My modding has pretty much stopped right now. http://forums.sinsofasolarempire.com/308807
http://www.xfire.com/profile/lostwld/
http://twitter.com/Lost_WLd
First mod; be kind :P
Published on April 18, 2008 By Lost_WLd In Sins Modding

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.

 

 

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.

 


Comments (Page 11)
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on May 22, 2008
Hey Lost and all modders, I'd much rather wait a few days more for your great mods than hear a report that your down and out sick due to lack of rest/sleep.

awolf
on May 22, 2008
Cool Just make sure don`t use too many particles on single effect though


Love that missle shot!Yes, the particle forge is awesome! Finally!As Bailknight said, be careful how many particles you assign per effect. The game has to load all these on startup.DANMAN



Its only 3 emitters with a 1, 5, and 50 emit rate topping out at 28 particles. Bailknight's 1.2 Heavy Missile is 26 particles for a reference.

You can't tell from the screen shot but the fire exhaust effect even flickers.

I've also edited the LRM mesh to fire six missiles instead of 10... 10 was too many per burst in my opinion.

I have to optimize my Advent siege graphics though. I can only get about 13 on screen properly right now due to me not knowing what I was doing. They currently top out at 976 particles a piece. :/

I has ideas though.

Hey Lost and all modders, I'd much rather wait a few days more for your great mods than hear a report that your down and out sick due to lack of rest/sleep.awolf


Good to hear.

I have the whole weekend off from work so I expect to get a lot done; especially with the new Particle Forge tool.

Eat, sleep and mod.
on May 22, 2008
I've also edited the LRM mesh to fire six missiles instead of 10... 10 was too many per burst in my opinion.


Same here. Too many volleys in single shot compare it`s firepower.   
on May 22, 2008
Same here. Too many volleys in single shot compare it`s firepower.


Great minds think alike and whatnot
on May 25, 2008
so are the particle forge tools really that good? I can't wait... must hold on.... /drools some more over pictures of mod
on May 26, 2008
I added a new video featuring the close to, if not, final version of TEC Sieging.

It can be seen on the original post or click here.


Feedback is appreciated.


* Per-effect particle count is less than or unchanged vs. BKGM1.2 alone.
I didn't clarify in the video.
on May 26, 2008
Love that TEC siege!!! Mushroom clouds, explosions, nuclear missiles, its TEC all the way! I especially love how the missiles spread to maximize the damage area.
on May 26, 2008
that was ... EPIC.

Was it me, or did that planet look kinda like Earth?
on May 26, 2008
SUPERB, Lost. Those munitions really look like they're burning as they enter the atmosphere!

I really like the greasy smoke effect - far too many games go for all balls-of-light in their explosive effects instead of including lingering black clouds with a smaller heart of flame that actually gives the impression of more violence. The missile trails you've got in there do this extremely well.

-- Retro
on May 26, 2008
Sweet, glad people are liking the siege effects.
on May 26, 2008
I love the vids and the images, but is there any way to merge this with my own personal mod? I'd hate to have to live without the awesomeness but I don't exactly feel like doing hours and hours of work over again. Chances are my mod won't ever hit the forums and if it does I'll give credit to ya. PM me if you are willing to tell me how to merge mods.

>Seth<
on May 26, 2008
I have no clue how to merge your mod with mine, but I'm keeping track of all the files I've changed, which will be in a folder, to make it easier.
on May 26, 2008
I suppose I'll download it and see if I can put the puzzle together so to speak. Trial and error time!
on May 27, 2008
Oh man just rewatched video. A few Krosovs doing that would be nothing short of Annihilation (that capital letter is meant to be there). Will definitely download your updated mod when it is released. Oh, have you updated the Marza Dreadnought's Raze ability? Now that would be EPIC!
on May 27, 2008
WOW, the explosions look's way better then in version 1 of your mod.
Now it looks perfect like nuclear bombing and give more sense to the ability "Heavy Fallout".

A short question, because I have problems with your WLd [Combat Visual Mod] v1.0 :

I merged your mod (including Bailknights mod) with Sins Plus 1.3a and got the follwing error messages in the debug directory:

Explosion_Data for "Cruiser0" not found

This is reported several times, because you changed the ExplosionName "Frigate0" to ExplosionName "Cruiser0" in several (14) entity's. I looked into the entity files, but i could not find a entry for Explosion_Data "Cruiser0"? Did I miss something? I get a coredump, everytime I blow up a heavy cruiser ...

Can you help me, please?

Regards, M@tze
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