Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on September 22, 2005, 04:44:45 pm

Title: Time for me to start modding!
Post by: Vengence on September 22, 2005, 04:44:45 pm
Greetings HLT! Its time for me to start modding FS2 and I have some good models and ideas and all I need is a link to a tutorial and tools and I can go about learning everything myself. Btw, I have 3ds max 7, Maya 6, and Photoshop 7 and do these work with FS2?

Finally, I have this to show off:

(http://img24.imageshack.us/img24/107/heavycruiser8ov.jpg)

It isn't related to FS2 in any way and I plan to completely remodel, reskin, and remake it in 3ds (it is in Maya 6 right now). I call it the "Hurricane - Class Heavy Cruiser"
This is an enourmas ship measuring 6km long (no, the measurement isn't inspired by the Colossus) and packing 11 HUGE turbo laser turrets, an 8 tube missile launcher, and 2 giant beam cannons mounted in the front. I'm 100% sure the Colossus can easily deck my Hurricane but I love this ship enough that I want to blow it up in FS2 or see it deck some NTF rebels or Shivans.
Title: Time for me to start modding!
Post by: StratComm on September 22, 2005, 04:56:07 pm
Ah, Max 7.  There's a plugin for Max conversions to in-game format, but it unfortunately is only built up to Max 6.  If Styxx (the program's author) can compile it with the v7 SDK then that will work fine, but for now you have no way to export directly to a game-usable format.  Also, there are a few "standard" rules about making ships for this game; first and foremost, rotating turrets must be placed on the top or bottom of a ship (in Max, parallel to the x-y plane).  Other general rules are to watch the number of textures you use and to make generally clean and stable geometry.  Generally helpful pointers can be found in Karajorma's Freespace FAQ (http://homepage.ntlworld.com/karajorma/freespace/intro.html)

Also, those turrets are huge.  That ship looks more like corvette-size in Freespace standards.

And of course,
:welcome:
Title: Time for me to start modding!
Post by: Vengence on September 22, 2005, 05:10:07 pm
Thanks. Yep those turrets are enourmas and thats what makes it so powerful. But its not my right to challenge the FS ship designs but blame Homeworld 1 and 2 because the huge turret idea came from their ships, they had a Battlecruiser which had 2 giant ion cannon turrets and 4 smaller but still huge turrets. But thanks to the FSNA mod they have some people should understand because they must have HW2 to have played that mod. Well I can still wait for a v.7 exporter to come out, in the mean time I will enjoy FS2_Open.
Title: Time for me to start modding!
Post by: phreak on September 22, 2005, 05:15:34 pm
we heart you.  please stay

:welcome:
Title: Time for me to start modding!
Post by: Vengence on September 22, 2005, 05:52:30 pm
After what you said, I'm definately going to stay. Time now for some modding, table coding first and then adding models and then everything.
Title: Time for me to start modding!
Post by: Unknown Target on September 22, 2005, 06:59:02 pm
Welcome to the FS community :) I probably should be the last one to chide someone about this, but it's spelled "Vengeance" with an A - unless you did that on purpose :)

Red X on the pic though :(
Title: Time for me to start modding!
Post by: Nuclear1 on September 22, 2005, 07:08:54 pm
Quote
Originally posted by Unknown Target
Red X on the pic though :(


Ditto. From what I'm hearing, I'm really missing out on something too. :(

But anyway, welcome to the community. :D Please enjoy your stay. We've only got a few rules:
1) Be nice, and we'll be nice back.
2) Give our resident Shivan Carl his daily lunch sacrifice.
3) Give our resident weapon of mass destruction (i.e. me) all your money, and I swear not to go off on you. ;)
Title: Time for me to start modding!
Post by: Setekh on September 22, 2005, 10:29:35 pm
Hey Vengence, welcome to HLP. I can't view the image either - if you mail it to setekh @ 3dap.com, I can upload it for you. :yes:
Title: Time for me to start modding!
Post by: BlackDove on September 23, 2005, 03:31:39 am
Quote
Originally posted by PhReAk
we heart you.  please stay

:welcome:
:lol:  So true.
Title: Time for me to start modding!
Post by: WMCoolmon on September 23, 2005, 04:20:07 am
Quote
Originally posted by PhReAk
we heart you.  please stay

:welcome:


Best. Welcome. Ever.
Title: Time for me to start modding!
Post by: Vengence on September 23, 2005, 02:44:18 pm
Red X hmm, all I have to say is.... BLAME IMAGESHACK. And Unkown, you got me. I purposely misspelled my name to fool people and cause them to misspell too. And I must say, this is the best welcome I got from a modding community!

