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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fearless Leader on April 14, 2011, 03:29:09 pm

Title: An EVE mod (I did not make)
Post by: Fearless Leader on April 14, 2011, 03:29:09 pm
I found this on youtube :), and amazingly could find nothing about in the forums :eek2:

http://www.youtube.com/watch?v=sbbfHZFYt5s&feature=player_profilepage

Does anyone know anything about it beyond how cool it looks?
Title: Re: An EVE mod (I did not make)
Post by: Commander Zane on April 14, 2011, 05:55:58 pm
Given the speed the Strike Craft are moving I'd take the reliability of the AI with a grain of salt. But otherwise, putting it this way - if this was how EVE started off as, I'd play it it. Now this mod would give me the chance to play EVE the way I wanted it to be (The way I think it should've been in the first place :P ).
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 14, 2011, 05:56:54 pm
If EVE were that way it would have died inside a year instead of becoming a fascinating but totally impenetrable phenomenon basically unique in the world.
Title: Re: An EVE mod (I did not make)
Post by: Commander Zane on April 14, 2011, 05:58:18 pm
I refuse to touch it because of the controls. Not even a Trial. It just has zero appeal to me.
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 14, 2011, 06:01:21 pm
Look everyone knows EVE has a learning curve like a cliff, but if EVE had the controls you want, it would not have lasted a year because the things that make EVE the phenomenon it is would have been impossible.

I don't even play EVE and I know that.
Title: Re: An EVE mod (I did not make)
Post by: Fearless Leader on April 15, 2011, 12:00:08 am
Yay for google, apparently this guy has been modding like crazy http://wn.com/VengeanceMkII

also this http://wn.com/Silent_Dawn_V_Video_Experiment

and he made this http://wn.com/Hurricane_VI_Shield_Fan_Deployment  it looks so familiar
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 15, 2011, 12:02:34 am
Oh that's Vengence. He's active on these forums.
Title: Re: An EVE mod (I did not make)
Post by: IronBeer on April 15, 2011, 12:25:13 am
That was ...unexpected. My biggest question is: how did the creator get his hands directly on EVE assets?
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 15, 2011, 12:34:08 am
Probably just extracted the models.
Title: Re: An EVE mod (I did not make)
Post by: Darius on April 15, 2011, 12:41:26 am
Those Satis replacements look hot.

EDIT: Oh wait...I thought it was Surrender Belisarius with EVE ship substitutions.
Title: Re: An EVE mod (I did not make)
Post by: Fearless Leader on April 15, 2011, 01:38:57 am
Oh that's Vengence. He's active on these forums.

Then why isn't he bragging about his HOT eve mod? :P
Title: Re: An EVE mod (I did not make)
Post by: Zacam on April 15, 2011, 09:59:39 am
and he made this http://wn.com/Hurricane_VI_Shield_Fan_Deployment  it looks so familiar

This. Holy crap.  The sheer magnitude of awesome to see that.

Put's Andromeda's "Battle Blades" to shame.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 15, 2011, 12:02:08 pm
Oh that's Vengence. He's active on these forums.

Then why isn't he bragging about his HOT eve mod? :P


O.o, possibly because I have  0 interest in releasing it and I've done this purely to mess around with tons of SCP features and that the EVE assets are likely copyrighted and I'd be infringing upon CCP if I released? I dunno about the copyright thing but I was told there was an exporter someone made and that someone on that forum said something about "This exporter has been endorsed and even encouraged by CCP". Still I feel iffy about using their content.

Heh as for the speed thing I kind of wanted to emulate how EVE does long range battles and how pesky drones are. Though its a bit hard to kill anything not fighter sized. Oh fighters can kill battleships now :). But really, I don't think I'm qualified to make an EVE mod, this was just for fun. Qualifications involve a proper understanding of 'balancing' and playability :P.

I'll let these pics of my last additions several weeks ago sate some of you.

