Modding, Mission Design, and Coding > The Modding Workshop

EVE Online mod

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Kopakapat:
Hello everyone!

So I'm compeletely new here. I've never done any mods in the past. I've played the FS2 demo a lot when I was a kid and recently bought the game on GOG and finally finished the campain. These days I mostly play EVE Online, but coming games like Elite: Dangerous and EVE Valkyrie did make me think back at FS2.

A while ago, I saw this video of a guy who where making an EVE mod for FS2 http://youtu.be/sbbfHZFYt5s but it seem he didn't continue developement.

So here is my plan: make an EVE Online mod for FS2, in part to get in the hype train for EVE Valkyrie.  ;)

My objectives:

- Create an EVE Online ship pack for FSO;
- Make some missions.

What I've managed so far:

-Exported models and textures from the EVE client with Triexporter [.gr2->.3ds];
-Extracted diffuse maps from EVE files with GIMP [.dds->.dds];
-Textured, re-oriented and re-scales models with Blender [.3ds->.dae];
-Organise models with PCS2 [.dae->.pof];
-Copy/paste and generally messing around in a ship table [.tbm];
-Flying in space with EVE Fighters.

Here are some images of the ships I imported in the game: http://imgur.com/a/ZBgfn#11
I must say I'm impressed on how good these look with the small amount of work I've done.

[Edit] Here are all the fighters and drones, in-game http://imgur.com/a/uyUsP#0

Here are some tutorials I used: http://www.youtube.com/playlist?list=PLzpPwMASh4pPsFoVtPa3BUE6CBzOTuKv5


What's next?

So now I want to get most of the ships imported and give them some unique stats. Next thing I'm gonna work on is getting capital ships and structures in there.

I don't think I want to mess around with moving turrets, but those would be a really nice adition, since all ships in eve online use them. If anyone has a good tutorial on that, or if someone is interested in doing it, please leave a comment below.

The textures right now are ony the diffuse texture map. In a EVE University tutorial they show how to get all the texture maps using the materials in blender. I tried it (and got a beautiful result in blender) but PCS2 didin't like that. So if any of you have a fix for that or want to take care of it, please leave a comment below as well.

Droid803:
Not sure if its a good idea to import ships wholesale.

procdrone:
won't EVE copyrights will be against that?

headdie:

As the member who suggested Kopakapat become involved here I am going to step in with this.

http://www.moddb.com/mods/eve-rts

--- Quote ---Quote from CCP's message:
2011.10.05 18:54:00 CCP Wrangler
(wich should allow me to use their stuff for the mod.)

"As long as you don't charge for the mod or otherwise make any profit,
and as long as you give us (CCP) credit for the artwork and such,
there shouldn't be any problems with this mod."

--- End quote ---

It might be worth trying to contact CCP to be sure but based on the above you should be ok

Kopakapat:

--- Quote ---Quote from CCP's message:
2011.10.05 18:54:00 CCP Wrangler
(wich should allow me to use their stuff for the mod.)

"As long as you don't charge for the mod or otherwise make any profit,
and as long as you give us (CCP) credit for the artwork and such,
there shouldn't be any problems with this mod."
--- End quote ---


I can't find a better written proof of that. It's generally understood that CCP's models are free to use, as long as it's non-commercial. They already are widely used by the EVE community, for example  http://youtu.be/d8Ke1P3m4nU

They also got a lot of their music on soundcloud https://soundcloud.com/ccpgames that I remember reading that we can use.

Still it would be a good idea to write something like «all the models, textures and music are property of CCP» somewhere in my mod. Where should I put this? In the readme?

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