Author Topic: Stellar Assault FSO - The Old Thread  (Read 39249 times)

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Offline Rodo

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Re: Stellar Assault FSO - A Total Conversion
the first one looks really cool  :yes:
el hombre vicio...

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
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Re: Stellar Assault FSO - A Total Conversion
And while we're showing off concepts, this is one for a fighter that plays the interceptor role. It's a very rudimentary and simplistic MS Paint sketch, as I'm not all that great of an artist. Quanto will do better in making it look better if it gets to be a finished product.

Click this.

May or may not look like this in the end.

In other news, however, some concepts on the human Callisto class escort carrier Quanto did.
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Quanto

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Alright, its Wednesday, two days before my Model Import Deadline, and I've hit a snag.
I'm making this post in two threads, the Stellar Assault thread, and the PCS User to User thread. Hopefully an expert will have an answer in one of them.

I followed "JGZ’s Max – PCS2 – FS2 Rigging Tutorial" as much as was possible (some things about textures and scene roots were not mentioned in it) and ended with these results in Max. As far as I know; how it's supposed to end.
Materials

Object List & Wireframe

I also finished the model hierarchy as best as I knew.
Here it is for your viewing.
3DS Max Schematic View


After all that work, the Collada exporter poops itself and leaves me with this...
PCS2 Results

lvlshot tags are n times better than img tags. --Jeff Vader

Just to clarify, even though all of you have only seen my work in Silo up until now, I would like to point out that I am EXTREMELY familiar with Max and it's interface. (I learned my modeling in max, and I've done organic character modeling in max long before I ever done anything in Silo.) So while there may still be a lot of things unknown to me in Max, I am by no means a total newbie.
However, I am an EXTREME noob towards PCS2. As well as the Collada format.
I did my research and I tried some of the things mentioned in the "Max to PCS2 tutorial (Plus ideas how to make work simplier)" Thread and tried
Quote
27.   Do a search and replace

    * a.   Search for:   -node”   (include the quote)
    * b.   Replace with:   “ (just the quote)
    * c.   This gets rid of any “detail1-node” and replaces with with “detail1”
    * d.   Save
that just before opening the file in PCS2, and Notepad++ said there was no " -node" " in the file. So I shrugged and went about my business. However, I suspect that may be part of my problem.
Also, here's a text snip of the dae code:
Code: [Select]
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                  <instance_material symbol="Material__28" target="#Material__28"/>
                  <instance_material symbol="Material__29" target="#Material__29"/>
                  <instance_material symbol="Material__30" target="#Material__30"/>
                  <instance_material symbol="Material__31" target="#Material__31"/>
                  <instance_material symbol="Material__32" target="#Material__32"/>
                  <instance_material symbol="Material__33" target="#Material__33"/>
                  <instance_material symbol="Material__34" target="#Material__34"/>
                </technique_common>
              </bind_material>
            </instance_geometry>
          </node>
        </node>
        <node id="shield" name="shield">
          <translate sid="translate">-0.064861 -0.000000 0.016669</translate>
          <rotate sid="rotateX">1 0 0 -90.000009</rotate>
          <scale sid="scale">1.000000 1.000000 0.292063</scale>
          <instance_geometry url="#shield-lib"/>
        </node>
        <node id="gunbank01" name="gunbank01">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="gunbank01_01" name="gunbank01_01">
            <translate sid="translate">5.841074 -0.070214 5.886694</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="gunbank01_02" name="gunbank01_02">
            <translate sid="translate">-5.812989 -0.098296 5.886695</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="missilebank01" name="missilebank01">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="missilebank01_01" name="missilebank01_01">
            <translate sid="translate">5.742786 0.294862 5.619490</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="missilebank01_02" name="missilebank01_02">
            <translate sid="translate">-5.897235 -0.421231 5.619491</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="missilebank02" name="missilebank02">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="missilebank02_01" name="missilebank02_01">
            <translate sid="translate">5.911278 -0.449313 5.649301</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="missilebank02_02" name="missilebank02_02">
            <translate sid="translate">-5.756825 0.294862 5.649302</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="thrusters" name="thrusters">
          <translate sid="translate">0.000001 -0.000000 -0.000000</translate>
          <node id="thruster" name="thruster">
            <translate sid="translate">5.612184 0.939538 3.186410</translate>
            <rotate sid="rotateZ">0 0 1 11.562624</rotate>
            <rotate sid="rotateY">0 1 0 2.640578</rotate>
            <rotate sid="rotateX">1 0 0 -12.690355</rotate>
            <scale sid="scale">0.857175 1.000000 0.794196</scale>
          </node>
          <node id="thruster_ncl1_1" name="thruster_ncl1_1">
            <translate sid="translate">-5.625733 0.980588 3.176965</translate>
            <rotate sid="rotateZ">0 0 1 -10.933821</rotate>
            <rotate sid="rotateY">0 1 0 -2.498948</rotate>
            <rotate sid="rotateX">1 0 0 -12.718549</rotate>
            <scale sid="scale">0.734667 1.000000 0.794196</scale>
          </node>
          <node id="thruster_ncl1_2" name="thruster_ncl1_2">
            <translate sid="translate">6.064066 -1.149637 3.143420</translate>
            <rotate sid="rotateZ">0 0 1 11.878109</rotate>
            <rotate sid="rotateY">0 1 0 -3.123746</rotate>
            <rotate sid="rotateX">1 0 0 14.524656</rotate>
            <scale sid="scale">0.809807 1.258971 1.000000</scale>
          </node>
          <node id="thruster_ncl1_3" name="thruster_ncl1_3">
            <translate sid="translate">-6.029687 -1.149637 3.143419</translate>
            <rotate sid="rotateZ">0 0 1 -10.371258</rotate>
            <rotate sid="rotateY">0 1 0 2.732766</rotate>
            <rotate sid="rotateX">1 0 0 14.388163</rotate>
            <scale sid="scale">0.819146 1.132390 0.924351</scale>
          </node>
        </node>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#RootNode"/>
  </scene>
</COLLADA>
Hopefully that will be of some use to you guys.
So anyways, I'm chomping at the bit here trying to figure this problem out. I really want to put this model and a few others into the game by friday and this issue has really knocked me over the head. I'm hoping you more experience FS2 modelers will be able to throw me a bone here.

