Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bri_Dog on February 07, 2003, 02:58:43 pm
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I'm thinking about teaching myself how to mod Bridge Commander and the first thing that popped into my head was flying a Diemos.
So....does anyone here have any knowledge of modding BC? What do I need to convert the models?
Or should I go to a site dedicated to BC?
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To mod BC, one would go to a site dedicated to modding BC, would they not? :wink:
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otherwise, one would reinvent the wheel
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Originally posted by GalacticEmperor
To mod BC, one would go to a site dedicated to modding BC, would they not? :wink:
Yes, but I was hoping that some people here would be interested.
Really I just wanted to aviod registering at another message board :p
And I'm also surprised that this hasn't been brought up before since BC has geo-mod like capabilities.
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Actually it has been brought up, a long time ago... in the Hard Light forum I believe... it was a long time ago though...
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Originally posted by RKIF-DragonClaw
Actually it has been brought up, a long time ago... in the Hard Light forum I believe... it was a long time ago though...
Yeah, I just finish looking over some of the old threads. There wasn't really much useful info though.
I think what I'm gonna do is go over to BCfiles.com and find whatever tutorials I can and talk to some of the folks about modding.
I would really love to be able to do this though, maybe even get a group together.......the only thing is that this will be my first attempt at modding anything :D
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i remember distinctly suggesting an FS2 mod where you could man a capital ship, but it never went anywhere (since i don't know jack-all about programming/modelling, i wouldn't be of much use, and nobody else thought it would be practical...)
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Although I can't model well enough yet, I agree, a TC for bridge Commander would be excellent:D !
At last, one would be sitting in the Captains chair of a Demios, and could yell at the fighters around 'We need more cover NOW, pilots!'
A perfect version would be if it was possible to combine the FS2 engine and the BC engine, allowing, in a multiplayer game, some to fly fighters, while others command the big ships!
But that is all head in the cloulds stuff....:(
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Try and find Grey Wolf. I think I remember him playing with making a few ships for BC. He might be able to help you.
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Originally posted by JC Denton
Try and find Grey Wolf. I think I remember him playing with making a few ships for BC. He might be able to help you.
I'm really hoping that there is a way to convert the FS models over to .nif format faily easily. I don't know jack about modeling.
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Not a bad idea. I was working on a BC model, but lost it
(no backup...arghhhhh!). I did make several hardpoint & texture modifications and I belive some of them can be found on BC files.
For BC modding try the BCN forums!
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Originally posted by TrashMan
Not a bad idea. I was working on a BC model, but lost it
(no backup...arghhhhh!). I did make several hardpoint & texture modifications and I belive some of them can be found on BC files.
For BC modding try the BCN forums!
How tough is it to do HPs and all the little script files?
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Klingon Academy is far superior, and has geo-mod-ness.
although in BC you can take a shuttle against a Keldon, and win!
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Originally posted by Petrarch of the VBB
Klingon Academy is far superior, and has geo-mod-ness.
although in BC you can take a shuttle against a Keldon, and win!
What the?:eek: :confused: HOW?? please.......
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How hard is it?
Texture modification - very easy. Just open the textures and edit them, or make your own and name them the same as the one you want to replace!
Hardpoint editing - allso easy. You can download the Model Property Editor from BCfiles. There are TONS of setting, and alltough it is easy to change some settings, there are many, so it takes time.
For instance - a single phaser has about 60 settings:
colour(inner, outer,...), damage, recharge rate, discharge rate, max damage distance, max charge, 3D coordinates, fire angle, 2D icon position, repair complexitiy, hitpoints, is it targetable, critical, phaser inner radius, outer radius, cone radius, etc.......
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Originally posted by TrashMan
Hardpoint editing - allso easy. You can download the Model Property Editor from BCfiles. There are TONS of setting, and alltough it is easy to change some settings, there are many, so it takes time.
For instance - a single phaser has about 60 settings:
colour(inner, outer,...), damage, recharge rate, discharge rate, max damage distance, max charge, 3D coordinates, fire angle, 2D icon position, repair complexitiy, hitpoints, is it targetable, critical, phaser inner radius, outer radius, cone radius, etc.......
GRoovy :)
Now what about the models themselves? Do you know what programs use .nif?
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Probably Milkshape, but I wouldn't know what else.
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Originally posted by GalacticEmperor
Probably Milkshape, but I wouldn't know what else.
