Hard Light Productions Forums
Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Lunawolf242 on January 30, 2008, 05:02:31 pm
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Since my last post I am working hard to work on a good story line but i forgot what makes a good game ITS SOMETHING YOU CAN PLAY! So I was thinking about making several models that would be used in my games and what i need is just a moddler to make several ships. What I need is a Tarsus, Talon, Stiletto, Centurion, Orion Gunship, Galaxy Cruiser models. I was thinking about making several new custom ships.
What I need is a Ultra Sleek fighter that looks like a ferrari in space. Also I need to know how to create models and make wings and script. I also was thinking of making a team. If anyone is willing to help I will grant them a position. I will just become the writer for the storyline.
I also need to make name for this campaign if it does not become dead. I also need suggestion if you got some that are not idiotic.
I decided to remove the Hakaga carrier and excalibur if you know any good replacement of these larger than life ships please tell me. I hope that this campaign does not die and will become the a kinda sister campaign to prolouge. LONG LIVE WING COMMANDER!
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Is it just me or is this another one of those "I have an idea, but i need other people to do all the labor" kind of situations?
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No it is not of those have an idea, but i need other people to do all the labor" kind of situations. I could do modeling and mapping perfectly by my self but i dont know how. What I am asking is that if anyone knows the know how to model and map plus script TEACH ME! I could use any existing models below if there is any.
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Well, you can find most of those models in the Standoff (http://standoff.solsector.net) and Priv Gemini Gold (http://priv.solsector.net) fan projects. Just note that you'll need to retexture the ships that you take from Standoff, since Eder doesn't want some else's project looking exactly like his own.
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Just note that you'll need to retexture the ships that you take from Standoff, since Eder doesn't want some else's project looking exactly like his own.
That's an important thing in all fan projects. Always remember: If you take ships or other stuff from somewhere, then ASK before you use it (If the creator didn't say that everybody can use it), GIVE CREDITS and, most importantly: Don't simply use it but CHANGE something.
(Regarding Standoff textures: You should change them anyway, they look really bad in our engine.)
I hope you find some guys who help you with that, we are always happy to see fan made missions and campaigns.
You should also consider to have a REAL plan. Make a list what you will need for your missions and what you have. Make mission scripts for every single mission and look what you need for them and when you need it. If you don't know whether something will work or not, ask somebody who is familiar with FS-modding.
Good luck!
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What I need for my mission is that how do you create nav points, how do you make pilots speak, how do you make a briefing scene, and more importantly how to create models from scratch. What I heard yes to simply use the existing models from the Priveteer, and Standoff but I want to know how do you make a model from nothing. Plus how do you retexture bloody hell I am only sixteen and I can barely staun the scripting in PONG!
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Generally speaking (I'm not an expert for all those things):
You need a 3D modeling program, for example 3DstudioMax. Try some tutorials in the internet, start with easy things as simple geometric forms. Then try to build some houses and furniture. (I'm not kidding, try to build a sofa, and if you can do that, you can try a simple spaceship!)
Then you need textures. Textures are pictures, you can use png or DDS formats IIRC, you have to use a certain resolution (depends on the details you want). Parts of the picture are used for parts of the ship.
Then there are glow maps, shine maps, normal maps and... I think I forgot one.... Whatever. Those are additional files for effects. They basically work like the textures.
All things you need to know about nav points, mission desogn and stuff you can learn here in the forums. There are a lot of FRED tutorials (the mission editor for FS2).
I REALLY suggest you start with making missions (with existing ships and without complex scripting) just to learn to use FRED.
If you manage to do that you can try to learn 3DsMax and do some ships and stuff.
But it is a lot of hard work, FREDding is the easiest part, but you know: There is a reason why our team consists not onnly of one or two people but of... yeah... ahemm.... I don't know exactly.... maybe a dozen people?
EDIT: You will need to learn something about FS2. Karajorma made an excellent FAQ. Here's the link: http://homepage.ntlworld.com/karajorma/FAQ/intro.html
There is also a big part of these forums for FRED: http://www.hard-light.net/forums/index.php/board,89.0.html
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What I need for my mission is that how do you create nav points, how do you make pilots speak, how do you make a briefing scene, and more importantly how to create models from scratch. What I heard yes to simply use the existing models from the Priveteer, and Standoff but I want to know how do you make a model from nothing. Plus how do you retexture bloody hell I am only sixteen and I can barely staun the scripting in PONG!
