ImperatorPavel ImperatorPavel

[MOD] [NEED HELP WITH THINGS] Darkness Race - Vasari Ancient Enemy

[MOD] [NEED HELP WITH THINGS] Darkness Race - Vasari Ancient Enemy

“10,000 years ago…we were created…at Kron."

 

"When our potential for spreading easily was discovered, our home planet, Kron, was put under quarantine by the hated Vasari Empire.”

 

"Using our ability to spread quickly, we took control of most of the quarantine fleet, and destroyed the rest.  Opposition to our attacking our enemy's fleet slight, we conquered many planets, until we reached the enemy’s home world…


“…that was when the enemy decided to attack…”


“…It was a quick battle.  The enemy’s fleet was driven mad, and we took control of most of our
enemy’s ships…”


“…except one, which ran away…”

 

“…The enemy gathered at one of their few remaining safe planets…”


“…and ran…”


"…We have been chasing our enemy ever since…”

 

This is all I currently have for the Darkness, lore-wise.

I was thinking of doing a mod based off the ancient enemy of the Vasari.  (See lore)  Would anyone take any interest in it?

 

 

Things that need to be done:

-I need a modeler to finish models.

-Finish the Galaxy Scenario Def file.

-Finish the manifests.

 

That's all I have for now.

71,563 views 109 replies
Reply #76 Top

Yes, that is good to hear.  But, because of homework and other stuff, I dont; know when I'll be able to work on it.

 

Reply #77 Top

I have nothing on abilities yet.

Reply #78 Top

I still need a modeler to finish the models Thomusin gave me.

So if anyone can finish these models, apply here.

Reply #79 Top

Hmm...

Well, I still need a modeler for The Darkness Mod.  I just don't need a titan now.  I have that.

Reply #80 Top

Quoting ImperatorPavel, reply 79
Reminder to self: Be on Ironclad online by 1:00 pm.
End of ImperatorPavel's quote

If/when you do play on ICO, keep in mind that others are there to play as well... if you take 25 minutes to take your first planet and then leave the game shortly thereafter with just a "bye" you might as well not play at all. Players online are there to play.

It's nothing personal, but if you play online, try actually playing? :) Instead of doing whatever it was you were doing when you were in the game with me and zagan?

Reply #81 Top

I will, ok.  I usually stick to games, but let's get back on topic.

Reply #82 Top

I have a start on the Darknesse's lore.  Will update with lore when finished.

Reply #83 Top

Looking forward to it.

Reply #84 Top

I can do stupid models, but I can't texture...

I'm also rather inconsistent, so I cannot be depended upon very much...

 

SERIOUSLY, UPDATE THE OP!!!!!!!

This mod looks like it has nothing at all to it, which is not true...

Post info and links...

Reply #85 Top

Quoting KrdaxDrkrun, reply 84
 

SERIOUSLY, UPDATE THE OP!!!!!!!

This mod looks like it has nothing at all to it, which is not true...

Post info and links...
End of KrdaxDrkrun's quote

I changed the download file because I had posted the mod before I playtested it.  So when I realized it didn't work, I put that "Sorry, this mod is still being worked on." file on as the Darkness Mod.

I'll post my Darkness lore on the main post of this thread.

Reply #86 Top

I'm happy.  This thread has gotten 9 referrals from Google, 3 from stardock, and 2 from electronicsauctions.org  I don't know why this thread got cited there, could someone tell me?

By the way, I posted the lore.  It will improve as Ithink of a better way to say what I'm trying to say.  First, I got to finish my damn research paper, though.

Reply #87 Top

i would definitely download a copy. sounds like a ton of fun

Reply #88 Top

I will note that I plan on including a campaign, which won't happen till the Rebellion Galaxy Forge comes out.

The mod will also probably only work in Diplomacy, but I might make a Rebellion-compatible version, if enough people ask for one.

I truthfully don't know when the mod will be finished.  I still need the models form Thomusin and Simperium, and, so, yeah.  So I don't know how long this mod will take to finish, as well as the campaign.

The mod is, I think, pretty much finished, except for the models and a few coding errors.

The best I can say is to check this forum every few days, I update this unfrequently.

Reply #89 Top

good luck m8 on anything that resembles a campaign.  there hasn't been any word about how the triggers are gonna work and my expectations are low.