If this link doesn't work then I have no clue: http://img24.imageshack.us/img24/107/heavycruiser8ov.jpg
Title: Time for me to start modding!
Post by: Martinus on September 23, 2005, 07:21:51 pm
Quote
Originally posted by WMCoolmon


Best. Welcome. Ever.

[color=66ff00]The HLP way:
Say hello and beam the eyebrows off them.


Welcome Vengence, for a comfortable start I recommend factor five million sunblock.
[/color]
Title: Time for me to start modding!
Post by: Ghost on September 23, 2005, 07:35:45 pm
Quote
Originally posted by PhReAk
we heart you.  please stay

:welcome:


All that needs saying. Welcome to your new home. Excellent model, I must add.
Title: Time for me to start modding!
Post by: WeatherOp on September 23, 2005, 08:05:15 pm
Welcome.

Trust me don't try to leave, these people are [wispers]CRAZY:dizzy:[/wispers].....Good they didn't hear me.
Title: Time for me to start modding!
Post by: Unknown Target on September 23, 2005, 08:35:14 pm
I can see the model now - but could you give a 3/4ths view? It's hard to see the entire ship from this angle (for me, at least) :)
Title: Time for me to start modding!
Post by: Vengence on September 24, 2005, 07:10:26 pm
Ok, better view coming up:

(http://img367.imageshack.us/img367/6494/heavycruiser349bd.jpg)

But that model was built for a different game. My new one is built for FS2:

(http://img367.imageshack.us/img367/8059/heavycruiserremake4ek.jpg)

But it is nowhere near done and I gotta find a way to get rid of some wierd edges. So far the polycount is 2500, I plan to go up to 10000 or at least 8000.
Title: Time for me to start modding!
Post by: Ghost on September 24, 2005, 07:18:12 pm
That is most excellent from what I can see(for both models, actually). So you don't plan on POFing the first one, but you do want to do so for the 2nd? Hmmm... can you give us a description for what you want on the 2nd?
Title: Time for me to start modding!
Post by: Vengence on September 24, 2005, 08:19:53 pm
For the sake of simplicity, I'd rather not code completely new weapons so I would use only beam cannons (also to make testing and implementing easier it will replace the colossus). For all 11 of its turrets (and all 22 barrels) will feature beam cannons and so will its two giant forward cannons. After I get used to the coding I will add custom sounds and effects to the beams. In my original concept, the ship's enourmas engines also make it quite speedy and it's only weakness is the absence of sufficient point defence weapons. However the original concept used 'turbo lasers' which is somewhat star warsy but with all 11 turrets coordinating their firepower on enemy targets makes dodging the laser blasts much harder especially with 8 freakin huge missiles chasing you.
Title: Time for me to start modding!
Post by: BlackDove on September 24, 2005, 08:57:09 pm
Hmm, the boy has a moderate sense for the Hades.

(http://www.funkyfridge.com/shop/images/AB-BP-24805.jpg)
Title: Time for me to start modding!
Post by: Vengence on September 25, 2005, 08:05:05 am
Unfortunately for me I underestimated the polies on the guns. Because of those barrels, the polygon meter jumped to 25000 and I havent even added the engines or the forward guns yet!

(http://img296.imageshack.us/img296/4721/overdoingit6ed.jpg)
Title: Time for me to start modding!
Post by: mikhael on September 25, 2005, 10:17:34 am
The turrets are way too large for that hull. The earlier profile shot had a certain majesty, but when the turrets are added, it looks shrunken in on itself.

