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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #31  
Old 01-06-2011, 05:11 PM
TrashMan TrashMan is offline
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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
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  #32  
Old 01-06-2011, 07:45 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by TrashMan View Post
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
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.

Last edited by Goblin Wizard; 01-06-2011 at 08:13 PM.
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  #33  
Old 01-06-2011, 08:46 PM
TrashMan TrashMan is offline
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I kinda assumed you would add them.

I already got working .imds, I gots no collision spehres
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  #34  
Old 01-06-2011, 09:16 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by TrashMan View Post
I kinda assumed you would add them.
ok. I can add them but it takes a while. I'll send you something tomorrow.
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  #35  
Old 01-06-2011, 09:36 PM
TrashMan TrashMan is offline
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Thank you.

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!
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  #36  
Old 01-06-2011, 10:52 PM
Goblin Wizard Goblin Wizard is offline
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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.

Last edited by Goblin Wizard; 01-06-2011 at 10:58 PM.
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  #37  
Old 01-07-2011, 12:50 PM
TrashMan TrashMan is offline
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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!

Last edited by TrashMan; 01-07-2011 at 01:27 PM.
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  #38  
Old 01-07-2011, 05:46 PM
Goblin Wizard Goblin Wizard is offline
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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.
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  #39  
Old 01-07-2011, 06:05 PM
TrashMan TrashMan is offline
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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.
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  #40  
Old 01-07-2011, 06:11 PM
TrashMan TrashMan is offline
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Quote:
Originally Posted by Goblin Wizard View Post
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..
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