So in other words... you need help learning to do all of this from the beginning. Which is fine! There's nothing wrong with that and you've come to the right place (I came here when I was starting and I can generally pump out a playable mission in under a week). HOWEVER - the textures... models... that stuff takes a long time and a lot of expertise from individuals with that skill. You'll probably end up having to beg for their help. :-)
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The ones with those tyes of skills sre geberally already busy with thier own mods or community mods or both. They won't geberally have time to teach anybody, but there are tutorials out there on the web for things like modelling and texturing. Just go and learn it yourself, pop back here if you really get stuck and ask questions, people will be willing to help those who are willing to help themselves. Trust me you will garner a lot more respect coming here asking how you do something specific than asking how do you do something in general.
You are only young and you have time on your side, and believe me it will take time! These things general take a while until you really understand what you are doing! Take it step by step, maybe if you come back here with a completed mission or two, then people will take more of an interest and be more willing to help.
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Its about 1pm here in Glasgow but I got a question where can I get 3d studio max and is it free. If not do you guys know of any free thingamajigger that allows you to make models?
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Nope. Infact it's highly priced commercial pro software.
For a ferrari in space, I guess somebody could use my Archangel Fighter, although It doesen't look very WC-y.
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Its about 1pm here in Glasgow but I got a question where can I get 3d studio max and is it free. If not do you guys know of any free thingamajigger that allows you to make models?
Don't use 3d studio max use blender its free. http://www.blender.org/ (http://www.blender.org/)
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I am almost done making a mission. Now I want a Fralthi to make a kamikaze attack on a Tallahasse and I want to know how do you do. And I want to know how do you make a models appear in the mission briefing and will it interfere with the game. Plus I want to a npc to speak so how do you do it? I also want to know how do you make triggers.
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With the exception of the kamikaze question (Tick the Kamikaze entry in the ships editor and give it orders to attack the Tallahasse) most of those are pretty basic FREDding question. So my advice is to do the walkthrough. As far as I know the game doesn't have it's own walkthrough so you'll have to do the FS2 one substituting WCS ships for the FS2 ones.
You can find the walkthrough here (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/freddocs.rar). Extract it to your Data folder and you can access it through the help menu in FRED. It's important to actually DO the walkthrough rather than simply reading it. It will cost you a couple of hours to work through it but you'll get a much better understanding of what's going on if you do.
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You can find the walkthrough here (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/freddocs.rar). Extract it to your Data folder and you can access it through the help menu in FRED. It's important to actually DO the walkthrough rather than simply reading it. It will cost you a couple of hours to work through it but you'll get a much better understanding of what's going on if you do.
Indeed. While the original tutorial does not cover advanced FREDing methods, it is a very good start. Highly recommended. ;)
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My FAQ's FRED section covers some of the more advanced stuff though so once someone has done the walkthrough it will show them what to do next.
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This accidentally happened when I was build a mission, but it was pretty cool so I ask you:
In the WC universe is it possible to jump INSIDE a ship?
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That never seems to have been addressed... but I would say - yes.
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The possibility to do so is next to zero.
In WC a jump is carried out via gravimetric points. That could be special points in space that are connected and are more or less know as jumppoints but also black holes, pulsars and other heavy, very heavy gravimetric objects can be used to jump.
Any Captain who parks his ship right inside such a point would be an idiot.
On the other hand the exit and entrie points are not stable. So they move around a little bit...makeing it even less possible that a ships and an exit point share the same location when a ship comes out.
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The possibility to do so is next to zero.
In WC a jump is carried out via gravimetric points. That could be special points in space that are connected and are more or less know as jumppoints but also black holes, pulsars and other heavy, very heavy gravimetric objects can be used to jump.
Any Captain who parks his ship right inside such a point would be an idiot.
On the other hand the exit and entrie points are not stable. So they move around a little bit...makeing it even less possible that a ships and an exit point share the same location when a ship comes out.
Like I said... yes. :-) What? I didn't say it was likely!
Within the context of the game, I would say this is a definite possibility... but can be avoided. The odds are so small you would have to park a carrier over a spawn point and make sure it wasn't moving.