Reply #90 Top

I will also note that my planned campaign will pretty much just involve a series of maps, all linked together by the basic star system, the one in which Kron is in.

That is, until we get to the vasari running away scenario, then the scenery will change.

If the trigger system in the new Galaxy Forge works as I've heard how it is going to work, making a campaign would be easy.

In initial versions of the campaign mod, the campaign will just be a few (probably five) maps that I create to make sure I understand the trigger mechanism, as well as other things.  I can operate the current Galaxy forge quite good, so understanding the new one should be easy.

As I said, initally the campaign will only be a few maps, with no storyline involved.  Later versions of the mod will come with a bigger campaign, as well as a more extensive facelift of the Darkness themes, and the campaign will have a storyline, and the lore will be expanded.  The campaign won't include any roleplaying elements, because I see roleplaying while playing Sins as fun, but that can be very bothersome sometimes, and my view on that is if you want more RPG, actually play an RPG or make up your own roleplaying elements for the mod based off the lore.

<end of small rant>

 

"Darkness is coming..."

Reply #91 Top

custom templates will be your friend.  Look to Distant Stars, they did theirs top notch.

Reply #92 Top

Neat idea! You should update the OP with what you plan to have included in the mod vs what is already implemented and then list what is needed. That way it is easy to reference and if people want to help they know right off the bat what they can do.

 

Shoot the model guys a pm and see what's up. People have work, family, kids, sleep, and few hours in between so sometimes things just get lost in the mix. I'm sure it will all work out.

 

Screenshots would be neat too!

 

Awesome stuff!

Reply #93 Top

Quoting boshimi336, reply 92
Shoot the model guys...
End of boshimi336's quote

Don't shoot, i surrender...

Quoting boshimi336, reply 92
People have work, family, kids,...
End of boshimi336's quote

Just lost my work and i am divorced since some years...

Quoting boshimi336, reply 92
Screenshots would be neat too!
End of boshimi336's quote

A mod will be great too... specially when it is wrote that the mod is done at the coding level... it seem to me that it is a ghost mod ( no mod team, no release, no screenshot, nothing... ), so it have a very low priority in my long list of task to make...

And i don't like to give my work to a mod who seem to not exist... have make it before, in 2009, for a other mod... the mod was never released and have die... last month, the mod was restart on moddb with a release of a single ship... all models that i have done for these mod in 2009 are now credited to somebody else...

A other reason for delay is that i am busy with several other project and that find back the right version from old models take time... and it take time to correct the model too... i have make them a little after sins was released but since my skill have improve and they need to be corrected... 3 models op 5 done as today ( no UV optimization ) : fighter, bomber, frigate for planet bombardment... busy with the frigate fighter/bomber transport ( segmenting / UV not done )... the capital carrier will take a lot of time, .obj was corrupt and have plenty of flipped faces...

Reply #94 Top

Go here:

https://www.wincustomize.com/explore/sins_mods/137/

This is all of the mod I currently have made.

I figure Volt_Cruelerz and I are the mod team.  Me, for I'm the main modder, Volt, because he made the Frey goo ability

I can't post screenshots, unless you want to see a Skirantra...

 

How do I convert these into meshes?

 

Note: The mod doesn't work yet, and isn't completed yet, so don't try to activate it.  It will cause a minidump.

Reply #95 Top

Quoting ImperatorPavel, reply 94
Me, for I'm the main modder,

....

How do I convert these into meshes?

End of ImperatorPavel's quote

A mod leader who ask this question simply show that something is wrong...

Any guy who wish to mod need to download the stardock/ironclad tools... i mean the Forgetools... in it, you will find the "documentation" directory, read the 3 pdf, not updated but it is the basis for modding ( one of the pdf explainthe XSI step )... for convert to .mesh, go to the directory "convertXSI )...

I advice you to visit http://soase.weebly.com/ ... the place is filled with useful information for any newbies modders...

As for the models, it is too much early for convert them to .mesh ... first, your texturer ( 2D artist ) need to explain to your modeler ( 3D artist ) how he wish to paint the model... by example, select area where there will be marking ( text )... once this know, the modeler can begin the UV optimization process ( piece with text or number cannot be optimized ) and create the new paint template...