Oh, and the turrets are way too high poly. A lot of what you've done there with the barrels can be better accomplished in textures.
Title: Time for me to start modding!
Post by: Vengence on September 25, 2005, 12:03:38 pm
Oh I know that for sure, but I wasn't using any reference pics when I was making the turrets. Came straight from my head and the turrets are too large in the new one.
Title: Time for me to start modding!
Post by: Unknown Target on September 25, 2005, 05:45:38 pm
The second is much better than the first (the first is a bit too blocky, imo :)), but the second is great. Just scale down the turrets, though (I have the same problem - making these massive, oversized turrets for a tiny ship :D)
Title: Time for me to start modding!
Post by: Grimloq on September 26, 2005, 06:07:50 pm
*Happens to be drawn out of lurking when he finds the new SCP release*

Hmm... The first one doesn't strike me as too interesting, I'm afraid, but I very much like the second one. Turrets, as has been said, are a bit huge (And WAY to high poly - I recommend not giving the barrels' cylinder shapes any more than 10 sides, 8 is probably best, if you have more than that), but other than that, it's very majestic and has that Freespacey look. Thumbs-up.



That said, I bring no offering of a Hecate for thy kingdom, so please doth not spork out mine eyebrows. :nervous:
Title: Time for me to start modding!
Post by: FireCrack on September 26, 2005, 06:34:07 pm
I personaly like the huge turrets.


Now wheres my spork...
Title: Time for me to start modding!
Post by: Vengence on September 27, 2005, 01:12:50 pm
Well I finished the model and it looks alot less blocky (but for some reason less intimidating from the front view) and the turrets should be right and the poly count is now low. As a reminder its enourmas turrets are its trademark. The advantage of its  4 X engines is that it allows other engines to be placed on the ship with no hinderence and allows that rear turret to track tail gators.

(http://img345.imageshack.us/img345/627/heavycruiser013hs.jpg)

(http://img345.imageshack.us/img345/4505/heavycruiser020ul.jpg)


Btw, Does this Beam look Shivan? And the ship firing the beam isn't my Hurricane-V
(http://img185.imageshack.us/img185/5020/guardianstrike027rk.jpg)
Title: Time for me to start modding!
Post by: Martinus on September 27, 2005, 01:32:29 pm
[color=66ff00]I hope you don't take this as a negative, it's just my own taste really but I thought it looked far better (rather asthetically pleasing in fact :) ) without the engine pods and mounts.

The turret mounted guns look far too big, it looks like if you were to fire one of those cannons the ship would be blasted backwards or just buckle.

Lastly IIRC turret rotation is limited to one axis so the side turrets won't actually be able to turn in-game.
[/color]
Title: Time for me to start modding!
Post by: Trivial Psychic on September 27, 2005, 07:24:06 pm
That ship might be more suited to Ferrium universe.  Time to get Kazan in here.
Title: Time for me to start modding!
Post by: Vengence on September 28, 2005, 02:41:25 pm
Ah well, I guess no side turrets then. Or I could just keep them and have them not rotate. I still have other ship ideas that should work, time to work some more.
Title: Time for me to start modding!
Post by: WMCoolmon on September 28, 2005, 08:40:30 pm
Don't wipe the file w/ side turrets though, there was some discussion about trying to fix that.

Dunno if it'll ever get done, but it's probably worth the megabyte or so if it does. ;)
Title: Time for me to start modding!
Post by: Ghost on September 28, 2005, 09:00:15 pm
YES. Give it to Ferrium. BTW, that beam kicks major ass.
Title: Time for me to start modding!
Post by: Vengence on September 30, 2005, 08:24:21 pm
But I don't know this Ferrium. Also I'm making a fighter now and it looks... streaky.
Title: Time for me to start modding!
Post by: Trivial Psychic on September 30, 2005, 10:56:41 pm
Quote
Originally posted by Vengence
But I don't know this Ferrium.


