Lost_WLd Lost_WLd

WLd Mod

WLd Mod

First mod; be kind :P

This is a maligned graphic mod I've been working on over the past year or so. I've rebuilt it quite a few times and am doing so again for the Entrenchment Expansion. I hope to actually finish it this time around.

 

I'm currently working on the TEC effects. Unfortunately this modding thing is still new to me, so its taking me a little while to turn out new particle effects. :annoyed:

 

 

Thanks to Annatar for answering my mod questions.

 

 

Click 2x to get to the HD version on youtube and excuse my poor video capturing skills.

Feedback is appreciated.

 

767,932 views 292 replies
Reply #51 Top
I also made a nice discovery about beam graphic animation out of pure stupidity. They're going to look a lot better in the next version.


What exactly did you find out? I'm trying to mess with beams to look more like the ones seen in stargate. I.E. they don't just disappear when done firing. They travel, in a sense, so that the end of the beam hits the enemy ship instead of going away almost instantly. I'm curious to see what you found out and if it might help.
Reply #52 Top
This mod is awsome!

Now my question is. can someone merge "WLd + bailknight_graphicmod_v1.2" with SINS PLUS?

that would just be candy!

Plz reply or PM if you could do this. Thanks :)
Reply #53 Top
Danman is more than likely working on a merger. I did the poormans buy jamming the directories together, and it resulted in a mini dump 3 min in, so I failed.

KP
Reply #54 Top
Danman is more than likely working on a merger. I did the poormans buy jamming the directories together, and it resulted in a mini dump 3 min in, so I failed.KP


Well I do that a merge of these two are in the works. Personaly I have no skill at merging files, however I did get a niffty program called "compare it" (I think the sins plus guy said he uses this in his .nfo file) But I have no idea how to use or which "stuff" is the right one to merge. .
Reply #55 Top
What exactly did you find out? I'm trying to mess with beams to look more like the ones seen in stargate. I.E. they don't just disappear when done firing. They travel, in a sense, so that the end of the beam hits the enemy ship instead of going away almost instantly. I'm curious to see what you found out and if it might help.


Try setting the beam to 3 bursts with at least a .4s delay. ;)
Reply #56 Top
Try setting the beam to 3 bursts with at least a .4s delay.


Thanks for the suggestion, but didn't work for me. I'm looking for something like this:

Youtube Video
Reply #57 Top
Thanks for the suggestion, but didn't work for me. I'm looking for something like this:Youtube Video


D'oh! I'll let you know if I find something :/
Reply #58 Top
D'oh! I'll let you know if I find something :/


Ha. Thanks. That would really help out a lot in making our mod closer to the Stargate universe.

-I don't want to keep bothering you, but you're obviously pretty awesome at editing particle files. I've just started messing with them. Do you have any idea how to create a hyperspace exit effect. One that would appear a few seconds before the ship entered the gravity well and then the ship would travel through it much like the charge up and entrance. I've been messing with the effect for a while now and haven't gotten anything I like. But don't go out of your way to figure that out. Just a suggestion would do. Thanks.
Reply #59 Top
Ha. Thanks. That would really help out a lot in making our mod closer to the Stargate universe. -I don't want to keep bothering you, but you're obviously pretty awesome at editing particle files. I've just started messing with them. Do you have any idea how to create a hyperspace exit effect. One that would appear a few seconds before the ship entered the gravity well and then the ship would travel through it much like the charge up and entrance. I've been messing with the effect for a while now and haven't gotten anything I like. But don't go out of your way to figure that out. Just a suggestion would do. Thanks.


http://www.youtube.com/watch?v=vYgRc2Xmrk0

Maybe that guy has an idea. :)

P.S. I have no clue how to edit anything. I'm just playing in Bailknight's sandbox. :d
Reply #60 Top
Awesome mod, can't wait for the next version.

Also, for the Stargate style beams: Having literally no SoaSE modding experience, I can't say if this will work here, but I did this to fake a beam of that sort a while back. Rather than keeping a "beam" class weapon, use a mass driver(or whatever they're called here) that fires really, really fast. Make the projectiles leave a trail as well. This way, the shots look like a beam. As I said, no clue if this will work here too.
Reply #61 Top
Danman is more than likely working on a merger. I did the poormans buy jamming the directories together, and it resulted in a mini dump 3 min in, so I failed.KPWell I do that a merge of these two are in the works. Personaly I have no skill at merging files, however I did get a niffty program called "compare it" (I think the sins plus guy said he uses this in his .nfo file) But I have no idea how to use or which "stuff" is the right one to merge. .




