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TrashMan 12-27-2010 11:16 AM

Mod project
 
Hello people.

I have a bunch of models in various stages of readiness and a whole LOT of finished models (altough for other games, s direct transfer into SW will not do without making a lot of tweaks)

I plan to add them all in.

I also plan to re-balance the whole thing. Frankly, transports seems too fragile (only 200 shields for something that big???) and difference in power between various generations of fighters and weapons seem too large.

I'll make a excel table with possible stat changes first, then post it here for you to discuss.

Also, I'm not sure if I should make this compatible with the 3 mod pack (fleet, mothership, missiles), since I'm not sure if I want to use it.

Will see...

TrashMan 12-27-2010 06:38 PM

Here are two WIP's:cool:

http://img694.imageshack.us/img694/4...arship1.th.jpg

http://img341.imageshack.us/img341/429/starship2.th.jpg

TrashMan 12-28-2010 05:40 PM

Small update:
http://img407.imageshack.us/img407/6...arrier1.th.jpg


Also, the MOD will be fully compatible with Fleet Mod and Mothership Mod...but not the missile mod (I HATE Touhou!:evil:)

Goblin Wizard 12-29-2010 11:52 AM

hmm.. some nice stuff here. New models are always welcomed.
BTW did you tried to transfer any of your models to SW3? Are they fully working (collision spheres for example)? As I see you don't use 3dsmax so I'm curious how you do this.

TrashMan 12-29-2010 01:33 PM

Actually, I am using 3D Max...for UM mapping and converting. I use Truespace to make the mesh.

The above carrier is almost complete.

As for the two fighters I made for SW2...They worked OK in both SW1 and SW2, and I'm just about to test them in SW3. Have trouble finding the right mission scrip to spawn them.

I have a save right before entering Hephaestus (right after you fix the mothership ID), and I want to replace the StoneArrrow and standard patrol there with my ships for testing purposes...Still haven't found the right mission scrip :P

Goblin Wizard 12-29-2010 01:54 PM

Quote:

Originally Posted by TrashMan (Post 207764)
I have a save right before entering Hephaestus (right after you fix the mothership ID), and I want to replace the StoneArrrow and standard patrol there with my ships for testing purposes...Still haven't found the right mission scrip :P

It'll be easier to add/change spawn in the Locations folder (any one that it's not mission dependent). IIRC Hephaestus is called Gefest in the script files.

btw I wrote a little script that spawns any ship you desire via active perk (it can be hostile/neutral/friendly). It's just slightly modified "reinforcment call" type perk. It's a great time saver when you want to test your ships. Let me know if you are interested.

TrashMan 12-29-2010 02:06 PM

Thanks for the tip. I figured I could just spawn my fighters as part of the Triada wing in the 1st mission. Simple and easy.


Except the new test player...there's nothing. Empty space..apparently, It can't read carcasses.xml anymore for some reason, so it's spawns NOTHING...:confused:
Weird....

Even stranger, switching back to my other Profile and loading a game works without a problem....

Goblin Wizard 12-29-2010 02:26 PM

Hmmm...I don't have the game installed now but did you add your ship to ShipDescription.xml? I know it should work without this but your ship will be naked and it may cause some problems.
If the game can't load carcasses.xml, you get the wrong line number in the log. Just fix it.

TrashMan 12-29-2010 02:35 PM

Got it to work
http://img199.imageshack.us/img199/7939/phnworks.th.jpg


I recall fixing collision spheres for SW2...But I'm not sure if this version of the meshes has it fixed. It will require more testing.

Goblin Wizard 12-29-2010 02:46 PM

Looks interesting. Could you post some 3d screens?

TrashMan 12-29-2010 04:10 PM

Hold on...Here are 2 screenshots for SW2..didn't have time to make more from SW3

http://img294.imageshack.us/img294/7...wolves2.th.jpg

http://img2.imageshack.us/img2/9653/starwolves3.th.jpg

Goblin Wizard 12-29-2010 06:01 PM

Thanks. What program do you use to convert from 3dsmax to sw3 file format?
Is it possible to download your previous mods (for sw1, sw2)?

TrashMan 12-29-2010 07:35 PM

Alas, those mods are long gone, but I'll make everything I have available for download shorty. The Falcon & Phoenix fighters and the XAC Vindicator cannon have survived :)


Good news - the Dedalus carrier is finished. I tired converting it today, but IMD editor throws a fit (flotaing point operation error).

Could be that exporting to .obj isn't going smoothly...and I can't recall what export options I was using before..

TrashMan 12-30-2010 12:10 AM

Here...