LINK (http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=98)
Title: Time for me to start modding!
Post by: Nuclear1 on October 01, 2005, 12:13:35 am
Now, you are my kind of newbie. One who makes a Hades-esque ship look that fine is a welcome member.
Title: Time for me to start modding!
Post by: Vengence on October 01, 2005, 10:32:03 am
A noob to FS2 modding but not to others. I have been modding for a very long time. Just wait till I finish my fighter concept and model it. It looks great.
Title: Time for me to start modding!
Post by: Nuclear1 on October 01, 2005, 10:33:02 am
Can't wait. If it's anywhere as good as this, we'll all be pleased much. :)
Title: Time for me to start modding!
Post by: Vengence on October 01, 2005, 03:03:42 pm
Here it is, my new fighter. So far it doens't have a name so feel free to give it a cool GTF name that fits in. But I didn't design it to fit in FS2, rather to fit in my own story universe and it was called the Whirlwind (if you didn't notice, one faction in my story name their space ships after weather anomalies like Hurricane, Blizzard, Lightning, Bolt, Gale, Whirlwind, Storm, ect ect).

As a description, superbly fast and maneuverable with signifigant armor (75 m/s and 250 hp in tables when I code in) and firepower. It can hold 4 gun banks and 2 missile banks. Unfortunately its maneuverbility is extremely intense and fast so you'll have to get used to it pretty fast because it will be going all over the place.

(http://img132.imageshack.us/img132/2117/fighter015fn.jpg)
(http://img132.imageshack.us/img132/8834/fighter028np.jpg)

Most of the body was based on some of todays aircraft and the engines were inspired by an X-Wing fighter. The rest is made up in my drawings. So far it is 1800 polies. A little to high in my standards but should pull through. Also I designed it with flying through nebulas, dust clouds, and other dirty stuff without signifigant drag in real life.
Title: Time for me to start modding!
Post by: Trivial Psychic on October 01, 2005, 03:07:09 pm
Not sure I care much for the outer missile pods.
Title: Time for me to start modding!
Post by: Vengence on October 01, 2005, 03:08:31 pm
I'm not sure if they are even missiles myself :p  I just drew them in my note book thinking it looks catchy. Or I could just kill those and get to skinning soon.
I must say, killing those pods do make it better:D

(http://img139.imageshack.us/img139/1513/fighter023vj.png)
Title: Time for me to start modding!
Post by: Krackers87 on October 02, 2005, 02:37:57 pm
Quote
Originally posted by Vengence
Unfortunately for me I underestimated the polies on the guns. Because of those barrels, the polygon meter jumped to 25000 and I havent even added the engines or the forward guns yet!

(http://img296.imageshack.us/img296/4721/overdoingit6ed.jpg)


Would you like some more ship with your cannon?
Title: Time for me to start modding!
Post by: WeatherOp on October 02, 2005, 03:21:15 pm
Quote
Originally posted by Vengence
I'm not sure if they are even missiles myself :p  I just drew them in my note book thinking it looks catchy. Or I could just kill those and get to skinning soon.
I must say, killing those pods do make it better:D

(http://img139.imageshack.us/img139/1513/fighter023vj.png)


Sweet! an Su-27 on steroids.;) Now do an F-15.
Title: Time for me to start modding!
Post by: Vengence on October 03, 2005, 02:59:12 pm
Really? Su-27. I didn't even think of that when I made it. It really does look similar, just keep in mind it isn't based on the Su.
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 04:06:25 pm
Well I finished the Whirlwind at last. Skin isn't developer quality but everyone should know by now that skinning is the hardest part of modeling.

Whirlwind Front View:
(http://img43.imageshack.us/img43/5372/whirlwind016hd.jpg)

Whirlwind Emblem (I'm not saying what that emblem came from)
(http://img43.imageshack.us/img43/8227/whirlwind028ho.jpg)

Whirlwind 5 engines (yep, 5):
(http://img43.imageshack.us/img43/2860/whirlwind035vc.jpg)

Whirlwind Final View:
(http://img43.imageshack.us/img43/5880/whirlwind042em.jpg)

Now all I need is to put it into FS2 but I have 0 idea on how to work with TrueSpace! I need some help for this part. I'm skilled in coding enough to code it in myself but coding is useless unless the model can be read by FS2 so can anyone rig it for me please!!! I hate speaking like a n00b, just can't stand it!!! Once I learn TrueSpace I will be unstoppable (except for the occational crash when using too many ram consuming programs at the same time)
Title: Time for me to start modding!
Post by: Unknown Target on October 08, 2005, 04:24:01 pm
Not sure about the texturing...lacks detail. But the model is cool - reminds me of something from the RAIDEN series of arcade games :)

