ZJBDragon

ZJBDragon

Joined Member # 3062048
0 Posts 0 Replies 615 Reputation

All I really want right now is more information about convertxsi, what it's expecting, why it keeps telling me 0 vertices, and just more information about the actual conversion inputs and outputs in general. I can't work with a black box piece of software if I don't know how to talk to it, and that's what's driving me up a wall. See [link="https://forums.stardock.com/311258"]https://forums.stardock.com/311258[/link]. Otherwise, a bit more flexibility like people are mentioning above wou

69 Replies 62,723 Views

I've exhausted every single option I can think of over the past couple of days and I still can't get this damn convertxsi program to do anything useful or act like it's supposed to. I'm extremely pissed off at it and the non-existant documentation. EVERY single time I go to have it convert something I've made into the game's mesh format I get 0 vertices and commonly the following message: Ignoring unknown material type (24): DefaultLib.

19 Replies 63,883 Views

Kieuc, use the following command prompt commands to get relative paths instead of using absolute paths. CD C:\XSI ConvertXSI.exe 001.xsi 001.mesh That should fix your problem. I don't think convertxsi likes absolute paths. Unfortunately, you'll probably run into the wall I did where convertxsi detects [b]0 vertices[/b] every time. I don't get the error you're getting when I use relative paths, but I have had one hell of a time getting convertxsi to spit out a mesh

7 Replies 6,320 Views

My main complaint is that there's a complete absence of a knowledge-base, wiki, or set of finished tutorials. I spent a bunch of time making a couple of ships and now I've almost spent just as much time trying to get that damn convertxsi program to actually find vertices and do its job instead of telling me there aren't any vertices. Before that it was a pain just to get files into the XSI format and now I'm learning that the format has to be set up in a very specific way to work. I've yet to ge

69 Replies 62,723 Views

[quote][b]Tridus[/b] Here's some free advice for EA: making a paid copy of the game run worse then a pirated copy does not encourage people to buy the game. In fact, your setup tells people not to buy the game at all if they're going to be offline for extended periods. What you're actually doing is ENCOURAGING piracy, since its not like these measures will actually stop anybody from pirating it (they'll be stripped out by release).Why are so many game companies run by absolute morons?[/quote

313 Replies 790,269 Views

ManSh00ter, does that mean there are a maximum of 30 weapon points (10 for each type of weapon)? Or, does it mean that the points for each weapon must sum to 10 (5 of type 0, 2 of type 1, and 3 of type 2 is an example)?

5 Replies 2,476 Views

EvilleJedi, those blueprints/schematics are only one of the many references I use, in which happen to include shots from movies, conceptual art, and other sources. Although I haven't announced my mod project yet, I will say that accuracy is not the main goal. You're working on the Star Wars accuracy mod and there's other people doing an accurate Star Trek mod. I'm not here to offer direct competition. :) My direction is more of a Star Trek vs. Star Wars vs. something else vs. something else, whi

18 Replies 14,978 Views

Wow...every 10 days? I wanted to get Mass Effect, but this is a deal breaker and the exact reason why I passed on Bioshock in favor of another game. However, I'm much more interested in Mass Effect than what I was Bioshock (I thought Bioshock was another run-of-the-mill FPS game even after playing the demo). Perhaps I'll do to Mass Effect what I did to Roller Coaster Tycoon 3 Wild (yes me, a grown man, plays roller coaster tycoon, or used to at least). RCT3 Wild had a really nasty version of Sec

313 Replies 790,269 Views

TFL BigBANGtheory, please see my last post for a pair of questions. DrathKar and saith1970, what's important to remember is where and how the model is being used. If you have a ship with 14k poly's then you probably don't want to have a lot of them on the screen at the same time unless you're aiming for higher system requirements. Likewise, if you have a smaller 2k poly's ship you can have a ton of them, but there's a point at which you don't want there to be too many due to the associa

18 Replies 14,978 Views

Wait a minute...girls play video games? When did this happen?! *gets out from under rock* I don't understand the aversion to games that most girls have. Unfortunately, I've never met a girl I find attractive and within driving distance who was into games or other not-so-typical-for-a-girl stuff. I've especially never met an RTS-playing girl. The one gamer-girl that I met via online channels a few years ago joined me cooperatively on some FPS games and it was a ton of fun.

113 Replies 364,716 Views

TFL BigBANGtheory, are there multiple ability points or is it only Ability-0? Also, let's consider a ship from Star Trek, if I want to put phasers in various places would I name each point Weapon-0 since they're all the same type of weapon? For torpedo launchers, would I mark them all as Weapon-1? If I wanted quantum torpedoes to come out of only the lower dome, would they then be Weapon-2 and I could not add any other weapon types? That's the way I'm interpreting things. Also, I don't

18 Replies 14,978 Views

I'm looking for information about how to add gun ports, exhaust, and lights to models. Is this done with skeletal points? Do I have to name these points something specific? The reason I ask this is because I have 2 models ready for import and 43 (yes, you read that right) more on the way (in progress or planned). However, I'm not sure how to set up their point/skeletal structure to allow for lights, weapons, exhaust, and all that. I can reverse engineer existing entity files but so far th

