Sorry guys. I will fix up the links when I get a chance. I've just been a bit pre-occupied lately and hadn't noticed or had a chance to deal with it. It's just a matter of re-sharing them and updating the thread with new links, no re-uploading or anything annoying required. ADrive has been pretty good so far, no worse than any of the other filehosts I tried or looked at. Unlike most, while it might unshare them, ADrive at least doesn't remove your files after a s
dolynick
[quote who="Thoumsin" reply="360" id="2825497"] Quoting dolynick, reply 356 so I had to resort to just a ridiculously long lifespan because "time is infinite" didn't seem to work on the effect. -dolynick Well, for the rotating effect from the Omega in the B5 mod, the particlelifespan is almost 3171 year !!! [/quote] I think I used 9,999,999 (maybe another 9?) seconds if I recall. Should be plenty
[quote who="Shmily123" reply="357" id="2825434"]thanks gonna have to look uo how to do that thought [/quote] It's just Particle Forge work. If you have the mod tools then you should have it. I'm not especially good with Particle Forge but it's simple enough to take something and modify it a bit to suit your requirements. In this case it sounds like it might be as simple as picking a different color and changing the width values. -dolynick
[quote who="Shmily123" reply="346" id="2824505"]Nice dolynick could you make a red one my ships are supposed to have a red effect like that coming out of th espikes what mod is that for by the way [/quote] Shmily, It's for the Stargate Races mod. The effect is quite simple. Just a rotating bright center with some thing rays of light rotating inside it. Not much to it, but relatively effective in game. The latest release for Diplomacy has one ship u
[quote who="dondurito" reply="1461" id="2824610"]Very nice work as always !! can we hope for a small patch update ? [/quote] Thanks. I suppose timewise an update could be due. I haven't been in a hurry to do so yet as the next update was supposed to be mainly a custom model update. While I have been making some progress on that, it is slow going and there are only 4 new/updated models done so far. There have been quite a few tweaks made
I just finished this up and got it in game today; it's the model for the Ori Champion (super-heavy cruiser) in my mod: I created this model completely from
It seems I've been a little quiet lately when it comes to the mod and this thread. I have been a little busy but I've also managed to get a little work done on things too. Some long overdue shots of the new Goa'uld Jan'tak model that's been done for a while now: Sorry they're a bit dark. The text
[quote who="psychoak" reply="1453" id="2806428"]I got around a few of those things, what were you after? [/quote] A modifier to give a specific amount of metal or crystal would be nice but doesn't seem to exist. Give credits yes, but nothing for metal or crystal. I had hoped to create matter converters (turn metal into crystal or crystal into metal, with a conversion penalty of course) but without the ability to give resources it can't really be done. -dolynic
[quote who="ZombiesRus5" reply="1451" id="2806065"] Thats probably my wiki... Be aware that the new AI use times appear to be specific to Diplomacy. Edit - If it's not http://code.google.com/p/soaseplugin/wiki/aiUseTime, can you point me to it? I'm always looking for new info. [/quote] Yup, that's the one. Nice job btw. There are a few things in there I never knew about. Sadly, it also confirmed a few things I was pretty sure were not available a
[quote who="EternalRequiem" reply="1448" id="2806012"]dolynick I noticed some of the Asgard abilities don't stop autocasting when autocast is enabled, I don't know if it's specific with capital ships or other class of ships but I thought I'd let you know if you already don't know about it. [/quote] Yes, I am aware of the issue. Another poster recently pointed me to a wiki that had some very useful info on AIUseTime and Autocast options that I was not previously aware of.&nb
[quote who="tyr402" reply="1445" id="2801939"]Any new pics for the new models??? [/quote] I could post some pics of the new Jan'Tak model. Unfortunately, I haven't been able to devote much free time to modding since I finished it so there isn't anything else new to show at this time. -dolynick
Moving right along... Today I finished a new custom model for the Goa'uld Jan'tak cruiser. It's possible I might do some more tweaking of the textures but I think it's more or less finished as is. -dolynick
[quote who="dewing12" reply="1442" id="2791145"] What do you need? I might have the source files somewhere, but since I got a new computer I don't have access to all my old stuff right now, so I'm not sure. By the way I love the new models! What software are you using to model? [/quote] I was referring to the original xsi source project for the Tyr model you sent. Even the pre-converted .xsi would be more workable than trying to get the .mesh back into XSI.