And anyway, try getting the free copy of 3D Exploration (it's around here somewhere, search). Just import the file into there, scale it properly (5 percent is about fighter size, IIRC), then export to truespace. From there, click "Orientate to grid" and rotate the fighter so that it's facing the correct way (if you did this in your modeling app already, you dont even have to go into truespace). Once that is done, just convert. This isn't too good on sub-objects or lods, however, so if you do it this way, don't expect to have them :(
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 05:21:50 pm
As far as I know there is no such thing as a free copy of 3d exploration. I got it but I only have 27 days left so theres the problem. And the reason being the skin isn't very detailed is because I am not a photoshop artist and skinning is not my specialty and I specifically said "Not developer quality'. I just wanted to give it a color thats not bright gray. Also I have NO idea how to work Truespace so I need someone to rig it. Anyways, where is that 'Free' 3d exploration hmm? Btw, your wish is my command, I'm adding details to the skin then.
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 06:31:48 pm
Done, now does it look good? Btw, it is impossible right now to add those details to the nose because the nose is too bright for an overlay emboss to show up.

(http://img210.imageshack.us/img210/3312/newfighter029ru.jpg)
(http://img210.imageshack.us/img210/5008/newfighter2wh.jpg)
Title: Time for me to start modding!
Post by: karajorma on October 08, 2005, 07:19:58 pm
If you got the version from my FAQ it complains about you being past the end of your trial but you can still use it.
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 07:39:27 pm
Ok, if you give me the link to that particular part, you will be my god! lol J/K, you will just be my modding savior.
Title: Time for me to start modding!
Post by: karajorma on October 08, 2005, 07:51:11 pm
Downloads section unsurprisingly :)
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 08:56:04 pm
I already have 3d exploration, I don't need to download it again and I don't see anything that tells me how to stop the timer. I managed to use the pof exporter for 3ds max7 but it only worked once and stopped working and truespace is not helping me at all. Unless I find some kind of miracle tool for 3ds I'm not going anywhere and I don't want my FS2 modding fun limited to table coding!!! I can model very well but I need to get the exporting to work!
Title: Time for me to start modding!
Post by: WeatherOp on October 08, 2005, 09:35:14 pm
What problems are you having with TS?
Title: Time for me to start modding!
Post by: Vengence on October 08, 2005, 09:49:38 pm
I have no idea how to work it. So far I only know how to move the view and rotate the view but nothing with the models. Also I have no idea how to apply the firepoints and the other essential points. If the TS way of exporting is as easy as the 3ds one (the one that worked only once on mine) then it shouldn't be a problem but getting used to a new modeling program takes alot of time considering I have 4 now (3ds Max7, Maya 6, Gmax, and TS). Nevermind, I pretty sure what reply I am going to get: "Do it yourself:p " I might as well read the tuts over at karajorma's faq tomarrow.

Btw way... your sig is soo funny lol
"ALL Modellers are Evil! And their true desire is to make all gamers bow before their might."
Title: Time for me to start modding!
Post by: Unknown Target on October 08, 2005, 09:54:00 pm
Quote
Originally posted by Vengence
I already have 3d exploration, I don't need to download it again and I don't see anything that tells me how to stop the timer. I managed to use the pof exporter for 3ds max7 but it only worked once and stopped working and truespace is not helping me at all. Unless I find some kind of miracle tool for 3ds I'm not going anywhere and I don't want my FS2 modding fun limited to table coding!!! I can model very well but I need to get the exporting to work!


It doesn't stop the timer - older versions of 3D Exploration still have the timer, but still allow you to use the program once the timer is done.
Title: Time for me to start modding!
Post by: WeatherOp on October 08, 2005, 10:00:28 pm
Yes, go thru Karajorma's tutorial, then if you want to know how to run TS go thru mine in my sig.

But, all you should have to do, is glue a light to your model in TS, then use POFCS (http://sourceforge.net/projects/alliance) to convert.

To make a light, right click to camera icon, and scroll up to the light bulb icon.

Use the glue icon, and glue the light to the ship hull. The glue icon if right next to the undo buton on the most left part on the sidebar.

