knkg

knkg

Joined Member # 2694718
3 Posts 14 Replies 171 Reputation

[quote]Frankly Ubercat I'm disinclined to continue this discussion as you are becoming argumentative and aggressive with your posts. Making derogatory speculations about how I play the game when I'm trying to help you out is not terribly polite in my opinion.[/quote] Well it's not surprising when your so called "help" is frankly no help at all. KK

47 Replies 83,301 Views

Hello! Got some models of Homeworld, however am not sure which I should pick. <img src="http://img101.imageshac

2 Replies 3,917 Views

Ok, So after redoing the model (to train on textures) I decided to upload it (test out the mod upload feature here at the library). Here's some example pictures of the result: </

17 Replies 13,665 Views

That looks awsome! I'm just going to make some small adjustments (smaller windows) Thanks so much! EDIT: I'm sorry to say that it probably won't be released soon, I'm currently working on bringing in some of my favourites from the game Homeworld (found ripping tools so my models are using the originals as a base!) But I will when I'm finished with them. EDIT2: The notes are gre

17 Replies 13,665 Views

Thanks for the help! I guess they are scripts, I'm using the tool in 3ds max 9 that allows for either Flatten mapping, Normal mapping and Unfold mapping (with various options). I'm also following this beginner's guide: ) http://waylon-art.com/uvw_tutorial/uvwtut_01.html Is a bit old but works for me since I'm a complete beginner when it comes to UVW mapping (generally stayed away from texturing on most of my old modeling wor

17 Replies 13,665 Views

Well if you send me the textures to: [email protected] I'll see what I can do with them, if they are like you describe in the original post it shouldn't be much of a problem to put them on any kind of model. If you want to give it a try yourself here's a zip file with the model (in 3ds format) with all the sub-materials ready. Also in the file is a "texture" map that if you paint I could use to apply to the model. Everything white in it will be visible on the model. Also the 10 upper pa

11 Replies 5,199 Views

It is actually not about the resolution of the map. From my expereince 99% of the time you will not see the difference between 1024x1024 and 512x512 in GalCiv2 - the only place it can be noticed is the Ship Editor when fully zoomed in.... However... I would like to help out a little bit, but i seem to have trouble with your files... i can't open the .Max (i believe your 3DSMax is newer than my, since i am stil using 5), and when importing the .3DS th

17 Replies 13,665 Views

[...] I'd like to see some better management of ship components [...] As a provider of some modded components, I would very much like to see this too. I think it'd be too much of a pain. The "style" system could be a major obstacle: some components don't even have a unique ID: the xml references "Structure 301," and this refers to a different structure for each of the predefined styles! I suspect that woul

150 Replies 104,203 Views

Thanks, they do have textures (1024x1024) and I even managed to combine them reasonably well but I'm simply not good at drawing 2D. Modeling okayish is childsplay compared to okayish textures. KK

17 Replies 13,665 Views

I'd like to see some better management of ship components, right now if one uses a lot of modded shipcomponents it's a shore to sift through all of them to get to the ones I want. Maybe something like a favorite tab where I can mark a component as a favorite and it'll show up there so I don't have to go look for it again. Also when swichting tabs (still talking about components) it would be nice if the previous tabs remembered where they were so I don't have to scroll from the beginning

150 Replies 104,203 Views

Hello, I have made some parts for a Hyperion model (see link) Was wondering if someone would like to help enhancing the textures since I'm not very good at texturing my models. If anyone's interested here's a link to where you can get the meshes: WWW Link hyperion.htm KK

17 Replies 13,665 Views

I have a question about making my own hulls (I'm talking about hull sizes & names etc. with a different tech tree). If I change their names from 'TinyHull0' to something else, will I have to create templates for these new hulls for the AI controlled ships or can the AI do it for itself? KK

0 Replies 2,068 Views