This member has provided no bio about themself...
thanks, gonna address that in a patch.
definitely is - just open the Factions.xml and change the number in the line <Space_Tactical_Unit_Cap>20</Space_Tactical_Unit_Cap> to whichever you want ;)
no way! you managed to change the FoW checker pattern?!
jeez, I was searching for it in the files for so long, even downloaded a hex editor and dug into the game .exe itself, yet without success :/
thanks for sharing!
holy moly, great job!
oh, I just thought that this one would look nicer, but you´re right it doesn´t make nay sense :D
Thanks for feedback ;)
well the cannon itself is super poly-efficient: has only 600 polygons (even with the cables) :)
the 5k is the entire scene, where majority comes from the high-poly model (way too detailed for RTS; used for creating the ambient occlusion).
and the texture...well it´s a 512x512, you can´t get much detail into that but imo it fits the distance from which units are usually viewed... but both of that can be edited, as Fedor did for his mod.
nice! if you decide to implement the heavy version (Grav Cannon) as well, you can pretty much use my model ;) Moddb.com
Fedor_Russia has even implemented it ingame already Moddb.com
I appreciate your decision.
holy moly, that´s pretty huge!
just do not forget to set correct smoothing groups for the fronts of those "bubbles"/hemispheres/simply the round parts of the hull.
simply superb work!
aaaah, I have to upload in a .rar /zip, since otherwise it tries to read the xml code, which is obviously not working :D
thanks for letting me know ;)
trust me, I used to have a super crappy PC in those times I started modding, so all these models are created as low poly as possible. really. cause I mean...why would I create a mod I can´t even run smoothly afterwards :D
ooooh, I like it!
a quick edit, it also reduces cooldown on abilities and extends range of weapons
hi, it´s actually a particle with passive ability and specific lifetime (that´s great about using such "fake" particles - you can get rid off them easily. for units, you would have to make them autodestruct). and yes, once the particle vanishes, the buff does stop to work as well.
huh...I mean...probably yes? :D
even though I didn´t think about that tbh.
thank you :)
you´re right about that!
will try my best to fix it ;)
unfortunately, I do not know how to write these .lua scripts, so except for the Shrip Shpa teleportation ability (http://www.moddb.com/mods/yuuzhan-vong-expansion/videos/shrip-shpa-teleport-ability-demonstration#imagebox) none of these are based on custom made scripts are purely clever workarounds of concepts already ingame by the developers :D
gotta love this! :D
I remember there was actually a mod with LOTR back in those days available - maybe you could scavenge something from it :)
within a few weeks ;)
well, kinda was... but we´re aiming for a space demo right now.
dead? hollow? rising...undead
as Jesus on Easter, we rise from the dead ;)
superb as always!
I would have a one tiny suggestion though - since the game can´t produce ambient occlusion, I think it would add a lot of depth to the trees if you made the texture on "start" of these branches (where they are supposed to grow out of the trunk) a bit darker, since branches above them would cast shadow on those below.
here it is pretty nicely illustrated: