Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RaceCarRiv on November 15, 2003, 09:04:07 pm

Title: New Here
Post by: RaceCarRiv on November 15, 2003, 09:04:07 pm
Hi I'm new here and i don't know what the source code project is could someone please tell me what it is?
Title: New Here
Post by: phreak on November 15, 2003, 09:10:11 pm
well here's the website

http://freespace.volitionwatch.com/fsscp

Quote

In the first half of 2002 Volition did what every FreeSpace fanatic dreamed they would - announce FreeSpace3? Not quite, but something ranked second in importance - they released the source code to Freespace2 on an un-suspecting but very hopeful community.
Since then a whole host of ideas, concepts and fixes have been knocking around the community which spawned this: The largest community driven project around. The Freespace Source Code Project.

Concieved by Freespace Watch, this is a joint project between them and Hard Light Productions - uniting the entire community to take the basic source code with fixes and features that the community wants. The main site and downloads will be hosted on Freespace Watch, and the forums on Hard Light Productions.
The rest is still in the planning stages but so far things are looking very promising with some of the top figures in the community and some new coming programmers taking the code to new levels of cool.


:welcome:

Flamethrowers under the seats.  watch out for shivans in the ductwork.  There is no FS3.  an0n is god
Title: New Here
Post by: Taristin on November 15, 2003, 09:11:52 pm
Quote
Originally posted by PhReAk
an0n is god


Only on Tuesdays. Other days you are free to worship who you choose.
Title: New Here
Post by: RandomTiger on November 15, 2003, 09:12:19 pm
A while ago Volition, the company that made FS2 released the source code, shortly after this code project was setup to make modifications.

This forum is used for people to request stuff and ask questions, report bugs and argue about functionality details.

If you have freespace 2 installed download our exe (and the launcher to set it up) and see what you think of our improvements.

Otherwise theres plenty reading and screenshots in this forum to give you an idea of what goes on.
Title: New Here
Post by: Setekh on November 16, 2003, 05:49:58 am
Couldn't have said it better myself. :) But you can never have too many welcome beams, or can you? Welcome to HLP, RaceCarRiv. :nod:

:welcome:
Title: New Here
Post by: Lt.Cannonfodder on November 16, 2003, 06:21:03 am
Quote
Originally posted by Setekh
But you can never have too many welcome beams, or can you?

:welcome:


There's never too many welcome beams! :D  Welcome to HLP!
Title: New Here
Post by: Gloriano on November 16, 2003, 06:27:38 am
Welcome to HLPBB

:)
Title: New Here
Post by: Nifelheim on November 16, 2003, 07:33:48 am
Hmm, more newbies. That's good. Do we (newbies) need to stick together in order to survie?
Title: New Here
Post by: Setekh on November 16, 2003, 07:41:27 am
Nah, you don't, this is a friendly place. :)
Title: New Here
Post by: Gloriano on November 16, 2003, 07:43:45 am
Quote
Originally posted by Setekh
Nah, you don't, this is a friendly place. :)


agreed:nod:
Title: New Here
Post by: Lt.Cannonfodder on November 16, 2003, 08:07:14 am
Quote
Originally posted by Setekh
Nah, you don't, this is a friendly place. :)


Very friendly from what I've seen, all new members are wecomed with open arms :nod:

Hope you enjoy your stay RaceCarRiv and Nifelheim. If you're totally new to FS2, you won't run out of thing to play.
Title: New Here
Post by: Johnmike on November 16, 2003, 08:56:04 am
I eat newbies.  :)
Title: New Here
Post by: kasperl on November 16, 2003, 09:01:14 am
i didn't know Carl let the competition live....
Title: New Here
Post by: karajorma on November 16, 2003, 10:22:11 am
I'd suggest that the newbies take a look at my FAQ since most of your questions should be answered in one way or another in there (I made the FAQ specifically for newbies but it's slowly mutated into a more general resource :D ).

As for HLP being nice to newbies it pretty much is as long as they don't appear and ask about FS3 in their first breath :D.
Title: New Here
Post by: Flaser on November 16, 2003, 11:34:07 am
HLP is bursting with newbie activity compared to a couple of months ago.

We should make a NEWBIE SECTION and set up post dealing with starting FS_Open and list all the sources.
Title: New Here
Post by: Nifelheim on November 16, 2003, 12:59:56 pm
karajorma: I already did take a look at your FAQ. Do you know where I can find any toturials to making ships with 3ds MAX? I'm studing it at the moment so they'll be much appreciated. The whole problem is that I can model the ship, but don't know how to get to suitable format for FS2....
Title: New Here
Post by: karajorma on November 16, 2003, 01:58:22 pm
Unfortuantely at the moment the only way to get a ship into FS2 is to go through Truespace .cob files. You can use the modeller of your choice for making the ship itself but all the convertion tools only accept .cobs so you will most likely have to use TS at some point (unless the max users know how to get the hierarchy right in max).
 Since I only know TS I can't really help much and I've never seen a max tutorial so if someone has one I'll gladly add it :D
Title: New Here
Post by: Galemp on November 16, 2003, 05:54:02 pm
I use Max for everything. Just model all your submodels and everything, name them appropriately, then export them as a #DS file and open that in Truespace to set up the hierarchy. Make sure all your filenames are in 8.3 format.

