This mod adds custom races to the game based on races from the various Stargate television series. At present it includes the Ancients, Wraith, Asgard, Goa'uld and the Ori.
Ancients:
A race that uses larger, more powerful ships to compose the basis of their fleet. You will have a fraction of the number of ships in your fleet but many of them are more comparable in power to a capital ship for other races than to a frigate. Ancient capital ships are immensely powerful and include the fabled Atlantis city ship. They are also able to build Space Gates that allow near instant travel between planets, allowing them to easily shift their fleet resources as needed.
Wraith:
A race whose ships do not have shields but who compensate with increased hull points, armor and regeneration rates. They have a wide selection of cruisers of varying power but only one type of capital ship, Hives, which are the heart of their fleet.
Asgard:
A race whose ships focus on shields and mobility. Asgard vessels and structures have low hull point scores but all have shield points. While they may not have dramatically more shield points than other races, their shields are superior in mitigation factors and mitigation build-up, with multiple research entries for improvements. The Asgard fleet employs no strikecraft but makes up for the lack thereof with superior anti-fighter weaponry on various ships and structures and a notable advantage in mobility. Sublight and hyperspace engines are highly advanced and provide superior mobility in both local gravity wells as well as interplanetary & interstellar travel and the Asgard empire tree provides numerours upgrades which provide further mobility advantages.
Goa'uld
A parasitic race who pose as gods to their subjects. A powerful economy and formiddable diplomatic and cultural tools combine to make them a force to be reckoned with. They may only have a handful of frigates and cruisers but most serve several functions. Powerful capital ships anchor their fleet and complete their tools for conquest.
Ori
An offshoot of the Ancient race founded on fanatical belief in ascended beings who call themselves the Ori. Governed by the Priors, living beings empowered by the Ori to impose their will, the followers of Origin are empowered by the the vast knowledge of the universe that their ascended overlords possess. The Ori fleet is composed of a full compliment of ships varying in size but all very powerful. Even the smallest frigates are protected by powerful shields and the massive capital ships are capable of engaging entire enemy fleets by themselves as they spread Origin across the universe or destroy all those who refuse to submit to the will of the Ori.
Latest Release Versions:
Diplomacy v1.34
dolynick_SGRaces-d1.06.zip
Galaxy Mod (Standalone, customized Sins Plus version for Diplomacy):
dolynick_GalaxyMod-d1.06.zip
Planet Size mod:
dolynick_PlanetSize-d1.03.zip
SG Galaxy Mod (Merge of SGRaces, GalaxyMod and PlanetSize mods):
dolynick_SGGalaxy-d1.06.zip
Fleet Size mod:
dolynick_FleetSize-d1.03.zip
All are Manifest friendly. Verified to work with Volumetric Explosions and Bailknights for Entrenchment. Priority order, top to bottom: 1) SG-Races, 2) PlanetSize, 3) FleetSize, 4) Volumetric, 5) Bailknight's.
If you are using SGGalaxy then you may stack it with the FleetSize mod as follows: 1) SGGalaxy, 2) FleetSize, 3) Volumetric, 4) Bailknight's.
**Note: It may be necessary to reduce game effect settings to "high" from "highest", especially when using Volumetric Explosions and Bailknight's graphic effects in conjunction with SGRaces or SGGalaxy. It may also be necessary to edit your user.setting file and increase the MaxParticleCount setting (default value is 6000).
-dolynick
Thoses ships look hot in action!
Thanks Akkan.
Yesterday I resolved some polygon distortion issues on the Beliskner and got the O'Neill (Odin Class) model done up. There are a couple convertion problems with the O'Neill that I may resolve in time but nothing overly major (a few detail work patches are getting lost that's all). Sorry, I don't have a pick of the O'Neill to post.
I don't know if I would say that this is going to spoil the Stargate Invasion mod really. EOmega and the SGI team are doing a full conversion mod whereas this is an add-on mod. The game rules in SGI are going to be a little different than vanilla Sins. I have been talking to EOmega fairly regularly the last while (we've been in contact since I started this thread) and he's been very helpful with my attempts to learn how to model. The Hatak model was made with a large amount of help from him as it was my first model conversion.