I have uploaded 2 files.
http://www.mediafire.com/?kvh2hd92t6lrv

The first one contains all the files needed to make the 2 fighters (and the gun) work - interface icons, slot files, textures, meshes and all the xml entries (in a text file) with instruction on where they have to go. The only thing missing is the trader script to actually buy them.

I also included a xls sheet with detailed information on all the weapons and ships in game.


The second file contains the 3ds and texture of the Dedalus space carrier. I'+m having trouble converting it, if someone else wants to give it a shot...

TrashMan 12-31-2010 03:22 PM

Ahahahahaha! Sucess!
 
GOT IT TO WORK!!!!!

Finally defeated the evil 3D Max exporter..I simply used a Truespace .obj exporter plugin and now it works!

The Dedalus carrier is finished, the Prometheus Warship is almost done and the Thunderbolt missile carrier is also almost done!

Expect 3 new ships soon :)

TrashMan 12-31-2010 06:50 PM

I still got some bugs to iron out ( 2-3 bits on the carrier are inverted), and more testing needs to be done, but at least it works...

http://img28.imageshack.us/img28/1818/dedalus.th.jpg

Goblin Wizard 01-01-2011 12:23 PM

Looks good. It still needs some lights, exhaust fires, etc. I suppose this little hole in the front is a docking bay?

btw I'm very interested how do you import the obj's to the game. I've tried IMDExporter but it always loose collision spheres during import.

TrashMan 01-01-2011 03:19 PM

IIRC, when I was using 3D Max, I just placed several spheres for collision detection and exported with that.

I've yet to test if the same approach works with Truespace. That Deledaus above has no collision speheres...yet.

TrashMan 01-01-2011 06:50 PM

Prometheus C mesh test:
http://img253.imageshack.us/img253/4...etheusc.th.jpg

TrashMan 01-01-2011 10:29 PM

Harr.... the Heavy Cruiser Prometheus makes it's debut:

http://img84.imageshack.us/img84/12/prometheusb1.th.jpg
http://img440.imageshack.us/img440/3...theusb2.th.jpg

The above image was the C (or carrier) version.

TrashMan 01-02-2011 03:05 PM

Frak...it appears adding collision spheres in Truespace is not the same as it is in 3DMax....

This is bad news...bad news.

.obj created in Truespace can be converted by IMD editor, but so far I havn't found a way to add colission detection. 3D Max on the other hand can add it, but 90% of .objs created with it give IMD errors....

Goblin Wizard 01-02-2011 05:20 PM

You probably know about it but... the collision spheres have their own naming convention. You have to stick to those names or the objects won't be recognized as collision spheres.

p.s. Prometheus is really heavy armed :). Does it have any main gun hardpoints or main gun turrets?

TrashMan 01-02-2011 06:04 PM

Ack..

Named hem Spehere01, 02..instead of Boundsphere01, 02.... DOH!!


And no, so far it has no other weaponry (altough I though about giving it one fixed forward gun below, on that reddish spot on the lower tower)

My textures need work, the lack the spit and shine, but that takes time, and it's at a premium :P


EDIT:
Still doesnt' seem to work...ugh

Goblin Wizard 01-02-2011 08:25 PM

in SW3:CW all collision spheres have the same name: GBND

TrashMan 01-03-2011 08:47 AM

Yes, but the IMD editor was made before SW3...

I can try that too tough. No harm in it.

If all else fails, I'll see about getting a different version of 3D Max.

Goblin Wizard 01-05-2011 01:59 PM

Any progress? Did you check your PMs?

TrashMan 01-05-2011 04:44 PM

Was not at home the last 3 days.

I kinda do 90% of my work on Friday, Saturday and Sunday, since I don't bring my large PC with me when I go to work, just my laptop. And my laptop is slow and can't run half the stuff, especially not 3D Max. So on the other days i usually do other, simpler modeling work (in Truespace) or work on balance as table editing stuff...or don't work on mods at all.

Until I move my PC to my appartment, it will go slower.
And thanks for that script. Did you ever use it?

And another question - do you have 3D Max and have you tried exporting/importing a model with collision spheres?

Goblin Wizard 01-05-2011 09:23 PM

Quote:

Originally Posted by TrashMan (Post 209749)
And thanks for that script. Did you ever use it?

What script?

Quote:

Originally Posted by TrashMan (Post 209749)
And another question - do you have 3D Max and have you tried exporting/importing a model with collision spheres?

Yes and yes. Plugin can export/import collision spheres and works quite nice. It has a little problem with lights colors. All light parameters are in its name and many of the lights are just the same. The plugin (or 3dsmax itself) changes the last number like 00, 01, 02, etc. making a little mess. After export I fix this in the IMDExporter but maybe you'll find the faster way.

