I figured out how to add as many races as I want to my m0d and only load the assets when the stackable race is applied.
Help me out with who should be allies and enemies with who please. You can click the link to that races table and copy the table to the post or any quick notes are also good.
Add Races Change Log txt updated 8/26/11
Diplomacy_1.32_fixed_Particle Folder.7z
Reduced Mine Meshes by SivCorp
Blank Mesh Collection
Diplomats
purdyawnoingGoaFanCPT_Rhino SpardaSon21
[Leaked] Diplomatic Cables
Gurkos Sounds
I already stated that a while back .
Make a Fav Sounds Add-on with copied of your favourite voices and music and stack that on top of the others that have to be in the same order.
IIRC the Fav Sounds on top will not change the checksum.
It doesn't if the only mod activated is a sound mod. I tried it with other mods activated and the checksum changes when a sound only mod is added to the top.
Crap , thanks for confirming.
You might want to confirm it on your end, but I'm pretty confident of what I observed.
The possible work around you might want to look into is loading the sound files as the bottom mod below Sins of the Creator. It looks like the checksum doesn't change if it's the bottom mod
So... Assuming this would work for lan games you would need to enable a sound mod as the last mod. For example:
SotC Add TecSotC Add AdventSotC Add XenonSotC Add CylonSins of the CreaterSotC Sound Advent
Of course this would mean you need a sound mod for each unique sound set. In reality it's not any more Sound folders than before, it just adds more mods to display in the available mod listings...
Diplomacy_1.32_fixed_particle.7z
Getting sidetracked.
I ended up making a blank mesh for every ship and structure and while looking for what uses techdroid I came across the Particle folder with all the bad addresses. I fixed the all up again for
textureNametextureAnimationNameMeshName
which a lot had bad links like
textureName "C:\gs\main\DataSource\Textures\Effects\plasma.dds"
should be
textureName "plasma.dds"
All the m0ds files will be optimized
mephistopheles
No way
Multi-players will just have to deicide what m0d is on top.
How aboot if they both have a Fav Sounds add-on on top? Same checksum then?
EDIT: CRAAAPPPPP
Spend more time fixing than m0dding
StarBasePsi has weapon:1 damage in FRONT bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:1 damage in BACK bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:1 damage in LEFT bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:1 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?StarBasePsi has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
The mesh has no weapon 1 or 2 points. Lots of 0s and
Point DataString "9" Position [ -473.488678 26.935894 0.004419 ] Orientation [ -0.000000 0.000000 -1.000000 ] [ 0.000000 1.000000 0.000000 ] [ 1.000000 0.000000 -0.000000 ] Point DataString "0" Position [ -1191.642578 28.026331 0.072770 ] Orientation [ -0.000000 0.000000 1.000000 ] [ 0.000000 1.000000 0.000000 ] [ -1.000000 0.000000 -0.000000 ] Point DataString "1" Position [ -2.302443 195.332809 757.188049 ] Orientation [ 1.000000 0.000000 0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 1.000000 ]
whatever the hell they are?
I think if I add more points the SB will be more powerful?
That might do the trick for lan/online play. Both players will need to activate a Fav Sounds add-on. It looks like the checksum will be calculated the same if this is done.
No. Weapon damage is governed purely by their entries in ship entity files. Adding mesh points will just make the ship emit more particle effects when it fires its weapons.
Ok. I thought if I add another weapon point it is like adding another gun but I see what you are saying. Even if I have 5 weapon points facing left it is still the total damage listed in the entities left bank.
I am gong to mess around trying to add 4 points for weapon 1 and 4 points for weapon 2 to get rid of the errors and see if I can figure out if the meshpoints 0, 1 & 9 actually do anything. Looking at the model in-game now they seem to do nothing.
DataString "0"
DataString "1"
DataString "9"
EDIT: Double crap. Work for nothing but a learning experience.
The error is called because there is no weapon 1 or 2 until the upgrades. TEC hangar has the same error which showed me the upgraded mesh has the points.