Press save as, and put what name you want it.

Open POFCS and up at the top is a sidebar called conversion, click it scroll down and press COB-POF, the just find your Cob model and it will convert if there are no problems.

If you want a full overview go to my Tutorial also.;)
Title: Time for me to start modding!
Post by: Black Wolf on October 09, 2005, 08:25:22 am
What's the res on those fighter tes? They seem a bit pixelly...
Title: Time for me to start modding!
Post by: Vengence on October 09, 2005, 10:05:21 am
The res is 800-800. The pixeley things are mostly shapes I used in photoshop.

WeatherOp, that helps alot and I'm glad I have POFCS here already:D .


Wait... OH of course. I didn't understand it at first but I get it now. this 3d exploration continues working after trail period, there is no FAQ to tell me how to stop it duh:yes:
Title: Time for me to start modding!
Post by: karajorma on October 09, 2005, 10:19:11 am
You should always use power of 2 sizes for FreeSpace textures. That texture will be scaled up to 1024x1024 the second FS2 gets hold of it so you might as well have made the texture that size to start with.
Title: Time for me to start modding!
Post by: Vengence on October 09, 2005, 12:15:11 pm
Too late now, there's now way I'm going to reskin that fighter. It took too long.
Title: Time for me to start modding!
Post by: Kazan on October 09, 2005, 12:54:21 pm
now... those capships would fit rather well into ferrium.. just need those turrets smaller relative to the hull.. or they could be small ships - frigates and cruisers
Title: Time for me to start modding!
Post by: Vengence on October 09, 2005, 01:10:39 pm
There is no way my Hurricane will be as small as a frigate. It is supposed to be the scourge of space, destroyer of fleets, and the nightmare of aliens so it MUST be huge. But the turrets can be rescaled but ferrium isn't very far so far.
Title: Time for me to start modding!
Post by: Kazan on October 09, 2005, 03:12:02 pm
ferrium doesn't have ueberships - probably just start with fresh ships if you want to model for me
Title: Time for me to start modding!
Post by: Vengence on October 09, 2005, 03:50:45 pm
Its not a uber ship. Just very feared.
Title: Time for me to start modding!
Post by: Vengence on October 09, 2005, 07:37:41 pm
Quote
Originally posted by WeatherOp
Yes, go thru Karajorma's tutorial, then if you want to know how to run TS go thru mine in my sig.

But, all you should have to do, is glue a light to your model in TS, then use POFCS (http://sourceforge.net/projects/alliance) to convert.

To make a light, right click to camera icon, and scroll up to the light bulb icon.

Use the glue icon, and glue the light to the ship hull. The glue icon if right next to the undo buton on the most left part on the sidebar.

Press save as, and put what name you want it.

Open POFCS and up at the top is a sidebar called conversion, click it scroll down and press COB-POF, the just find your Cob model and it will convert if there are no problems.

If you want a full overview go to my Tutorial also.;)


I can't place anything on my model... I right clicked on the bulb but it just brought up a small menu with check boxes. What then? oh wait, never mind.

Crap, I saved as cob (as binary) and used pcs but it crashed every time! Damn man this is getting agravating!
Title: Time for me to start modding!
Post by: WeatherOp on October 09, 2005, 08:15:41 pm
How did it crash, and did it give you an error? I'm not good at telling what the error was, but someone else could.
Title: Time for me to start modding!
Post by: Flipside on October 09, 2005, 10:44:05 pm
The stage between model and POF is always the most frustrating and nerve-wracking, I often have to recompile models 15+ times as I spot errors on them etc.

Some things are really wierd, like the axes on turrets etc, and I tend to find that saving as a SCN file and converting that in PCS is actually slightly more reliable. Don't give up, once you find the common 'pitfalls' they are usually easy to avoid, but it does take time to learn things that PCS may not like, and I still have to re-read the Truespace hierarchy system for ships every time I make one ;)
Title: Time for me to start modding!
Post by: Vengence on October 10, 2005, 03:07:26 pm
The way it crashed was that the programs interface turned white and wasn't responding. I tried again and it didn't work. Said nothing about any problems, all it did was eat up all my CPU power and stopped responding.