TrashMan 01-06-2011 11:25 AM

I mena plugin.

I use 3D Max 7.1, but I am getting another version. Mayhaps I'll have better luck with it.

If I fail, could you try converting the mesh with collision spheres? I can add all other data myself.

Goblin Wizard 01-06-2011 01:53 PM

Quote:

Originally Posted by TrashMan (Post 209965)
If I fail, could you try converting the mesh with collision spheres?

No problem. I'll PM you my email.

TrashMan 01-06-2011 05:11 PM

No need. I uploaded the models and textures to mediafire anyway, so you can just grab them from there (same link as before).

NOTE: Texture name is changed, just apply the "new" texture to the model.


I got 3D Max 8, but the plugin isn't working. Getting errors.


EDIT:
Also, does anyone know how the game calculates manouverability?

the number in the carcasses files and the number on the ship screen...they do not correlate

manurability and steering power are two stats, but I can't figure out how they work together :P

Goblin Wizard 01-06-2011 07:45 PM

Quote:

Originally Posted by TrashMan (Post 210047)
Also, does anyone know how the game calculates manouverability?

the number in the carcasses files and the number on the ship screen...they do not correlate

manurability and steering power are two stats, but I can't figure out how they work together :P

They don't. IIRC maneuverability is only an additional parameter used/influenced by modules.
Base maneuverability stat showed in game are computed from steering power and mass. Unfortunately, I don't remember the exact formula.

EDIT:
Here I've uploaded converted files but 3ds's don't contain any collision spheres, refpoints, etc. so the imd's.

TrashMan 01-06-2011 08:46 PM

I kinda assumed you would add them. :eek: :oops:

I already got working .imds, I gots no collision spehres:!:

Goblin Wizard 01-06-2011 09:16 PM

Quote:

Originally Posted by TrashMan (Post 210102)
I kinda assumed you would add them. :eek: :oops:

:D ok. I can add them but it takes a while. I'll send you something tomorrow.

TrashMan 01-06-2011 09:36 PM

Thank you.:grin:

I hope they end up properly scaled and aligned when you're done.


b.t.w - I'm in the process of re-balacing the entire friggin game (every ship, every weapon, every module) to make the tech progress more believable (the difference in power, and price between 1st and last gen items reduces and changed).

Oy, the work!

Goblin Wizard 01-06-2011 10:52 PM

I've thought about something like this but after I estimated the amount of work, testing, etc. I gave up. If you finish this it'll be great.
I'd like to know your ideas about re-balancing the game. What do you want to change? and how?

one thing. I'll add collision spheres but not the textures. I don't know much about UV mapping.

TrashMan 01-07-2011 12:50 PM

There's nothing to add...just hit M in 3D Max, and use the texture in the rar as a diffuse map, apply to the whole model. Done. The meshes are already UV mapped ;)

Later in IMD, in the material tab, the texture name might get messed up. Just type in the right one, hit enter. Done!

Goblin Wizard 01-07-2011 05:46 PM

Do you know how to change meshes back to "standard primitives"?
When you save as 3ds all spheres become meshes (part of the ship) and this cause an error during export to imd. I've saved all as 3ds and now I have ships with fu.king balls. I really don't want to do all again. I think default "max" format can carry all informations but 3ds can't.

TrashMan 01-07-2011 06:05 PM

Yes, it appears max scenes are the way to go.

there is another option tough...linking the spheres to the hull. But I don't see why you'd go to the fuss of experimenting with that when it's not necessary.

TrashMan 01-07-2011 06:11 PM

Quote:

Originally Posted by Goblin Wizard (Post 210127)
I've thought about something like this but after I estimated the amount of work, testing, etc. I gave up. If you finish this it'll be great.
I'd like to know your ideas about re-balancing the game. What do you want to change? and how?

I'm writing it all down in the .xml spreadsheet. Basicly normalizing stats.

for example, prices, shield, armor (and agiltiy if I figure out how that works) fall within a specific range for each generation of fighters.

So:
Gen 1 fighters have hull/shield in the 300-400 range, cost between 10000-20000.
Gen 2 fighters have 400-500 and 20000-30000
Gen 3 500-600 and 30000-40000
etc..

similar this regarding weapon costs and efficiency. Some useless weapon are made more powerful but more expensive, and all turretd weapon get an accuracy boost (seriously, who EVER used the Poleaxe/Vulcan family on a turret?)