Added the dummy mesh collection to the OP. Basic different sized cubes with Black-da attached. Mines are tetra with black-da. Makes testing at 8x speed a breeze. I had to make a blank for every mesh so all the meshpoints are attached for the different models.
I had to do some digging through TSOP thread to find Siv's reduced mines but I finally found them. Link to post in the OP.
Tearing apart is progressing. Ran into a snag which caused considerable delay. Back on track.
@SivCorp: Can you look at the Advent starbase again for reduction. Only one mesh needed. The others just have more meshpoints. Do the largest sized one if you can. Also the damn texture sets are the largest of all the models at 2048x2048. Maybe that can be reduced to 1024x1024?
I would really like to have as much optimization included as I can get without detail loss. I will not reduce all the textures to .dds but a lot can be. All the large images but no small buttons or icons.
You know you could have just asked for the mines JK.
As far as star bases - Will we only be using one mesh on all of them? I would recommend it. I see little gain for having 3 separate models for each star base. I do still have the partially optimized Advent base. I will proceed to optimize them all on their full weapon and support model sets.
I'll look into scaling the texture.... and let you know on progress.
EDIT: POOP! The Advent base I was working on is the level 1, I'm gonna need to start on the other one separately, maybe. I'm looking into merging the two differences.... we shall see how long this may take.
I think the TEC actually adds more guns to the mesh so if you want to reduce that one, use the highest upgraded model so the gun ports are there but they will not have a meshpoint to fire until upgraded. I cant see a difference with the advent one and I have not looked at the vasari yet but still the same. If we use one mesh, use the highest upgraded mesh and the upgrades will add the abilities.
It's just the advent SB textures that are that big and I can reduce them when I put the model in-game.
Well, I am going to have to remake it.... but the good news all the mistakes I made the first time around are out of the way.... I will get all the Sins Tier 3 Star bases optimized. Will update as I progress (or run into problems)
Started on a music page ...
Edit: What is started is posted.
Advent 0pening
Advent Battle 1
Colonial 0pening
Started a new forum logo
GIF is not that great of an image though.
Managed to completely separate the in game skins and loading skins. The top most m0d is the UI and loading screens that will be used but I have 38 races to do a UI and find a good image for each race.
TEC_Skin.tga
Needs some texture ideas or minor shape change ideas. Can upload the Gimp or PS project with the brushes separated if someone wants to test out their skills.
Each race also needs a good image. The new brush size is 384x768.
All the game loading wallpapers will also be replaced with full size images.
Man this is gona be some huge download
Not really.
The main m0d will be very small and each add-on will be completed at separate intervals and downloaded separately. I just need to plan ahead for all that will be in the m0ds so I can build the main m0d around it.
thats good news
Looking at the top of this page, the Transcencia has flairs at the points that you seem to be wondering about...
I messed with them in Totaleffects, so I don't know what they are doing other than simply being flairish...
Obviously
I will PM you a link with the loading screen wallpapers and player loading picture templates. For now most are just the icon used in the race page. Once you see the space images loading screens I think I might delete the original Sins characters and go with a symbol like the rest. Not sure yet and I am open to suggestions.
I have 35 or so loading screen wallpapers but I would like a few customized for each race. So if the Amarr add-on is loaded on top, some of the random wallpapers have Amarr ships or structures. Nothing to busy and it has to fit good on 1024x768 game screen size which is the middle of the large wallpaper.
I will write up a quick tutorial for the PM when I send the link.
Get a hotmail account please.
Total re-texture of the Pride of Hiigara is coming nicely
Yes Sir, reporting for duty!
I will set up a hotmail account today.
Theo
Excellent!
I have not been able to work on the starbase this week yet, RL work is draining my time right now. But I WILL get it done!
The Prides texture was rally pissin me off so I put it down for a while.
SotC's newest beasty. The Hiigaran Bishop Transport
Also redid the attack bombers textures and optimized the model. Had to get rid of all the different material sheets and combine them and rework the UVs.
All while cranking up the HW sound track.
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