/EDIT/
Just a quick update,
I did some quick googling to help myself and I pulled my head from my ass. The end result it a proper DAE import into PCS2.
Just figured I would let you all know before you actually decided to waste valuable time with something I fixed myself.


Not all of my textures loaded, but I'll worry about that later.

\EDIT2\
Alright, its been a few hours, and I just cannot figure out how to fix my texture problems. This is getting crazy.
At this point, PCS2 seems to load the textures for the main vehicle fine. However, it refuses to recognize that the Cockpit texture is mean to be assigned to the cockpit. Is this something I can change in PCS2, or do I need to fix it in Max? Because at this point I am starting to Rage.
« Last Edit: January 27, 2010, 01:23:27 pm by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: Stellar Assault FSO - A Total Conversion
Self Bump, cause I am in desperate need of help. I'm friggin serious.
Alright, for some reason, when I export from the 3DS Max file, to Collada, I lose my texture data. And it's making me freak out. I am in desperate need of help/suggestions.

On the bright side, the ship at least works ingame:


But this is what it looks like from the cockpit view. O_o;;


So yeah, anyone have suggestions?
Ideas?
Answers?!

I'm so burnt out right now.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline General Battuta

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Re: Stellar Assault FSO - A Total Conversion
I don't know. Take a break from it, maybe post a separate thread asking for help?

 

Offline The E

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Re: Stellar Assault FSO - A Total Conversion
He did post a separate thread.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline FUBAR-BDHR

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Re: Stellar Assault FSO - A Total Conversion
Are the textures in a format that both PCS2 and FS2 can read?  Also are they in <mod>\data\maps?  PCS2 can find them other places but FS2 can only find it in the mods directory.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: Stellar Assault FSO - A Total Conversion
The problem has been fixed (manually).  The Max exporter simply fails beyond belief.

 

Offline Quanto

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Re: Stellar Assault FSO - A Total Conversion
The problem has been fixed (manually).  The Max exporter simply fails beyond belief.
Whats funny is, that's an understatement, at least we know how to deal with it in the future now.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Spoon

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Re: Stellar Assault FSO - A Total Conversion
Good to hear you got the problem resolved.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Thaeris

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Re: Stellar Assault FSO - A Total Conversion
Again, I have to give you mad props, Quanto ( :yes: :yes: :yes:) - this is looking superb!

I wonder, are you going to eventually implement a working cockpit interface once the code is stable enough to do it? (It might be already...) The display seems simple enough that applying a radar screen (and perhaps a different guage type(s) as well) wouldn't deter the "HUD only" crowd...  :nod:
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke


"The Windows Operating System: It can only get worse from here!"

-Me



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


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Offline Quanto

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Re: Stellar Assault FSO - A Total Conversion
Again, I have to give you mad props, Quanto ( :yes: :yes: :yes:) - this is looking superb!

I wonder, are you going to eventually implement a working cockpit interface once the code is stable enough to do it? (It might be already...) The display seems simple enough that applying a radar screen (and perhaps a different guage type(s) as well) wouldn't deter the "HUD only" crowd...  :nod:
Believe it or not, I'm actually one of those "HUD Only" peoples.
But at the same time, I recognize that a good cockpit is expected in these games these days, and I would be lazy not to include one. But at the same time, I've also been wanting to create cockpits that are practical as well. Ones that don't obstruct the pilot's vision. And I think i've accomplished that for the feather1.

