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EvilleJedi
I'm very familiar with max, it's just the export process that is getting me, you really need to cut the poly counts on your models otherwise the game will run very slow when someone has fleets of them, I suggest making a low poly model <3000 and then using the normal mapping to make a normal mapped texture that way you can retain all the detail of the small meshes http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html is one way to do it<b
orientation is done in max, just rotate them to what you want (a little trick, but watch the type in transform box) ship size is based on the model size, but the 'base' size is determined by the hull class, the huge hulls are like 3000 m long the large are 1.5 or so, the model scale can float in that range it looks like but not by much (I had to scale down to get it to fit o nthe screen, but I only can change the hull size drastically with the size attribute in the XML, it autoscales)
as soon as I can get the textures to export properly I think I will release the following ships tie fighter corellian gunship Nebulon- B frigate loronar strike cruiser Victory I Destoyer Imperator I Destroyer they won't be in components, but they should have hardpoints for weaponry I'm waiting for patch 1.1 before making any major changes, just fooling around right now
I had the same problem with the ship disapearing, then I changed the option for how many frames it exports in the pandaX settings and it started working
why not just ask for them to expose the shader code as scripts? then we could write 72 stage procedural water effects...
with high poly models without significant unwrapping baking is worthless, it makes millions of 1 px dots on the map because it appliees the map to each surface, a high poly model would be a bnightmare to unwrap, that's why they usually don't have any textures or only have procedural textures for things like grain, scratch, dirt
added some basic stuff like modyfing starting ability points, money etc, also added ability to name ships ffrom a file by hull class and sequential numbering of ships for ypur race rather than randon numbers.
don't use the script, just go to file->export and select the .x type, then make sure that the 'top level frame' is checked instead of 'frame per object'
the ships need hardpoints as those will not transfer over, they also need some work to scale them correctly and get them into a format that is exportable, as soon as I resolve my texture issues I may release some of the base ships for testing (tie, gunship, strike cruiser, ISD)
heh stupid post ate my words, what I have is a list of X Y coordinates and planet names along with other stats from a completely different source, pretty much I just want to be able to import those, like I said since it's excel I can muck around with which order or which values, but importing it should be cake compared to parsing the xml
CSV stands for 'comma seperated values' right now I have a list of , , , .... that level would be sufficient, it's all in excel anyway, just need to reorder the columns
Well at least i nthe case of my mod, I want all of the 8+ planets to be precolonized by a AI player, at first you can only colonize the wasteland planets with the intent of wiping out the existing race, having PQ level 1 would allow stuff to be placed on these wastelands, exploration would be that you know of the planet, but don't know details, instead of pure fog of war ,colonized planets would be visible to you in this gametype
make sure you set the exporter to 'export root frame only' instead of exporting frames per objects, at least that's what fixed the disapearing ship for me. also watch the rotation on the dummys, the rotating helpers in game need a certian alignment ot make sense
make sure it loads csv files some of us have preexisting coordinate data and names we'd like to use
everything from warlords is open to the public (except things I haven't released or simply won't release) you can get the model packs from http://www.scifi-meshes.com/ (currently down for an update) they are about 500 mb total and have ships in .obj format with 2-3 lods, engine meshes and collision meshes, the textures are in .psd format with specular and glow maps as well.
used 3ds max and the panda Xporter, I think there is a utility called 3dsconv that makes 3ds files into x files, there is also old copies of 3d exploration(free, deep ex has a trail) that will do this, but I'm not 100% sure about the settings, might be easier to go to .obj first from gmax, I think there is a max script for that. I tried the sample ships, and it exports fine, I think most of my issue is with naming problems and correct mater
Citizen Marcathonas: thanks for the info on the expansion, however I think the modding groups are perfectly willing to test out new features as they become available, I also have a habit of humbling game engines to achieve my goals and only backing off when it becomes too rediculous Citizen MercieCommander : not looking for more control, I'm perfectly fine with the autobattles for this type of game (in a perfect world I'd like to see somethi
on the right task pane find the tape measue button (helpers) and then select the dummy object, place those where you want hardpoints.
gonna use this thread to list out features I'd like to see in future patches/ expansion partial list, feel free to add/discuss SDK for writing custom dlls characters with modifiers and missions, assignable to fleets/planets trade module capacity value (make small frieghters and super freighters, effects income) multiple moons per planet (graphically) updated 3/12/06 <br/
don't worry about the stats, they are weg based, but have a health bunch of math thrown in to compensate for different factors, but most people have no clue how the weg stats work anyway (they think 4D means 4 points and 7D mean 7 points, therefore an ISD does 300 damage and a ISD II does 850 damage, while a mon cal only does 120), that's because they are highly dependant on probability, for example a 1D weapon can never hit a 7D hull/shield, but a 3D
heh tell me how you got textures in and I'll tell you how to get hardpoints in anyway, you need to make dummy objects, essentially a marker that is a position and an orientation, most 3d programs have something for it.
IS there a way to refesh XML changes in game while playing, maybe I just missed it in the wiki. the game loads fast enough that it's not a major issue, but it would be handy to be able to update the game with the latest saved files.
I'm making a quick announcement now, but I'll flesh it out later some of you may have tried homeworld 2 and some of you may have played the Warlords mod for it. ( I know nearly 20 thousand or more people have) In fact some of you may have played Rebellion and played Warlords for that... (some of you are old now) I'm going to start making a total convers
Speaking of slashdot, someone should submit this to thier news, I'm pretty sure that anything with 'Starforce did X stupid thing' is frontpage material