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RE: MASS EFFECT MOD [wip]

 
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RE: MASS EFFECT MOD [wip] - 7/24/2012 12:41:26 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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I didn't try the character txt yet, but I finished Asari and Quarians. Graphics-wise all that remain to be done are a couple of spacestations for salarians and the geth. The Turians really need some polishing though. I'm not sure how quickly can I make the race files, but with luck the first release might be ready by the end of the week ^^

(in reply to tjhkkr)
Post #: 31
RE: MASS EFFECT MOD [wip] - 7/24/2012 1:06:58 PM   
Bleek


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From: United Kingdom
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Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?

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Post #: 32
RE: MASS EFFECT MOD [wip] - 7/24/2012 5:14:24 PM   
Kalthaniell


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Joined: 5/31/2011
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quote:

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?


I could make a special compatible version, but otherwise no. My new races use the same numbers the other ones do and the bias txt would have to be adjusted for more races.

(in reply to Bleek)
Post #: 33
RE: MASS EFFECT MOD [wip] - 7/24/2012 8:15:07 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
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quote:

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?


If Kalthaniell doesn't have time for it I could look at doing it myself if there is much call for it and Kalthaniell is happy about it. Some races would have to share ship sets though because of the in game ship set limit.
The biases I can probably sort out easy enough basing bias on similar races.

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Post #: 34
RE: MASS EFFECT MOD [wip] - 7/25/2012 1:07:39 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?


Some races would have to share ship sets though because of the in game ship set limit.

Hello Haree & Bleek:

The shipset limit is 50 for Legends. The following must be adhered to though as stated in Elliot's
customization guide for Legends.

"If you add completely new ship image families then ensure that the sequence of folder names retains a continuous series of numbers. For example if you add a new ship image family folder named “family26”, you must also have folders named “family25”, “family24”, “family23”, etc – all the way back to “family0”." Hope this helps!

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Post #: 35
RE: MASS EFFECT MOD [wip] - 7/25/2012 12:58:06 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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quote:

ORIGINAL: ehsumrell1


quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?


Some races would have to share ship sets though because of the in game ship set limit.

Hello Haree & Bleek:

The shipset limit is 50 for Legends. The following must be adhered to though as stated in Elliot's
customization guide for Legends.

"If you add completely new ship image families then ensure that the sequence of folder names retains a continuous series of numbers. For example if you add a new ship image family folder named “family26”, you must also have folders named “family25”, “family24”, “family23”, etc – all the way back to “family0”." Hope this helps!


Yeah, I learned this the hard way. I don't mind making an extra compatible version of the mod. I am all about adding diversity to the game and creating richer experience for ppl. I myself would probably play the compatible version of the mod. Once I add a mod I like to the game I have a really hard time replacing it with another one, even if it's just as good. Even now I use a mishmash of many different additions from various mods (my own included).

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Post #: 36
RE: MASS EFFECT MOD [wip] - 7/25/2012 1:14:27 PM   
Bleek


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From: United Kingdom
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Do you mean to make it compatible with your shipyard mod?

That would be great because at the minute you can't use these two mods together, or am I wrong?

(in reply to Kalthaniell)
Post #: 37
RE: MASS EFFECT MOD [wip] - 7/26/2012 10:06:37 AM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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quote:

ORIGINAL: Bleek

Do you mean to make it compatible with your shipyard mod?

That would be great because at the minute you can't use these two mods together, or am I wrong?


No, not at all. My shipyard adds only shipsets, nothing more. You can use it at will to replace vanilla shipsets with the ones you like. Same goes for races and shipsets from other mods that do not add races above nr 22, but replaces the DW ones. So for example, you will be able to install ME mod, use my shipyard shipsets for families ,say 1-7, install four ST races and their shipsets and throw in custom race pics and better planets :] You gotta love DW modding ;)

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Post #: 38
RE: MASS EFFECT MOD [wip] - 7/28/2012 1:24:34 PM   
Kalthaniell


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Here is how Asari and Turians will look like :)



Not much work left really. Graphics-wise at least.

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Post #: 39
RE: MASS EFFECT MOD [wip] - 7/28/2012 1:45:51 PM   
Tyrador


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Kalthaniell, very very nice ships! You put a great work in here
Can't wait to see the reapers

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Post #: 40
RE: MASS EFFECT MOD [wip] - 7/28/2012 1:46:45 PM   
Quadro7F


Posts: 23
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wow, awesome!

Could you add some glow effects (orange and aqua) on asari ships like on "Destiny Ascension" dreadnought? It would be awesome =)

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Post #: 41
RE: MASS EFFECT MOD [wip] - 7/28/2012 2:24:20 PM   
Igard


Posts: 2282
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From: Scotland
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Stunning work as always Kalthaniell!

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Post #: 42
RE: MASS EFFECT MOD [wip] - 7/29/2012 2:51:38 AM   
tjhkkr


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These are some really great pieces of work. I really like the textures... Nice job!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 43
RE: MASS EFFECT MOD [wip] - 7/29/2012 4:02:01 PM   
Quadro7F


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They will be even better in final version
Btw, we are making good progress here. We've made some kinda "dev kit", so our production rate is rising with every hour, hehe

sry, i cant post pictures of progress here yet, till end of 7-day period due to forum rules

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Post #: 44
RE: MASS EFFECT MOD [wip] - 7/29/2012 11:48:11 PM   
Kalthaniell


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Joined: 5/31/2011
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quote:

ORIGINAL: Quadro7F

They will be even better in final version
Btw, we are making good progress here. We've made some kinda "dev kit", so our production rate is rising with every hour, hehe

sry, i cant post pictures of progress here yet, till end of 7-day period due to forum rules


I have a feeling, that once this restriction is off people will start passing out from awesomeness. From what I've seen so far Quadro has some seriously impressive skillset and a creative mind to go along with it. This mod might get epic x)

(in reply to Quadro7F)
Post #: 45
RE: MASS EFFECT MOD [wip] - 7/30/2012 3:23:59 AM   
Quadro7F


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quote:

ORIGINAL: Kalthaniell
This mod might get epic x)


This mod is already epic, because you and me working together.