As can be seen below, the problem is resolved, thanks to CR, and Scooby, who really put their heads together to fix it.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline chief1983

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Re: Stellar Assault FSO - A Total Conversion
IL-2 has a good setup for cockpits, which I liked better than Combat Flight Simulator's.  In CFS you could switch between drawn cockpit, virtual cockpit, and no cockpit.  In IL-2 you can switch between the cockpit model, and the generic gauge stuff, but the server can force you to leave the cockpit on in multiplayer, heightening the sense of realism and increasing difficulty somewhat, since you have a more realistic view area.  It also affects the balance of the fighters themselves, you have to take their real view area into account.  Being able to toggle cockpits on and off in game, plus having the ability to disable this when running a multi game, would be epic win.  _That's_ what games have these days :)
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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Offline AndrewofDoom

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Re: Stellar Assault FSO - A Total Conversion
In other news, I've been working on another mission. It's yet another test mission, but this one involves SERIOUS BUSINESS!!!





Prolly will keep these test missions in the final release, just hiding them off in the mission simulator section. Though, I may need to spruce them up and polish them (especially the first one) more before that happens.  :shaking:
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 
Re: Stellar Assault FSO - A Total Conversion
If you need to convert more models through dae, grab this little .net app:

 http://www.hard-light.net/forums/index.php?topic=67805.0

This should fix the material naming up.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline AndrewofDoom

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Re: Stellar Assault FSO - A Total Conversion
I suppose I should show off some videos of this TC in action.

Have fun and watch.
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline AndrewofDoom

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Re: Stellar Assault FSO - A Total Conversion
Hoooyah. It's been a while since someone posted an update. So, I might as well

btw, that video I probably the most serious business mission I've made yet for this mod, to the point that it may be a mission in the main campaign. An early one, but still one. Also, notice how there's new alien ship models that actually have been put it. Weeee

Now if Quanto could make more stuff. =(
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Thaeris

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Re: Stellar Assault FSO - A Total Conversion
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke


"The Windows Operating System: It can only get worse from here!"

-Me



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Quanto

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Re: Stellar Assault FSO - A Total Conversion
Just a short post featuring two upcoming Capital ships. Two frigates for both factions. The Human FF "Sinope" and the Veslan FF "Delmmer"

Just to point out some thing here about Capships in SA:FSO, this game will follow traditional Naval Ship Class Designations.

Quote
CC = Corvettes** ~100m long
FF = Frigates ~ 250m
DD = Destroyers** ~350m
CL = Light Cruisers ~500m
BC = Battle Cruisers** ~700m
BB = Battleships* ~1km
CVL = Escort Carriers ~600m
CV = Carriers* ~1.5km
BV = Battle Carriers ~1km
DN = Dreadnaughts* ~1.5km or larger

*Not featured in planned campaigns, however, we are leaving the option open.
** Ship Size only utilized by the Veslans




As far as the direction we are going, we have had points of contention. But for the most part we have agreed on several core elements to this game, as far as the "Realism" / "Fantasy" tug'o'war is concerned.

As far as realism is concerned;
1. We will be focusing on doing PROPER Astronomy. As in, star systems are being researched as best as possible based on the information we can gain from the internet. My biggest pet peeve has always been when game designers get stars wrong. We won't be doing that.
2. I have been pushing for "Realism in Human Nature", events in the game will be based on pragmatism and human nature, combats decisions made by the admirals and captians in the story should not feel "forced" or "awkward" by the player. Everything should hopefully run its course the way one would expect.
Quote
Nothing leading to a,

"Why would you do that?!" reaction should happen.

As far as fantasy is concerned;
1. We are following the rule of cool. Its more important that the ships in the game are cool looking than practical.
2. We are throwing the laws of physics out the window. This game never had a good physics model to begin with and we won't try to fix it.
3. We are avoiding "exact" numbers as much as possible. The more generalized the game is, the better. (Fewer things for nitpicks to pick at).
4. This is a TC based on a VERY OLD Sega game. As such, I am pushing to preserve something of a "Classic Sega Arcade" feel to the game. For the player, this should look, sound, and feel like a Classic Late 80s - Early 90s Sega game. (Think Galaxy Force II or After Burner II, only without the rails.)
5. THIS IS NOT AN "ON RAILS" SHOOTER. (I hate those games anyways, especially Star Fox, ***waves middle finger at nintendo.)
6. This is a game meant for Nostalgia fags, while at the same time being fun and simple enough to hopefully attract the casual crowd.
7. I want to do multiplayer with this someday, so game balance is very important outside the singleplayer campaign.


But yeah, that's that.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline TrashMan

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Re: Stellar Assault FSO - A Total Conversion
Just to point out some thing here about Capships in SA:FSO, this game will follow traditional Naval Ship Class Designations.

Official Naval designation don't contain 1km long ships...and they don't contain dreadnoughts either. DN's are battleships...or should I say, were early battleships.
Nobody dies as a virgin - the life ****s us all!

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