I already have permission to use the fantastic models that SGI have been making but EO and I agree that it would be best for the SGI project to wait until it's release before I do so. With recent developments with this mod, SGI may also make use of some of the models being built for this mod too, particularly when they start looking at expanding it in the second part.
I cannot say when a new version of the mod will be released. I know you guys would love to be able to play with these new ship models but there are only a handful finished up so far. A lot of the new models are still being tweaked and revised yet and a lot of the submitted models pictured so far have yet to be converted to Sins. Sure, I could do a release with what we have so far but you'd have a mix of stock and custom models for each race as it stands (the majority being stock yet).
Thoumsin,
Yes, that is definitely an AI issue. There is nothing I can do to resolve the issue of the AI's use of the frigate version of the puddlejumper without removing the sublight only restriction or breaking the ability to use the gates to travel to other gravity wells.
I am aware that it does slow them down a bit but in my own games the Ancients seem to expand fairly well regardless. That being said, I have not gone up against them in a 1on1 game but in large multi-AI games they have been more than holding their own in many cases.
At this time I think I will leave things as is and call it a concession made out necessity to portray the ships in a somewhat faithful manner to the source material.
Thanks Dewing.
There are a couple model issues with them but they are fairly minor overall. I have fixed the Beliskner but the Gungnir model has a couple "detail" windows that are getting lost when converted into a mesh. They're minor visual things though and have no effect on the model's utility in game. The Gungnir could use some polygon cleanup so if I get around to doing that I may be able to resolve the problem then. There are a ton of other ships still needing models though so I may leave it as is for now so I can get a few others done instead.
Hey,
It been like a few days, so I just wanted to know how everything is going with the mod. Keep us posted.
Akkan117
Things are progressing, slowly but steadily.
I finished the conversion for the Asgard O'Neill model the other day:
The angle of the shot makes the ship look dark but it's actually much lighter when the lighting is hitting it from the right direction.
I also fixed up the textures for a model that will be used for the Asgard Tyr class but I do not have a pic of it to post at this time. Today I spent 4 hours fixing up a model for the Ancient Dirou Destroyer and it is now ready to be textured and have mesh points added to complete it.
I'm sure Dewing is also hard at work as well.
Don't worry Dolynick... AI is a issue for a lot of mod... but the real long term value for sins is the online game, and in these case, player are human... single player is fun for learn how work any new race but the real pleasure is fight against a human player...
Maybe you can setup a "hamachi room" for your mod, where people who have download it can meet and play online... Ico is not bad but it seem to have a lot of problem when mod are enable...
About models... you have made a good work in the last few days... when i have check the file during the convertion to object, i have see that some mesh was with some problems... you have corrected them very fast... and they look very great...
If you wish, i have more model related to Stargate... i can put them on my server for you only ( they are high poly commercial/non free mesh )... maybe you can use them for create your own models... by example, i have a very good jumper... with the flight motor who can be out or in, with the drone launcher open or closed, with interior and cabin... nothing stop you to use it, remove all who is not see, and use the remaining for build your own mesh...
In these categorie of high poly mesh, i have the jumper, the darts, the atlantis city, the stargate, and more...
Yes I'm working on a few models right now... I'm reworking the orignal Atlantis model I did, but if Thoumsin has a better one, I'd go with that.
I am not the creator of the model... i simply forward it to you... the model is the low resolution one, around 25k poly... don't know how much when triangulate...if somebody don't tune the mod for build thousand of atlantis, it can work almost directly in sins, without reduce poly... if you use these model directly, contact the creator for authorisation... if you use it for find idea and modify your own model, no problem...
A render of the city :
The file ( 29 mb )... http://www.love-from-russia.be/Atlantis_OBJ.zip
Have a ancient cruiser too... no the Aurora ( lady in red ), but a other one... something like 150000k poly... if you wish it, i can upload it too ( will PM the link since the owner don't allow distribution )... picture below...
Both of those are awesome models. I wouldn't mind grabbing them and seeing what I can do with them simply to have some options. That cruiser in particular is of great interest. I'd also take a jumper model (wings out, no interior) if possible just to have an alternate if need be.
Other models that I still need or am looking for: Asgard Daniel Jackson, Goa'uld Tel'tak (cargo ship), Goa'uld Al'Kesh, Apophis' Mothership (Necropolis?), Anubis' Mothership. Other more obscure ships I'd be interested in if they can be found anywhwere are Osiris' ship and the Goa'uld space station used in the system lord summit meeting episodes. I have a SketchUp model of a Death Glider but it's not the greatest and I have been unable to find a model of the "Needle Threader" ship either.