Once the UV optimization is done, you can begin the XSI stage ( tangent, hardpoint, etc )... best is to wait that the 2D artist have done the textures... be sure before hardpointing to have think about the .entity file who will be used for call the model... need to know weapons hardpoint, hangar hardpoint, etc...

Well, i cannot explain everything... i am only a modeler who have learn a lot being a member of several mod team but who don't know enough ( yet ) for be a mod leader...

Quoting ImperatorPavel, reply 94
I can't post screenshots, unless you want to see a Skirantra...
End of ImperatorPavel's quote

You mean the NG_Skirantra :p :p :p

As you can see, the models have a mix of tec shape and organic shape... since your lore speak about "we took control of most of the quarantine fleet", maybe we can say that "The Darkness" race is a organic parasitic race... it will explain the strange mix of TEC and organic in their ship... in some way, very similar to the Omega or Polaris from the Babylon 5 universe who was upgraded with organic tech from the shadow...

Modeler who have already made some models for other mods can easily add some organic part to their models... and it will not be long before you have all the needed models for your mod...

Point is that you need to wrote more about the "lore"... a few lines is not enough... modeler and texturer will use the lore for make their model... i think that you need somebody able to write good story about the Darkness race in your team... well, you need plenty of people... from real 2D artist who make sketch, to people able to create music/sound to for your mod...

Reply #96 Top

I will remind you that this is my first mod.

I'll post what I need and what needs to get done right now, on the starting post of this thread.

Reply #97 Top

Quoting ImperatorPavel, reply 96
I will remind you that this is my first mod.
End of ImperatorPavel's quote

Well, there is a first time for everything... in fact, the models that i have post here was some of the first model made for sins... from a time where i was already with some modeling experience but knowing nothing about the soase specific...

By example, the NG_skirantra have 12 hangar bay... at the time i have made it, i was not knowing that the sins limit was 10 hangar hardpoint... have learn about the soase limits at a later time...

It is now 4 year that i model for soase and i continue to discover new way for optimize model or create effect with the iron engine...

Point is that you will learn with time ( like everybody )... Some have 4 year experience with sins but it don't make them better that you...

As now, you only need a better OP who will attract people who will help you... second step will be to build the Team and create your own working place ( like your own dev forum/wiki/site )...

My goal is to advice you, not to critic in a negative way... it is my own interest that your mod survive since that it is the only way that people will be able to enjoy my "Dark" models...

It is a good thing to create friendly relationship with some of the guys here... by example, Semazralan who have post in these topic is somehow a expert when related to the "GalaxyScenarioDef.galaxyScenarioDef" file... there is plenty of valuable people on these forum who will not be members from your team but who can help you with specific problem... there are guys around who are only specialist in particle effect, they don't work for any specific mod but they are ready to help when something interest them...

Not really different that my own case... i don't make model for a specific mod... i choose my own job in the job list from various mod... my last 3 models are for 3 different mod... a golan 4 space station for a Empire Star war mod, a colony frigate for the Halo mod, and busy now with the B5 space station for the Babylon 5 mod...

So, your "I'll post what I need and what needs to get done right now" is certainly a good idea... it will allow people to choose some task...

PS: begin 2012, i will start a new project... a capital starship who have the shape of a Manta ray... hope to be able use dynamic mesh via linked particle effect... ingame, wings of the Manta Ray ship ( and tail ) will be moving like these of a real Manta Ray...

if the new project work, you will be the first to who i propose the model... and your mod will be the first one to have a dynamic mesh...

 

Reply #98 Top

if you've dug about through the reference data files, you can -knowing what to do- have a race done in 2 weeks.  This includes all research items, positioning, costs, stringinfos, so you have a working frame that you can layer meshes into so you have new ships, add particles so things look different, create textures for ships and structures.

 

At least roll out everything except the ships so people know you have something serious for them to invest time in or put their meshes/textures, icons and particles into.

Reply #99 Top

You can always use stand-in ship models until you have the correct models to work with. This would allow you to work on the mechanics of the mod and to some extent work on testing these core features.

Reply #100 Top

Stick with it--you get better as you go.  Sorry I am so swamped.  Not a lot of time to debug extensive stuff right now.

I am really looking forward to Thoumsin's dynamic mesh.