Well I spent the whole day trying to merge this with sins plus with no luck. I thought I could kind of wing it and figure it out. But all I get is a sins dump when I try to enable the mod.

Has anyone merged these mods? Wld + Bailknight + SINS Plus
Reply #62 Top
I took the Adama repack which consists of Sins Plus and Bailknights orignal mod and added the 'merge files' from WLD. I have not gotten any dumps... though I'm not positive that this fully integrates all the mods correctly.

It seems to have though...

Javaslinger
Reply #63 Top
I just wanted to share this screen shot with everyone to prove I'm not all about the TEC.

It's an Advent beam modification I'm working on. :)

Reply #64 Top
Looks great,when do you think you will release your next version?,I am only asking because I really like your mod :)
Reply #65 Top
Looks MUCH better, cant wait for the release  :D 
Reply #66 Top
Wow, this mod is sweet!

Do you know how I could possibly merge it with Kreyson's Battlewagon mod? That mod already has the Bailknight package but also some capital ship nuances that I enjoy. ANy hints?
Reply #67 Top
Looks great,when do you think you will release your next version?,I am only asking because I really like your mod

It should be done within the next week. I have the TEC capital ships done. I'm still working on the Advent and Vasari beams though. Beams are hard :/


Wow, this mod is sweet!Do you know how I could possibly merge it with Kreyson's Battlewagon mod? That mod already has the Bailknight package but also some capital ship nuances that I enjoy. ANy hints?

You'd have to copy all the "weapon" changes I've made into the entity folders on his mod. IE: Replace his Kol weapons data with mine. It'd probably take a little over an hour to do as I've changed 64 files.
Reply #68 Top
It should be done within the next week. I have the TEC capital ships done. I'm still working on the Advent and Vasari beams though. Beams are hard :/


No kidding.
Reply #70 Top
Damn it Lost_WLd! Now I find myself staring at my screen watching the pretty battles and planetary bombardments rather than managing my empire! Argh!

Seriously though, nice mod. I'm thoroughly enjoying it.
Reply #71 Top
Lost_WLD:
That new ADVENT picture looks great. I can't wait until you are done.

To All:
YES, I am working on mergin this mod with 7 DEADLY SINS, and I gues I can do SINS PLUS while I am at it. Since I am the one in charge of that mod now.

Lost_WLD:
You have to get this done man, the masses are drooling (including me).

DANMAN
Reply #72 Top
Damn it Lost_WLd! Now I find myself staring at my screen watching the pretty battles and planetary bombardments rather than managing my empire! Argh!Seriously though, nice mod. I'm thoroughly enjoying it.

:D

Lost_WLD:You have to get this done man, the masses are drooling (including me).

DANMAN

lol, I'm trying. I already put another 51 hours of work into the mod. :) I keep stumbling into even cooler looking stuff though.
It's like tripping on your shoelaces and face planting onto a 20$ bill. :d
Reply #73 Top
Are you sure this is your "first" mod? Seems you're tearing up the field quite nicely!

I really like the more visible shielding. Had a couple flaks attacking my Advent colony capship and it was quite pretty to look at.

You gonna do anything with splodeys? :)

-- Retro
Reply #74 Top
Wow, this mod is sweet!Do you know how I could possibly merge it with Kreyson's Battlewagon mod? That mod already has the Bailknight package but also some capital ship nuances that I enjoy. ANy hints?


Here is what I did, no probs so far.. Copy the whole PipelineEffect folder from wld+ bails graphic mod v1.2 and paste it into the battlewgn pack v2 folder. Copy all the gameinfo files from wld+bail's mod and paste them into battle wgn's gameinfo folder.

Hope this helps and can understand it.. If not yell at me...

Awolf
Reply #75 Top
Awolf, that doesn't completely merge the mods.

Using Win Merge, i compared some of the files provided in the Wld Merge folder, and the stats were different. Not sure if that was just the mod i was comparing it to though. (compared 7DS to Wld)

and Lost_Wld said that the different weapon points of each ship had to be changed. I believe that involves changing each ship, and redirecting the weapon meshes and textures to the ones Wld made.

I'm just gonna wait till v2.0 before tring to merge the mods, or better yet, wait till Danman merges them. :P