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Messages - Star Raruron

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61
Mod Releases / Re: Homeworld 2: Hiigaran Shipset
« on: August 02, 2011, 10:19:21 AM »
it's better to not see fighters and bombers than having a lesser real scale... :P
i use huge planets generation and personally i like tiny ships according to generate more realistic proportions... (maybe it's insane, but i like it that way)

is anyone willing to try sins of a solar empire (.mesh) model conversions ^_^" (pleaaase)

62
kudos to foraven for this great job
you're updating at flash speed

63
Help & Support / Re: Adding Models inexperience
« on: July 23, 2011, 07:21:53 AM »
ok then... can someone donwload these models here
http://www.megaupload.com/?d=BKH630CC
and try to convert some of them, maybe ancientsatlantis or pirate base1 :s
then tell me the result ._.... i dunno what else to do

64
Help & Support / Re: Adding Models inexperience
« on: July 23, 2011, 01:17:39 AM »
read the topic
using the preset you indicated... and gone to guruware as well

i dunno but there's something in this models maybe i dunno... it's impossible they come as cones and cilinder (umbreeeeeeeeellaaaaaaaaaaas corporation) every time with every conversione with every option ._.

65
me wants expansion with anything firgof said in  :o ::)

66
Help & Support / Re: Adding Models inexperience
« on: July 22, 2011, 03:22:03 PM »
still umbrellas...

i'm converting .mesh in .3ds with 3d object converter
than NOW i'm using the obj exporter from 3ds max studio to AGAIN convert those .3ds in .obj... and again "umbrellas" T.T

can anyone put a mini tutorial for 3d object conversion in 3d softwares?

67
Mod Releases / Re: Homeworld 2: Hiigaran Shipset
« on: July 22, 2011, 02:14:58 PM »
nice job...
which extension filetypes where the originals?
or.. did you make them by 0?

68
Help & Support / Re: Adding Models inexperience
« on: July 22, 2011, 02:06:54 PM »
ok... what's the model configurator o.o?

btw i'm sure my paths in the folders and in the txts are correct...

also... the exportation looks cool to me and not corrupted... since the software both opens the converted and the original files in the same way


69
Help & Support / Re: Adding Models inexperience
« on: July 22, 2011, 01:23:22 PM »
http://imageshack.us/photo/my-images/687/alwaysthoseumbrellas.jpg
i'm still at this point...
sorry to revive this thread...

1)i open the files with 3ds max studio and use also 3d object converter to make the .mesh readable by 3ds max, then i export the a .x files as instructed from warstalker in his tutorial with pandaxporter... white umbrella red cilinder

2) i directly convert the .mes in to an obj... white umbrella red cilinder...

............
http://www.megaupload.com/?f=MWPDUXJN <--- here is a folder with 3 files... two proto shipsets with both the .x and .obj and .png textures and the shipset in game folder...
the third is a .rar with 5 ships i'm trying to convert.... :/

70
Modding / Re: "Martian" shipset
« on: July 22, 2011, 01:51:33 AM »
you know martian is a "classic" i'm not in that :P
BUT
i would start with
martians tripod (i know... land unit... but you can work ship designs from there)

fpr something more "Modern" take a look here
http://www.monsterinsider.net/2008/07/01/a-menace-from-the-heavens/

or just google "martian tripod" and "martian units" :)
you can easily find something like

also you can do a merge with "indipendence day unit"
a menace from heaven mothership looks like their city destroyer ;)

71
oh my god... thank you... now i feel so stupid...
i was just thinking... those surely are the al behavior and STOP... T.T
so i didn't look at the layout thing at all ._.

my searchs where all in scripts gui and also shipsets

what about the "pick whole scale" window?
i want to change, for example... planet buster scale picked there and other thing also o.o (i think this one was in the gui folder)

EDIT: nevermind... found it as well in gui > layout_win.as

almost at the start (i just write the solution so anyone who uses the search button can read)

const float[] scaleValues = {0.5f, 1.f, 4.f, 8.f, 16.f, 32.f, 512.f, 4096.f};
const string[] scaleNames = {"#LES_Fighter", "#LES_Bomber", "#LES_Destroyer",
   "#LES_Frigate", "#LES_Cruiser", "#LES_Battleship", "#LES_Supercapital",
   "#LES_PlanetBuster"};

72
Help & Support / Basic Blueprint and "Take Whole Ship Scale" Modding
« on: July 17, 2011, 03:53:01 PM »
Hi... thanks everyong in advance for any help
if i want to change the Basic Blueprints available for any race and shipsets at startup, where the heck do i have to go...?
 and what "Take Whole Ship Scale" Gui Modding ?

(i feel ashamed to ask such simple things... but even Danman of sins of a solar empire and the 3d designer iskatumesk where ignorant in almost any modding aspect when they started... ... ... oooou yeah... maybe i will never become like them... but... i want to shot)

73
Modding / Re: NEW to [Blender] 3D Modeling/Textures/Wraps.
« on: July 17, 2011, 09:50:36 AM »
i'm with 3ds max 2010... i'm actually trying to import in the software... and then in star ruler... .dds and .mesh files... (had problems with net framework and lost 6 hours yesterday so now i'm a bit... "lazy about doing tests of any kind")   
i've the official dds plugins from nvidia site...
but i don't no if, usign Ogre exporting plugins, i can import those .mesh....

i'm just asking, because maybe blender and other software have more import export plugin (doubt it... but asking never kills) and at the same time suggesting more evolved software (3ds max is also on freeware versions for those "hobbystic purposes... it's called scholar or somewhat... )

i'm not really in to modeling... i'm just trying to pick some cool ships from here and there and but some in a personal mod...