Some problems I've run into: make sure you reset all gizmos before you export, or else they'll end up in the wrong places in TS. And avoid mirroring, wherever possible; you'll need to re-mirror them in TS otherwise.
Title: New Here
Post by: redmenace on November 16, 2003, 06:25:28 pm
Quote
Originally posted by Flaser
HLP is bursting with newbie activity compared to a couple of months ago.

We should make a NEWBIE SECTION and set up post dealing with starting FS_Open and list all the sources.


We will be doing that eventually. That will probably be covered in the Readme we will be writing. I am not sure another sub-forum will be needed.
Title: New Here
Post by: vyper on November 16, 2003, 06:32:41 pm
Quote
Originally posted by Setekh
But you can never have too many welcome beams, or can you?


:welcome::welcome::welcome:
Title: New Here
Post by: Setekh on November 16, 2003, 08:10:56 pm
Quote
Originally posted by Johnmike
I eat newbies.  :)


You are a newbie. :)
Title: New Here
Post by: Carl on November 16, 2003, 10:49:40 pm
cannibal.
Title: New Here
Post by: Bobboau on November 16, 2003, 11:31:20 pm
looks like someone is useing the SCPs tiled and translated welcome beam.

were are all these newbs comeing from?:)
Title: New Here
Post by: Carl on November 16, 2003, 11:40:42 pm
i don't know. it's weird. the game isn't even for sale anymore.
Title: New Here
Post by: Setekh on November 17, 2003, 01:41:28 am
And FP hasn't even replied again to our offer. :nervous:
Title: New Here
Post by: Kazan on November 17, 2003, 02:34:56 am
(pssst... underdogs)
Title: New Here
Post by: Black Wolf on November 17, 2003, 03:59:12 am
Grab the GMax tutorials fro the GMax website. They're awesome, put out I believe by the company themselves, and they tell you pretty much all you nedd to know to design good ships. Keep in mind though, the plane tutorial (and possibly others as well) leans heavily on intersecting polys to get the right look - this is fine for a render model, but FS2 doesn't like it.
Title: New Here
Post by: karajorma on November 17, 2003, 05:27:43 am
Quote
Originally posted by Kazan
(pssst... underdogs)


But why all of a sudden? Underdogs has had FS2 up for ages. Why are we suddenly seeing an influx now?

Someone must have pimped FS2 on a major site somewhere. We ought to find out where so that if we ever do a full release on Gamespy we can make sure it's pimped there.
Title: New Here
Post by: Nifelheim on November 18, 2003, 12:02:27 pm
Quote
Originally posted by Galemp
I use Max for everything. Just model all your submodels and everything, name them appropriately, then export them as a #DS file and open that in Truespace to set up the hierarchy. Make sure all your filenames are in 8.3 format.

Some problems I've run into: make sure you reset all gizmos before you export, or else they'll end up in the wrong places in TS. And avoid mirroring, wherever possible; you'll need to re-mirror them in TS otherwise.


Hmm, will I need to re-mirror the objects if I wield the vertexs before exporting to TS? :doubt:
Title: New Here
Post by: Nifelheim on November 18, 2003, 12:18:29 pm
No, actually not underdogs. I had the game for several years, now, and a friend of mine bought me a controller, so I was eager to try it with something and rememberd about FS2. Being my favourite game (actually this is the only game've beaten twice), I playd it and remebered there were a lot of custom campaigns I searched & surfed, and ended up here.

@Black Wolf - I've used the Gmax tutorials, but my problem was getting the right format to export to TS, not actual modeling Thanks, anyway!
Title: New Here
Post by: Carl on November 18, 2003, 12:19:26 pm
hmmm that's an intersting idea. shouldn't it be okay as long as it's converted into an editable mesh?
Title: New Here
Post by: Galemp on November 18, 2003, 02:20:40 pm
You'd think so, but it doesn't always work. It has to do with the pivot transform, I think. If you go down to the subobject level, and mirror the geometry, instead of mirroring the entire thing, it works. The other foolproof method is to take your main mesh, 'attach' every other subobject to it, then use the Element selector and detach the bits one at a time. That sets everything to have the same scale, rotation, and position pivots so it will import flawlessly.

I'm currently piecing together the 3DS Max tutorial on the Wikki, so you can check back there.
Title: New Here
Post by: Nifelheim on November 18, 2003, 03:59:55 pm
hmm, those pivots. That's what I don't like about exporting/importing - you don't know what the hell, you will get in the other program...
Expecting your tutorial!