Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Model porting  (Read 15875 times)

0 Members and 2 Guests are viewing this topic.

February 17, 2013, 10:26:20 PMReply #20

Offline JC123

  • Rear Admiral
  • *****
  • Posts: 169
  • Approval: +5/-0
    • View Profile
Re: Model porting
« Reply #20 on: February 17, 2013, 10:26:20 PM »
I've been able to make a playable faction addition to SOGE after two weeks.  I have working icons, descriptions, models, etc... and I'm really happy with it.  I had to learn to edit textures (in my ham-fisted manner).  Not bad for a noob.

I still haven't done/learned:
engine particles
general shadows
Mainview HUD icons
Figure out how SOGE codes titans
anything else that might cause system instability

http://imgur.com/a/7qW4G#c2U8HMV

Yeah, I know it's Legacy, but it's something I haven't seen before.
I can model on my own, if I feel like giving it the time, but everything I have is boring and work related.

http://i.imgur.com/WQyMfzC.jpg

This stuff is actually pretty fun.  I have to agree with Lavo, it's addicting.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

February 17, 2013, 11:29:39 PMReply #21

Offline Lord Xizer

  • Tester
  • Grand Moff
  • *
  • Posts: 3,222
  • Approval: +134/-14
  • Nothing shall withstand my ambition.
    • View Profile
Re: Model porting
« Reply #21 on: February 17, 2013, 11:29:39 PM »
Most impressive
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

February 17, 2013, 11:33:46 PMReply #22

Offline Kalo

  • Former Mod Team Member
  • Vice Admiral
  • *
  • Posts: 363
  • Approval: +31/-23
  • That Guy
    • View Profile
Re: Model porting
« Reply #22 on: February 17, 2013, 11:33:46 PM »
I'll say that it's nice to see someone learn to Mod a game just on our forums alone. But, I will advise you that it's always a good idea to make your own models, even if it takes longer.

Codeuser says:
STUPID JFK

February 18, 2013, 11:55:52 AMReply #23

Offline Lavo

  • Brevet Admiral
  • ****
  • Posts: 101
  • Approval: +8/-3
    • View Profile
Re: Model porting
« Reply #23 on: February 18, 2013, 11:55:52 AM »
Very nice! I'm impressed you've been able to do all that in a short time. Shadows are generated by the game based off of a ship's tangent map, and to a lesser extent it's DA (lighting) skin. Admittedly I have no clue how to make engine particles, except that you can make them in the good old Particle Forge; this thread might be helpful.

Mainview icons can be found in Unit_Infocard2.tga though you can easily make your own file and use that. You can get really detailed icons, like Sins' default icons and the Marauder/Lambda icons (made by GoaFan), using a nifty combo of the regular RGB and alpha channels. Or, if you want something that simply works while still looking good, you can make the icon in the RGB channel and then copy paste it onto the alpha channel. After you make the icon, slap an entry into the MainViewIcon-Ship.brushes file and you are good to go. If you are wondering what the difference is between the infocard icon and mainview icon in SoGE, if I'm right that was done to make things look neater on the empire tree/infocards; using mainview icons works just fine for those however.

As for Titans, they're coded just like any other Titan, the difference is in their spawning method, which is via an ability on the shipyard. Basically, the short story is that they have a complex buff chain, including a passive ability on the Titan(s) itself, to ensure that only X of said Titan can be on the field at a given moment. The best way to get this done, without putting in a spawner without a cap (which is much simpler), is to copy/paste an existing Titan's ability/buff chain and rename it to your own Titan, while modifying times and costs accordingly. If you have an IM client, Steam, or can use IRC, I'd be more than happy, and would prefer, to walk you through this in real time; it would be much easier than attempting to explain this over a forum.

If you want to help at all with SoGE, I'd love to have you on board for whatever you'd be willing/want to do. Plus, if you ever feel like releasing that Legacy faction, I can help you get that up and posted someplace; there are many out there who have been begging for such a mod in fact.

February 18, 2013, 05:01:39 PMReply #24

Offline JC123

  • Rear Admiral
  • *****
  • Posts: 169
  • Approval: +5/-0
    • View Profile
Re: Model porting
« Reply #24 on: February 18, 2013, 05:01:39 PM »
I'll say that it's nice to see someone learn to Mod a game just on our forums alone. But, I will advise you that it's always a good idea to make your own models, even if it takes longer.

I completely agree with the sentiment.  If I were to slap my name on something, I'd want to have made it myself.  At the very least, if this ever does work it's way into SOGE, I need to get permission from the creators of these models.  Fortunately I've kept their names just in case.  I didn't think I'd make it so far to be honest.  My last attempt at any kind of mod was back in the days of Jedi Outcast and I'm never going to show it to anyone.
Did you see that?  Know what that cost?  $58,000.  I mean, what a waste.  It wasn't even funny.  That's $58,000 that could have gone to curing leukemia.  Or.  muscular dystrophy.  Or... what does Michael J. Fox have?  That.  Alright, let's watch some damn cartoons.

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!