Dewing has sent a model for the Wraith Hive that is working fairly well in game but I'd also be interested in a hive model just to have the option and/or something I can work with in XSI.
do you really want the needle threader anyway? Bra'tac said it was an older and not-so-successful deathglider. the only it has going for it is it's ability to fly though gates. is there much point including it?
I was thinking of using it as a "bomber" fighter so as to have a different model for each type of strikecraft. That is my primary interest in it. Otherwise you're right, it's not greatly important.
all new model is avaiable in mods right now??
Oshane,
The models pictured in this thread so far have been in progress since the last release of the mod. The current release version does not contain any new models created specifically for this mod, only a couple borrowed from Danman and HammerSun.
Not quite, there are a few models in the lastest release but none of them are really from the stargate world. U can surely expect some new models coming in the nest realease.
dolynick,
Great work on the oneil. I will try to find a daniel jackson class ship. If i cant, then I will try to model one as best as i can.
Dolynick, after I finish modeling Atlantis I'll try to model some of those Goa'uld ships. If you have pictures of any of those ships or the space station it wouldn't take me long to make it.
Thoumsin, That's one of the best pics of Atlantis that i've seen... I'll download the model to use as a reference.
If any one has any ideas or pics for Asgrad, Wraith or Goa'uld defense turrets that would be great... I've already made one for the Ancients which is pretty cool.
ah right, that makes sense, good idea
Dewing,
I've grabbed the atlantis and have it imported into XSI in a useable state. I'm in the process of doing a quick texture mapping for it as I type this.
As it stands, it's about 26k polygons though. Not sure how feasible that is going to be for use in game. I haven't had a lot of luck reducing the poly count the "easy" way.
The Ancient cruiser pictured above... I grabbed it off of Sci-Fi Meshes as I found it there. It's about 500k polygons (1,000,000 triangles) though. Do you have a lower poly count version of it? It's definitely not useable as it stands and would be a nightmare to try and cut down as it's about 11,000 separate polymeshes.
Mine is no where near that big... but it's not finished yet... so i'll keep you posted.
Well, I believe I've found an engine limit
The game will minidump if I try to start a game with the new Atlantis model in it. It loads the mod without complaint, you just can't play it. Heh. Post Optimization vertex count is 70,592 fyi. I'll see what I can do about deleting some of the buildings or something to cut down that poly count a bit.
It is the low poly version... i cannot find anymore the high poly one... render is made with the low poly...
Using existing model for reference is the best way to use these high poly model... begin reduce poly is a unfinished work... with a other 3d model, you can always create your own model who follow the shape of the high poly model...
Model is in .max format, 133.9 mb ( only the max file, don't count the texture )... model is over the 750k polygons...Have check on "Sci-Fi Meshes"... it is not there that i have download it but the credential of the author are identical... so, i think that it is the same model...
No, i have not a lower poly count...Everything with low poly was send in the little package with several ship...
Never try to reduce a high poly model... the work needed is more that create a new model from scratch... but you can always use it for reference... in the same way that you use photo's but in these case, it is 3D...
Normally, it is very simple to create a low poly model from a high poly one... by using the Nvidia melody tools, you can transform a 500k model in a 1k model... without any visual lost of detail... the tool simply generate a real normal map... but it will not work with sins... what is called normal map in Sins ( nm ) are in reality bump map...
Ok. I got the Atlantis from up above down to about 18,000 polygons with a about an hours worth of work. Post-Optimization vertex count is down from 70,592 to 42,452. Not bad for an hours work.
So, without further ado... That Atlantis, in game with a fairly basic texture (though pretty good):
As you can see, I have sized it about 3-4 times the size of a standard capital ship. I think it's turned out quite well.
On other matters, I will be out of town this weekend so you aren't likely going to hear from again until late Sunday night or Monday at the earliest. Have a great weekend everyone.
Hey dolynick,
I could not find a daniel jackson class ship but, ive model one my self with some new acpects of my own, to make the ship look a bit better here's a preview. Basic textures.
Akkan117.
Akkan great Job! that looks awesome!
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