Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Shelf on November 03, 2001, 12:12:00 am

Title: How did they...
Post by: Shelf on November 03, 2001, 12:12:00 am
This is my first time here. I just installed FreeSpace2. I've loved it since i've wanted both of them since i started buying computer games. I played the demo for FS2 and was just awe struck by its energy and simplicity but also by the thought and imagination that was put into it. And also the just plain boldness of it, it holds back nothing. It doesn't apologize for anything. But to the point. I've just found my way to this site this morning and saw that people had created whole new ship designs for the game. What iam wondering is, How did they do what they did? I'd dearly love to be able to do that, im just not familiar with the process or the tools needed to do it. Im in need of an education here so if anyone can give me any information, or knows where i can go to find out more about "being a modder" i would greatly appreciate it. Mods are something i am becoming fascinated with, the shear potential for all manner of creative expression is something i just find astonishing. I've really enjoyed coming here. Thanks for your time.
Title: How did they...
Post by: jonskowitz on November 03, 2001, 01:52:00 am
   
Quote
Originally posted by Shelf:
...I've just found my way to this site this morning and saw that people had created whole new ship designs for the...

Hell, some of us have created whole new games ("http://www.jskgames.homestead.com/files/home.html") using it     (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

First thing you must have is a 3d modelling program.  Personally I reccomend using Truespace since you have to have this one anyway to finish converting the model.  You can get version 1 (gag!) for free somewhere, or you can spend about $100(US) to purchase version 3 (or if you hurry version 4 is on sale for the same price).

Once you have a modelling program, you need several other SDK (softwre developement kit) programs.  VPView32 is an absolute must have, you simply will not be able to do anything without it.  ModelView32 is nice to have, but not an absolute neccesity.  You also will need either Kazan's PCS or FSMM2 to finish generating the *.POF data for your model (and in the case of PCS it also is capable of converting the *.COB file directly into a *.POF file).  If you're going to use FSMM2 you'll also need Gary Knudd's COB2FS2 program (or one of it's equivelants).

Once you get these, the only other peices of software you need are a text editor (such as notepad or wordpad) to edit the *.TBL files and an art program (such as Paint Shop Pro or Photoshop) to create your model's textures.

I think that's all the software you need.  For the actual procedures, look around, there's several tutorials on this stuff.  I know of several over at the Volitionwatch website.

Descent Developer's Network ("http://www.descent-network.com/descman/") has most of the tools you'll need.

Volitionwatch ("http://freespace.volitionwatch.com/staff.shtml") has a bunch of good tutorials.

...and don't forget
Hard Light Production ("http://www.3dap.com/hlp/freespace/downloads.shtml") has a bunch of utilities as well.  Oddly enough the PCS written by our very own Kazan isn't here, I'm sure someone can tell you where to find it, I don't remember right now where it's stored.

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I told you that It ("http://www.homestead.com/jskgames/files/home.html") would be done by November, well, mostly anyway...

[This message has been edited by jonskowitz (edited 11-02-2001).]
Title: How did they...
Post by: Shrike on November 03, 2001, 02:12:00 am
Ahh, by the way, some terminology.

.POF files are the model files used by FS ships, they include the model itself as well as stuff like turret FOF (Fields Of Fire), levels of detail, subsystem info, etc.

.COB files are 3D files from Truespace.  Truespace isn't exactly a good program, but we're stuck using it as an intermediary program, if you're using a more powerful 3D design program (such as Lightwave, 3D Studios MAX, etc)

.TBL files are game data files, and have all the statistics for ships, weapons, sounds, etc.  A lot of people start off with .tbl editing, screwing around, making new weapons, improved versions of existing ships, etc.
Title: How did they...
Post by: Setekh on November 03, 2001, 04:14:00 am
Nice to see you like the place. Welcome to HLP!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: How did they...
Post by: Sandwich on November 03, 2001, 07:18:00 am
This'll ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000927.html") teach you everything you need to know to make a model from scratch, using Rhino3D, up to getting it into a POF file that will work in FS2. It'll teach you the basics so you can (hopefully) get the hang of things. Hope to see your work soon, and good luck!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: How did they...
Post by: Gortef on November 03, 2001, 07:51:00 am
 
Quote
Originally posted by Shrike:

.COB files are 3D files from Truespace.  Truespace isn't exactly a good program, but we're stuck using it as an intermediary program, if you're using a more powerful 3D design program (such as Lightwave, 3D Studios MAX, etc)

3D Exploration?
Title: How did they...
Post by: Sandwich on November 03, 2001, 11:09:00 am
 
Quote
Originally posted by Gortef:
3D Exploration?

3D Exploration is a program that can view and convert to and from numerous 3D file formats, but it's not a 3D editor or anything.



------------------
America, stand assured that Israel truly understands what you are going through.

"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: How did they...
Post by: Gortef on November 03, 2001, 02:04:00 pm
true
Title: How did they...
Post by: Raven2001 on November 03, 2001, 03:20:00 pm
Welcome to the great comunity of HLP!!!!!

If you want to learn how to tweak .tbl's for weapons or ships, and make some awesome weapons, send me an E-mail. I'll be glad to teach you or answer you any questions  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[email protected]
Title: How did they...
Post by: Mad Bomber on November 05, 2001, 11:22:00 pm
I know quite a bit about the actual data that goes into a POF file, i.e. the stuff you edit with PCS (Kazan's POF Constructor Suite). For instance:

What are "normals" and what do they mean?[/i]

Normals define which direction something points in, such as a path or gunpoint. They are defined on a scale from -1 to 1, in XYZ order.

For instance, a 0,0,1 normal value would mean that the gunpoint/path/whatever is pointing directly forward. Turret normals are much the same, although this just defines what the middle of the turret's field of vision is. For instance, a turret pointing directly left might have normal values of -1,0,0; but, being a turret, it could aim anywhere in a wide cone around that.


Email me at  [email protected]  or ICQ me at #83934967 if you need any help.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)