I need to see what determines the amount of loot a fighter drops.. :P

Goblin Wizard 01-08-2011 11:59 AM

Check this.
IMO Prometheus's (0,0,0) point is moved to the back too much. Mastersphere is automatically positioned at 0,0,0 so it has to be huge to cover whole ship.
"imd" version of Prometheus has some visual problems after import to 3dsmax 8. "max" version doesn't.

EDIT:
Quote:

Originally Posted by TrashMan (Post 210340)
I need to see what determines the amount of loot a fighter drops.. :P

AI.ini -> "Module extraction" section
PercentToExclude - equipped modules
PercentToExcludeInventory - stuff in cargo

TrashMan 01-08-2011 12:21 PM

Did you move the (000) point? It's no problem if you did.

Thanks for everything.:-P

I'm not making a few huge-ass turrets for it (thankfully, they don't need collision detection AFAIK)

I have more things in progress, but I'll set up Max scenes with spheres in the future instead of 3ds files.

TrashMan 01-08-2011 06:16 PM

Looks like the facing is wrong...the ship is pointing up :P


Also, the ship center is OK, you didn't check the axes..thus, you made the sphere far larger than it should be.

Say, what did you to to make that plugin work? I don't want to bother you with constantly converting things for me.

I uploaded the fixed 3D Max scene to the same folder as everything else. If you can run it trough the converter again I'd appreciate it.

Unfortunately, I have no idea if the scale is going to be OK. I added another file, ship_facing. The scale of that fighter SHOULD be the guidilne (as I used that one when I converted other ship) but I'm not 100% sure.


B.t.w. - the super huge turrrets are done. Screenshot will come soon.

TrashMan 01-08-2011 06:34 PM

http://img413.imageshack.us/img413/6...theusb4.th.jpg

http://img844.imageshack.us/img844/5...theusb3.th.jpg

Goblin Wizard 01-08-2011 06:34 PM

I'm just a casual 3dsmax user ;) Don't expect too much.

About plugin - I've just copied two files to the plugins folder. That's all. This plugin works with 3dsmax 8 only. Try if it works with original imd game files.
I'll send you the converted files in an hour or so.

Goblin Wizard 01-08-2011 08:20 PM

Prometheus and fighter.

TrashMan 01-08-2011 09:39 PM

I did that too..Got 3D Max 8 and put the files in hte plugin folder...3D Max reports an error when loading those plugins?

B.t.w. - the fighter was there to show orientation and scale - it doesn't need converting ;)


EDIT:
Hmm..which plugin folder? stdplugs? plugin?


EDI2:

The Prometheus is scaled prett ymuhc OK. But all hte normals are inverted .Lol.

Goblin Wizard 01-08-2011 11:21 PM

I'm really sorry. I've forgot about needed dlls. All dlls go to windows\system32.
Full download.

TrashMan 01-09-2011 09:44 AM

Thank you. Now I won't have to bug you to convert things :P

TrashMan 01-09-2011 01:14 PM

Well, the plugin works now...but when I export the ship it ends up inverted...its outsides are in and insides our out.

Flipping normals before exporting does nothing...WTF???

If one could only import/export just the collision spheres from and into IMD's!

Goblin Wizard 01-10-2011 06:12 PM

What is inverted? Texture, model? I remember that I had some problems with importing ships from eve-online too but nothing that flipping axis can't fix (Y 180o IIRC).

TrashMan 01-11-2011 02:43 PM

Looks like the model is inverted. All the faces. The ships I export are inside-out:-P


B.t.w. - do you know what the difference between recharge and rate of fire is?

Recharge seems to be time between shots..but RoF? time between shots in a burst? I don't get it...

Goblin Wizard 01-14-2011 08:41 AM

It's like you said. Recharge is a time between bursts (or shots if it's one-shot weapon) and rof is a time between shots in burst. But I'm not 100% sure of this ;).

TrashMan 01-14-2011 08:45 PM

I'm almost done rebalancing the whole thing :P

I also noticed the Star Hammer has a turreted big weapon. And I notice that there are turret variants for all big weapons...havn't seen it in game yet tough..

Goblin Wizard 01-16-2011 08:29 PM

Big turrets are used by turret platforms only. You surely saw them in Haphestus. There are dozens of them.
IIRC there is no starhammer with big turrets in the original game. I made one for my mod.

TrashMan 01-21-2011 04:13 PM

UUuu....nice.

I'll turn a few turrets into large ones....now if I could only get the model to convert correctly :P

TrashMan 01-23-2011 03:38 PM

Hrm...I just noticed that editing the AI file doesn't seem to reduce module drops from destroyed fighters.

I've set it to 10 and I can see no difference.


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