A nation struggling to rebuild after a brutal war for survival, a corrupt republic on the verge of collapse, an alternate humanity prepared for war, and a puppet government struggling to break free. It is the link in between, that will decide each nations' respective fates, and that of both their home galaxies, as a whole.
Base Remastered shaders done by in order: Jon Micheelsen, dolynick, and the other members of the Sins Remastered team. The SoK dev group only claims the ships that are not in the original game release (such as the Murasame-class cruiser, Tokyo-class cruiser, Suzuya-class cruiser)
"I spent the past couple months struggling with Blender (my MacBook kept overheating on it lol) and finally managed to make some renders to bring into Sins, only to realize they had a serious defect."
The defect, namely being, faces, or to be more exact, the sheer amount of faces. The Sins 1 engine could only handle 50,000 triangles at the very best, and the design of the ships meant that they were well past the limit (and I spent three months trying to figure out why didn't they boot into the game! LOL!)
yeah, you know now where this is headed at
my honest reaction
Quite literally every ship rendered for SoK has literally 60k triangles or higher, and I just can't figure out how to decrease the poly count without completely wiping them off the map (AGAIN) and starting back from scratch...and to boot...
Which brings me to my next point: with the snail-pace rate of development that this mod is going through, we might as well say that it'll be out by the time Sins 2 is out, which means the mod's Rebellion (and buggy asfck) version would be obsolete well before it even gets released...so yeah, you can all guess where this is headed.
There's actually a few things going for us: that most assets already present are actually doctored to work with the S2 engine, and thus be rendered with seperate turrets from the hull, as well as the fact that many of the turrets were designed before the ships themselves were made, which kinda streamlines the process significantly. Which is going to bring me to my next point: For the short-term plan, I'll make all ships that are going to appear in the final release (within the decade, hopefully), and look at the coding structure when it's out (and hopefully have a dev mode to play around with). So....
let's just hope I get a second log entry out by the end of the next year, folks, because it's just chaos both in the team and where I am right now
Initially, I planned this for the 15th, but due to a host of reasons I ended up rendering three diffrent versions of the same ship...lol
I decided to paint the cruisers with Remastered shaders for no reason.
You guys might've seen the official announcement for Sins 2 on PCGamer. For those who haven't, I've put a link below.
The proof-of-concept is finished. Granted, literally nothing went to scedule, but at least, things are starting to go to plan. Hopefully, we can continue...
When your efforts to make the mod are going so slow the sequel comes out before the mod is finished xD
Anyway your amazing, thank you for the hard work and good luck with the mod! Absolutely can't wait for it!
Progress is good so far indeed! While my MacBook is literally incapable of running Rebellion without overheating after 30secs it could run Blender no problem, and now that everything is properly mapped and planned out, getting them into the game (once we figure out how) should be trivial. Most of the meshes required for a playable base Alpha have been completed rn as I speak, btw.
...yeah. It should be done quickly....**probably**
You should be able to reduce the triangles by using textures to simulate a higher poly count. That's what they used to do in the past before graphics got good. Then you could smooth things out a lot and get the polys way down.
That's roughly what I'm doing, yeah. Thanks a lot for that, however
How do u download this mod
Is it possible to aquire some insights on the progress every 3 months or so? The sreenshots are good, but some live/moving stuff would be better.
Unfortunately, a combination of real life, constant moving, and piles of homework weighing more then a dammed truck (yes, you read that right) meant that the whole dev group is down to only one guy able to do whatever, and that guy, the lead artist, plans on making a new post when he finishes the complete UNCF non-capital lineup, as he calls it. Last I checked, he got the cruisers done and is now dealing with the destroyers...
...speaking of which, he also complains about his MacBook siezing up and crashing all the time. It just can't handle Blender, apparently. He plans on getting the update out by the end of the month though
Now, these are some news.
(buried)
oh boy, the autistic weeb is stealing art and posting fake screenshots again
**** off
I challenge you, to find where these ships bloody came from, and post sources as to where these ships are taken from, before you make another post, you doughnut
oh wait, that's right, you can't. So either delete every single of your comments and pretend this never happened or make a public apology for causing this whole ruckus, because you're either generating new meme material for the team, making a fool out of yourself, or perhaps both, and pretending that you're not, and right this moment I am at the limit of my damn patience
so either apologize or **** off, before you trigger me enough to block you, the team has been showing you so far an incredible amount of lenience and patience at this point
Chill, dude, that guy's a jerk alright, but you shoudn't go overboard with that
Fair, but I'm fed up with his crap