< Message edited by Quadro7F -- 8/17/2012 3:30:37 AM >


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Post #: 46
RE: MASS EFFECT MOD [wip] - 8/2/2012 8:47:26 AM   
Kalthaniell


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Joined: 5/31/2011
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Turian stations and civilian ships finally complete. That concludes the turian shipset. Only two to go ^^


*Credits: I used parts of a ship mesh made by twpictures for EVE ship contest for the bases.

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Post #: 47
RE: MASS EFFECT MOD [wip] - 8/2/2012 11:09:56 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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Ahh, the Kalthaniell Shipyards in full production mode once again!

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Shields are useless in "The Briar Patch"...

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Post #: 48
RE: MASS EFFECT MOD [wip] - 8/2/2012 2:34:31 PM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline

quote:

ORIGINAL: Kalthaniell

Turian stations and civilian ships finally complete. That concludes the turian shipset. Only two to go ^^


*Credits: I used parts of a ship mesh made by twpictures for EVE ship contest for the bases.


Now they are cool, awesome!

(in reply to Kalthaniell)
Post #: 49
RE: MASS EFFECT MOD [wip] - 8/3/2012 4:02:42 AM   
tjhkkr


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These stations are a NICE piece of work.
Job well done!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Bleek)
Post #: 50
RE: MASS EFFECT MOD [wip] - 8/6/2012 6:06:45 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
Status: offline


Salarians done. Only Geth stations left. I'm going to start working on them now so it's possible I'll finish with that today. Depending on how Quadro is doing, the mod might get released in a day or two ^^ Regarding the imgs - I'm using random stuff I found googling for resources so I'll include credits and links in mod readme. :]

EDIT: and btw Quadro is tweaking and remaking some graphics for the mod along with some really neat preview format. An epic trailer is also under construction. This guy is amazing, I tell you. Check this out (hope he doesn't mind me posting this here):
awesome reaper makover

< Message edited by Kalthaniell -- 8/6/2012 6:18:59 PM >

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Post #: 51
RE: MASS EFFECT MOD [wip] - 8/6/2012 6:44:40 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Is starchild the race leader pic?


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Post #: 52
RE: MASS EFFECT MOD [wip] - 8/6/2012 7:50:28 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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quote:

ORIGINAL: ASHBERY76

Is starchild the race leader pic?




hehehhe you're such a spoiler :P It was supposed to be a secret revealed in extended cut version of the mod ;)


The geth are done :) Wohoo! Now, before you say anything, I know windows are structural weaknesses. Think of that glowy spots as homeworld style mini hangar bays for the drones. Yeah, it's finally ready ^^



< Message edited by Kalthaniell -- 8/6/2012 8:20:42 PM >

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Post #: 53
RE: MASS EFFECT MOD [wip] - 8/7/2012 2:28:50 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
You guys are doing AWESOME! Keep up the good work!

Now back to Romulus to assist with Igard's secret project!

_____________________________

Shields are useless in "The Briar Patch"...

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Post #: 54
RE: MASS EFFECT MOD [wip] - 8/7/2012 9:31:39 AM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline
Agreed, this is looking seriously, seriously good and I'm not even a fan of ME Universe!

I will certainly be playing with this set.

(in reply to tjhkkr)
Post #: 55
RE: MASS EFFECT MOD [wip] - 8/7/2012 3:22:33 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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Thx guys, we really appreciate it

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Post #: 56
RE: MASS EFFECT MOD [wip] - 8/9/2012 6:45:56 PM   
Niaru


Posts: 19
Joined: 7/14/2011
Status: offline
If it helps in any way, you have a fan here waiting for this to be done!

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Post #: 57
RE: MASS EFFECT MOD [wip] - 8/12/2012 4:41:24 PM   
Ares106


Posts: 86
Joined: 1/29/2011
Status: offline
NICE!

Ive been playing Mass Effect 3 recently, and every time I play an installment of that game I alwais go back to space4x games on my PC and distant worlds. Because as much fun it is to gun aliens around the universe and unite political adversaries into a intergalactic armada, I cant help but imagine how much fun it is to be Admiral Hatchet and direct the Alliance and Alien fleets around, building up logistics, doing hit and runs on Reapers trying to hide crucible from any reaper scouts.

this mod's release is perfect timing in my case, i cant wait!

I hope one day bio-ware decides to dabble in strategy (or someone else) and make an RTS or TBS out of Mass effect universe.

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Post #: 58
RE: MASS EFFECT MOD [wip] - 8/12/2012 6:11:55 PM   
Arcatus


Posts: 197
Joined: 1/2/2012
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ME has never risen do the top of my priority list, so I have little knowledge of that universe.

But this mod looks spectacular. Nicely done!

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Post #: 59
RE: MASS EFFECT MOD [wip] - 8/17/2012 3:35:57 AM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
Here is some free trade economic data. Its not final yet, digits may change depending on tests:




Attachment (1)

< Message edited by Quadro7F -- 8/17/2012 3:36:51 AM >


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