full industrial character capable of flying freighters, rorquals and orcas and all mining ships with max skills. My other two were combat one was pure caldari capable of flying all caldari ships up to titan but i primarily lived in my 2 favorite ships the Raven and the falcon. My main was Amarr first and foremost servant of Her lady of Sarum. I flew all amarr ships to titan, All gallente ships to dread, and all slave/minmatar ships to battleship every character was full t2.
i guess i will start with the basic question how do you plan to field the full gammet of ships? What ships will you opt out with I.e. tech 2 ships vs tech 1 and i would think tech 3 is last on the choice lineup due to its changability?
Also i love the pics ive seen in some of the posts one of my very favorite ships the Armageddon i won many a pvp battle in that had hundred of kills under my belt with one of those ships among many others.
As for the ships ive seen so far a question about the moa why does it and the scout ship, i assume you will make t1 version upgrade through research seems a good option. Going from Heron which you use as a scout maybe upgrading it to a Buzzard. Giving it a cloaking ability. Also how do you plan to handle the interceptor role will that be more what you run in place of fighters?
I assume star bases will be like Pos's for those who dont know eve its a Player Owned Station = POS was the common player built station which was anchored to moons around planets were used as protection for capital ships in low secutiry space or often used as building centers for production of all kind aswel as mining of moon gases. But i digress.
Also i notice under research for caldari you have spent time to place some modules related to lazers. Caldari were primarly railguns and blasters for any weapon types crossing with gallente, But were primarly focused on missles. Also do you plan to make all the caldari ships more shield intensive? I can see that there is tons to do with research. There infact should be so much for research and abilities that your overflowing with options beyond sins capabilities.
I also would consider how to deal with a major aspect of eve and Gallente ships Drones. Now this could possibly be done as fighters although the fighters dont act like drones and when comes time to create carriers and motherships you will run into issues with the fighters vs drones. Although one saving grace is how fighters and drones are infact the same thing in eve just differ in scale.
Also i want to inquire as how you will address battlships t1 and t2 and specialty ships like Black ops and so on?
There are sadly in sins limits to how many ships you can place per race. So many of eves best ships will have to be left out. The hard choices like the vulture over the nighthawk or the cerberus over the Eagle. Then there are the specialty ships like the Gila so on. Its an intresting mod but sad that you cant throw it all into the game.
There is alot of work to be done and so much cut out for you maybe when your all done with the caldari/gallente Amarr/minmatar races you might for fun wanna go out with a bang and throw in the jove. That would tickle alot of peoples fancy and there is certainly enough pics of jove ships to make something up
I have to say just keep at it your attempting to tackle a huge mountain with this mod but i will back you 100% and play this mod for sure. If you need any counseling or info i was exceptional at fitting ships and know all the ships inside and out for every race. Ive led 2 allaicnes fought many conquered a few., fought thousands of battles and lost very little.
Sigh now im having ever memories, my vagabond or my rapier, but so hard to choose my geddon my ishtar, or my pilgrim. recons were the best
Oh for you myfisto just a quick rundown. There was no planetary assualting in eve but all ships could attack station which was pretty much all it did. Now with the new updated with planets i am not really playing anymore so i dunno if they have ships for planetary assualts. But here it goes
Your first pic is the apocolypse battlship its primary role was a long range laser sniper
for Amarr there are 2 types of weapons Beam lasers and pulse lasers some amarr ships use missles but thats very few.
pulse fire faster and do more damage at close range. Beam lasers are long range but hit harder in alpha stikes.
that ship was used primarly as an exremtly long range sniper infact the longest range sniper ever using scorch crystals it was an exceptional ship with a huge capacitor it turned like a beast but was good at what it did. Earlier before it got set as a long range ship it was also used in many other ways sometimes even silly things like the fighters miner could tack 8 mininglaser 2s on it and go to work. lol but it was also a great missions ship as it was very versatile.
the next ship the penus looking one is the Armaggeddon or feared as the gankageddon. This ship was badass and to be feared by any pilot who was worth his metel as it was the second hardest hitting battlship in the game right below the megathron. This ship boasted nasty pulse capabilities and was great at close and medium range and was just devistating as it could launch 5 heavy drones to increase its sheer damage potential. the only Amarrian BS capabile of launching 5 heavy drones. Sans a t2 version. it also has a twin known as a black ops but i wont get into the black ops ships as of now. It was tough as nails and hit super hard.
The last ship you showed was the abbadon personally due to cost vs damage output i used those for mission running. But this ship could almost put out as much dps as a geddon, it had a bonus to laser damage but its small drone bay allowing it to only launch 5 med drones or a mix of 1 heavey 2 med and 1 light made it a bit less of a force to be reckoned with than the geddon. it was capable of a stronger tank than any other amarrian BS it could run quite well with dual reps= armor repaires. (side note the amarr cared litte for shield they focused on armor tanks.) the major problem with this ship was its huge capacitor use. you could run out of juice and die real fast if you were not up to par with your skills and really good with setups but i have seen some of the meanest fights in these ships taking out exceptional number of ships with proper support.
hope this info helps post a pic and ill tell you its story how to fit it and what role it best suited. I can even give some ideas how to fit that into sins.
If you guys include a Caldari Tengu I am going to have to go into a corner and play happy fun time with myself. Love that beast.
@doomser1Nice thanks. It does help. Do you know how to modify entities?
Maybe write the description like an add and it will get used in-game.
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