18 Replies 14,978 Views

The Kol is seriously 12,000? That's twice what I would have expected and sounds wrong. Personally, I've been aiming for 4,000 to 6,000 triangles depending on the size and detail of the ship (obviously capital ships will have more detail than frigates). Something like 30,000 really needs optimization and trimming down. That sounds way too high when you take into consideration performance implications. You want your ship to be playable in game, right? I won't say what I'm working on...but

7 Replies 4,758 Views

What will happen to the middle east? They all should be selling oil to Asia and we should be buying our oil from Brazil. I'm not sure how many of you keep up with the news, but they found a huge cache of oil, possibly the world's largest supply, in Brazil. There is oil all over the planet, enough to drive prices below a dollar again if the proper refineries were allowed to be constructed. If there wasn't so much government-environmental regulation we could be helping the Brazilians and also dril

70 Replies 167,230 Views

Are you guys looking for help? I have an untextured USS Titan sitting on my hard drive. There might be more ships or things sitting around...I'm not really sure what's all there since it's been a while since I've done any modding. I'm bored today so I'm going to look at texturing it and then I'll post some images of it later this evening. I'm kind of getting tired of modeling monsters and programming collision checking.

1,754 Replies 4,128,312 Views

Windexglow, this person has already stated that they don't have 3dsmax. An SOASE importer for that program will not help. Not everyone has or likes 3dsmax, especially when Blender is such a powerful and free program. GCFL, in the event that the models use some sort of skeletal or point structure, the obj format will not carry over that data. Instead, the 3ds, dae, ase, x, and a couple of other formats will preserve that data.

8 Replies 4,858 Views

[quote]And then another game, I'm about to win again, and the opponent lags out. I have about 10 stories like this.[/quote]This is the exact reason why stats are bad and destroy even the best of games when someone decides they don't want their performance on record. Try playing with friends. The scenario you described of the online matches against random people or clan members is typical and has been going on for years. People did this way back with Duke Nukem 3D and Command and Conquer, and the

21 Replies 32,155 Views

[quote][b]psugar[/b] Sweeeeet... Malice is being rebalanced[/quote]You guys are taking the whole rebalancing thing way too far. You routinely listen to the most vocal of people and ignore everyone else. It's getting quite tiresome. A spread out fleet with ships that disable, destroy antimatter, repair, or shield other ships would have prevented this perfectly staged scenario. If you're going into something civil war-style with all your ducks in a row like this, you deserve to lose

23 Replies 16,347 Views

The modding guide does not go over GCFL's problem and using XSI isn't going to solve it either. GCFL appears to be requesting an example ship mesh file saved in a different format that Blender can read. Obviously you cannot import a .mesh file into Blender without some sort of converter. However, you could open an .obj, .dae, .3ds, .x, .xsi, .ase, .lwo, and a few others in Blender. It looks like he's requesting a sample working ship file...something that he can tinker with in Blender as

6 Replies 6,385 Views

No, your HDTV manufacturer probably does not make drivers. What is the make and model of your graphics card? If you are not sure of your graphics card make, go to start > run > type [B]dxdiag[/B] . Then click on the Display tab and your graphics card information will be displayed. Note that you want the make and model from the left, and on the right the version number (6.14.0011.7474 is mine).

4 Replies 2,060 Views

[quote][b]Carbon016[/b] This is incorrect. Evolutionary theory predicts a number of things. For example, whales are really, really related to hippos. We validated this through molecular testing (DNA analysis) and lo and behold, later found fossils that linked the two orders. Evolutionary science makes tons of hypotheses. We can also observe evolution at work on the laboratory, as well as the moth example presented earlier. Evolution is not that slow of a process, really.[/quote]Evolutionary

467 Replies 806,593 Views

I just wanted to add a couple of things. Even if NeroToxin (or anyone else desiring a yet-to-be-made mod) is inexperienced or poor at modeling, skinning, animating, coding, or whatever else, you don't always have to tackle every aspect of a mod on your own. Everyone starts somewhere. Asking people to do ______ mod for you normally doesn't work. However, saying you're doing ______ (with example) and need some help or someone to compliment your skills will commonly get you somewhere. Work

11 Replies 14,437 Views

[quote]Dragon, not to be mean, but shut up. It's NOT easy, it takes a LONG time to get decent with moddeling, and textureing. While he could do it, it'd look like some crap a three year old puked up. So if he wants a good quality mod, he needs to find someone who allready has the skills needed. So his only choices are to sit there and wait for experianced moddelers to help, or to learn to do it himself and wait for a year and a half until he's good enough. Shitty choices if you ask me.[/quote]Ev

11 Replies 14,437 Views

Intelligent design SHOULD be taught and the paranormal SHOULD also be taught. There are as many issues with the theory of evolution as there are with the theory of intelligent design. To be frank, we really don't have a clue if either is correct because science is NOT absolute (explained next paragraph). Science only has explored a tiny fraction of Earth and space using limited tools of our design (most of Earth remains unexplored, from the rain forests to the deepest depths of the ocean). Furth

467 Replies 806,593 Views

Do you even realize how easy it is to create your own content and do a mod like this yourself? It's as simple as downloading Blender, watching youTube tutorials on different Blender features, and then downloading GIMP when it's time to do texture mapping. I don't intend to sound mean or to put you down, but years ago I was in your position and took matters into my own hands as opposed to waiting for someone to create a mod for me. Granted, doing work on the ancient Build Engine is a lot differen

11 Replies 14,437 Views