[quote who="Anubis208-RG" reply="1439" id="2789376"]Just wondering, will the Anubis ship be bigger now, cause in the show, at least, it dwarfed all the other Goa'uld ships. [/quote] The model is about 2,000m across. That's roughly 4 times as wide as the Kol is long and about the same size as the original Anubis model in the mod. I am aware that the online data for the ship puts it at about 5,000m across but that would cause some scaling issues with all the other model
So I revisted the textures on the new Anubis model tonight and thought I'd share the results: I know things are a little hard to make out in the pics because the ship is so dark to start with but it should give you an idea of how it turned out in game. -doly
Tonight I went back and tried to do something about the flat color shaded textures on the Goa'uld Anubis. Here is the end result in game: I know the pics are hard to see. I was trying to preserve the color of the ship but that makes the details hard to see on a ship that uses near black textures.
[quote who="tyr402" reply="1436" id="2785985"]Nice!!! Will the tyr cap model get a revamp in later versions???? [/quote] Unfortunately I don't think Dewing12 sent me the source files for the model and all I have is the finished mesh. That makes it trickier to get into XSI to redo it nicely. That's why I never changed the textures from how they arrived originally. It is possible but given the nature of that project it's definitely lower on the priority
[quote who="tyr402" reply="1434" id="2785931"]The impenetrability research is not reflected in Caps, is that by design or a bug??? [/quote] It's a limit of how abilities must work on capital ships as opposed to Frigates. The hidden 5th slot for capship abilities must be passive and one level only otherwise the player can do some ship screwing up stuff (like trying to assign levels to it at ship level up). That means that I cannot apply the research to the Impenetrabil
[quote who="dondurito" reply="1432" id="2785849"]great job on beliskner!I love it!! Grest job on the ori too... I look forward to the next update... With the Daniel Jackson maybe... If it helps for the bug to the AbilityAsgardTurretPulseGuns I changed aiUseTime "OnlyInCombat" by aiUseTime "OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder" in the entity file. it works pretty well. I found lots of useful info
[quote] I did notice the gungir was more effective, before I had to have 50 of the things in order to make a difference, now with about 20-30 they own all the frigate fleets they engage, what was the change. [/quote] I meant that I had redone the model for the Gungir itself. Its far better edged now and has a far better texture job on it and it's actually fewer polygons to boot. I didn't change anything about the ship as far as stats go.
[quote who="tyr402" reply="1428" id="2785478"] It looks awesome!!!!!! How does leveling up the thors shield recharge work??? Does it go faster or is the AM worth more shield points???? The reason I ask is because I consider the Thor quite fragile in a major engagement, it doesnt pull its weight like the Odin and the tyr class( its finally worthy of the credits thanks to the revamp in its second ability) [/quote]
I've been focusing mainly on modelling lately so I thought I'd share a couple screenshots. Here is the fixed up, redone Asgard Thor (Beliskner) model in game: And here are some earlier build shots of the new Goa'uld Anubis model: <im
Well, I finished the redo of the Asgard Beliskner tonight. Here are a few in-game shots: The pink stuff turns team colored when that is enabled. I took the shots with it off so it would look like the default "as in show" colors. Once again, model submitted by Thoumsin. 
Once again, very nicely done. For my part, I've got the Anubis ship model I posted a few pages back done up and working in game. It's just flat color textured but it turned out quite nicely with a final post-conversion vertex count of about 20k (6700 triangles). Not bad for a recreation of a 140k triangle model. :) I recently found some metal patterns (unfortunately, they're rather small sampling for the most part) for texturing too so I may go back an
[quote]Here's an example of my scale/ruler. It is basically the size of the TECH Akkan. I import it as a dotXSI part size and delete after scaling. I then use gruntmasters program to tweak any other size issues after I apply null points as I don't see any way to keep null points relative to the object within xsi when resizing.[/quote] Interesting. I just create a wireframe sphere object and size it to my desired maximum bounding radius (IE, it usually ends up similar in size and