74
Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: July 16, 2011, 05:24:40 AM »
done... i also tried to make a thumb but a personal family pic was involved -.-"

75
Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: July 16, 2011, 05:10:12 AM »
http://webzoom.freewebs.com/gaianknight/mechs/Ascendancy%20Class%20ASSD.gif

what do you think about these... they're not mine of course... but they look awesome and also detailed (well lotta work should be done for game purposes, i mean detailed in the schematics)

many big ships own city on the back o.o... (and they're even not huge as a worldships... they're more like super capitals)

76
Modding / Re: Dyson Ring, Dyson Spere, Dyson Swarm, Dyson Shell...
« on: July 12, 2011, 02:20:55 PM »
*_* this is so shiny  :o 8)

77
Modding / Re: Object Dock Icons
« on: July 10, 2011, 03:24:31 AM »
cool ones  :)
+1 karma

should be added to the game exe  ::) (looks at the heavens)

78
Help & Support / Re: 99% cpu usage
« on: July 09, 2011, 05:41:58 PM »
beardo and deckman can i borrow your savegames?

79
done, and playing savagely!

80
Suggestions / Re: Interstellar Trade
« on: July 09, 2011, 02:14:59 PM »
i sign for mesk idea  ;D!

81
kudos to you  8)
will you post full mod or just the fix  :)?

82
Help & Support / Re: High CPU Usage
« on: July 09, 2011, 12:41:54 PM »
YAYYYYYYY I'VE BEEEN USEFUUUUL
give me some karma this time i really deserve it T.T :'(

83
Help & Support / Re: High CPU Usage
« on: July 09, 2011, 11:57:26 AM »
@chaunenko however i repeat... MY FIRST POST...
if the cpu break your balls just lower framerate till it's accepptable for both the eye and the pc...

me and losb can continue play withouth anymuch problems since the both of us found a personal solution


84
Galactic Armory / Re: [Archive] Galactic Armory Discussion Thread
« on: July 09, 2011, 11:49:49 AM »
I suppose you changed the planet radius? I may be wrong, but I believe the method used to calculated the moon orbit radius around a planet is internal. So no, you probably can not change it.
EH... sh*t... but after i did the question here i also tried for the first time expanded universe (i know now someone is gonna scream WHAAAT!!!???) and there is an option to change celestial object sizes (not sure if it is a multiplier... it is a bar from 1 to 3) and when you reach 3 it's almost real scale (i mean real scale when the scale of a 4096 ship with a normal "crewage" of 150000, which is the equivalent of a death star... is exactly the scale of the smallest planet... WHICH i know it is not accurate since a death star is not big as the moon or pluto or mercury but i will deal with it for the sake of game stability) THIS leads to your question to me o.o... I did test on mickelroi map gen AND advenced spiral universe for many many eons... AND got this numbers

*me proudly presents*
PLANETS MIN RAD 25(mercury, moon)   MAX RAD 280 (jupiter)
ORBIT RAD 800/1000
STAR SIZE 15

HOME MIN RAD 50 (EARTH)  HOME MAX RAD 120 (URANUS NEPTUNE)

i don't even touch binary stars things... cause anytime i do it... every planet in those star sistems JUST START TO GO LIGHTSPEED AROUND the two stars... (however those are the planetary dimensions i got... along with the stars... BUT i think the EXPANDED universe multiplier (?) is a bit better o.o... i would switch to that metod for realistic universe generations :P)

sorry for the long post... (it's just that i got excited cause a modder asked results of my crazyness directly *_*)

85
Help & Support / Re: High CPU Usage
« on: July 09, 2011, 11:27:50 AM »
i've not the auto dock on taskbar...

86
Help & Support / Re: High CPU Usage
« on: July 09, 2011, 10:57:13 AM »
yup... it lessened the problem a lot  :o (almost halfed...) from 50 to 25....
but if i want larger galaxies or multi galaxy and larger stellar objects game i guess i'll need to buy a pc like yours sboccac :P

87
Help & Support / Re: High CPU Usage
« on: July 09, 2011, 09:58:58 AM »
surely this problem is WHAT causes all the crashes to many people  :-[

i'm trying to isolate it doing some tests...
and even though the problem is cpu usage... and crashes are followed by c++ error message... i noticed that lowering the frame rate (on dual core to at least 12/15...) which prevents horrible framerating on the screen and excessive cpu usage too ^_^... try it you too... even though there should be something else which solves the problem permanently and with higher framerate too °_° (me hopesguesses)

88
ah ok °_° (i'm sorry for my "miswording") but i'm not english as you can notice from some errors :P
however still compliments for the job

89
i really meant "scroll" not zoom... but now i see why you said so...
previously we had the possibility to scroll infinitely in xyz... but there was the possibility to loose the galaxy...

now the whole zoom and scroll are limited to WHAT MONSTERS we create (just did a universe with 15 galaxies and 10000 star... not that i can really support with a dual core such a monstrosity...  but i noticed that NOW we can zoom till all the map is on sight... OUTSTANDING °_°)

EDIT: i was just worried this was some kind of limitation... now i see it's only improving better and better (love you all guys)

90
I've noticed there is no infinite scroll now... we are stuck some thousand light years from the galaxy board D:... THIS will mean no multiple galaxy or no bigger ones right?

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