Thanks, I'll look into it.
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:mad: Infernal double-post... :mad2:
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Now, remember I've never really gone so far as to do ship modding (except hardpoints stuff), but I have found these few tidbits about BC:
1) The models were originally made in 3ds max 3.1 and I've heard unconfirmed rumors that meshes made in later versions didn't convert very well...but then those are rumors.
2) The BC engine does not, repeat, does not support rotating subsystems (i.e. the big turrets, the Faustus solar array, the sensor dishes on the Orion, etc..)
3) As far as I know, there's no way to have a beam (phaser) do a slashing effect without the player dragging it across the hull.
4) I don't remember what tool they used to convert the meshes into the .nif format, but I think it was indeed Milkshape.
5) Optionally, you can encode the texture maps into their own little uneditable package. How to do this, I have no idea.
6) If you're really determined, you might as well go register on BCFiles' forum. I'm sure someone might be willing to help you out, and you're sure to learn everything needed to start modding.
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Originally posted by Raptor
What the?:eek: :confused: HOW?? please.......
I think I did it once at my cousin's place, although it might have been a Galor, whichever is lighter.
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Originally posted by JC Denton
Now, remember I've never really gone so far as to do ship modding (except hardpoints stuff), but I have found these few tidbits about BC:
1) The models were originally made in 3ds max 3.1 and I've heard unconfirmed rumors that meshes made in later versions didn't convert very well...but then those are rumors.
We shall see what we shall see
2) The BC engine does not, repeat, does not support rotating subsystems (i.e. the big turrets, the Faustus solar array, the sensor dishes on the Orion, etc..)
The rotation paths are built in to FS models right? So with Truespace I can remove that and make them fixed turrets? If I'm wrong correct me.
3) As far as I know, there's no way to have a beam (phaser) do a slashing effect without the player dragging it across the hull.
Meh, not that big a deal
4) I don't remember what tool they used to convert the meshes into the .nif format, but I think it was indeed Milkshape.
I'm waiting for some of the guys at BCfiles to respond to a thread about that. Doing the models will probably be the biggest challenge.
5) Optionally, you can encode the texture maps into their own little uneditable package. How to do this, I have no idea.
That's another thing I'm gonna have to study, It seems that FS and BC used completely different texturing methods
6) If you're really determined, you might as well go register on BCFiles' forum. I'm sure someone might be willing to help you out, and you're sure to learn everything needed to start modding. [/B]
Yeah, it's one of the largest BC sites online, if they can't help me nobody can :D
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What I'm going to do is this:
Find out everything I need to know fro some of the experianced modders.
Then work on getting one ship into the game
If I can get it working the way I want it I'll release it as a beta preview of the mod.
Once I get to that point then "official" work will begin with ships most likely released one at a time.
Hopefully this will generate enough interest to become a large project intead of one guy working on it.
We shall see what we shall see.
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a while ago there was some dude here named i think red5 and solid snake who were making a star trek armada 2 total conversion based on FS2. there some scattered topics if u search for em on HLP but the pics r gone and the guy i was keeping intouch with who did most of the work hasnt been online since october of last yr... it looked promissing at that being a FS RTS. its too bad Starcraft for example couldnt be modified... that woulda been the greatest thing to do in SC, a FS2 rts.
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Nobody knows... (http://www.geocities.com/rakshasa_snake/intro.htm)
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Originally posted by deep_eyes
a while ago there was some dude here named i think red5 and solid snake who were making a star trek armada 2 total conversion based on FS2. there some scattered topics if u search for em on HLP but the pics r gone and the guy i was keeping intouch with who did most of the work hasnt been online since october of last yr... it looked promissing at that being a FS RTS. its too bad Starcraft for example couldnt be modified... that woulda been the greatest thing to do in SC, a FS2 rts.
If you want a FS2 RTS get the FS2 mod for HomeworldGet it here (http://www.thegamingunion.com/users/jstonline/index.htm)
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Originally posted by Bri_Dog
If you want a FS2 RTS get the FS2 mod for HomeworldGet it here (http://www.thegamingunion.com/users/jstonline/index.htm)
Is that any good? I might try it this summer.. I have both Homeworlds, just have never took the time to learn to play them.
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Originally posted by Knight Templar
Is that any good? I might try it this summer.. I have both Homeworlds, just have never took the time to learn to play them.
It's fun, missing a few ships but it's balanced rather well.