(http://img715.imageshack.us/img715/5865/screen0056p.jpg)
(http://img820.imageshack.us/img820/5617/screen0072.jpg)
(http://img824.imageshack.us/img824/9524/screen0076.jpg)
Title: Re: An EVE mod (I did not make)
Post by: The E on April 15, 2011, 12:12:01 pm
Just a hint there, Vengence, don't do a Getter Robo G and start to show off stuff that you never intend to release. Makes people all furious.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 15, 2011, 12:13:19 pm
I could release all I have I suppose and just wash my hands of this lil personal project then?

In any case, barring a renewed interest, here is what I have: http://www.mediafire.com/?9t8t4ziruh7fn25

Just to give you an idea of just how much this was a personal project, these files were in my MediaVP folder directory XD. I didn't bother making a new mod folder for it. Anyhow depending on what you want, just for plug and play just slap them into MediaVP. Or if you're smarter, make a new folder. You'll also have to make your own missions as I haven't made any aside from a test mission I did not include.

Have fun.
Title: Re: An EVE mod (I did not make)
Post by: starlord on April 15, 2011, 12:48:15 pm
especially since this is quite awesome in it's own right: it would certainly add a new dimension to EVE...

this opens a huge amount of vistas (from the broadside bays in the eve mod up to the shield fans animations), please don't stop yet: this could be expanded in many ways...
Title: Re: An EVE mod (I did not make)
Post by: Hades on April 15, 2011, 12:49:51 pm
Not bad work! Though the smoothing on most of the models is borked.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 15, 2011, 12:54:07 pm
Not bad work! Though the smoothing on most of the models is borked.

Goodness you do NOT want to know the pain I had to go through with smoothing. But I'll tell you anyways:

Upon export, models from EVE have unwelded vertices which upon welding permanently destroys the smoothing on the ship with no way of changing it... unless I detach the entire model. In 3DS Max I select the whole model in Polygon mode and press 'Detatch'. Then I delete the old invisible 'object' that is left over. At that time the model can be successfully smoothed.... at the cost of already loosing the original default smoothing that came with it.
Title: Re: An EVE mod (I did not make)
Post by: starlord on April 15, 2011, 01:59:46 pm
Out of curiosity, how many ships did you import? and how many does EVE contain?
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 15, 2011, 02:57:06 pm
I only imported a handful. EVE likely has dozens or hundreds. In fact if you look into the mod files you'll find the Megathron battleship I imported has not been rigged. If a model is significantly screwed up by the import into 3DS it can take up to 4 hours to properly clean up the model. Add on a few hours of rigging and coding and bug fixing. So it can take a while. But some models come through pretty well and don't require much repair.
Title: Re: An EVE mod (I did not make)
Post by: starlord on April 15, 2011, 03:31:50 pm
Interesting! I'm sure storing ship models might create the foundation for a future MOD one day... Maybe on F2S...
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 15, 2011, 03:32:36 pm
RIFTERS
Title: Re: An EVE mod (I did not make)
Post by: Dragon on April 15, 2011, 04:18:04 pm
Amazing job Vengeance.
An EVE mod would be a great idea, though the largets ships may be a bit too big for actively being involved with fighters (how long these "Titans" are, BTW?).
Title: Re: An EVE mod (I did not make)
Post by: Rodo on April 15, 2011, 04:18:55 pm
That looks really good.
Title: Re: An EVE mod (I did not make)
Post by: MetalDestroyer on April 15, 2011, 05:20:31 pm
Could you give me the Merlin and the Kestrel ? I want them in Freespace 2 Open NOW !! :p
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 15, 2011, 06:42:51 pm
Uhhh okay... replying:

RIFTERS

Are you okay with not controlling the turrets?

Amazing job Vengeance.
An EVE mod would be a great idea, though the largets ships may be a bit too big for actively being involved with fighters (how long these "Titans" are, BTW?).

14km. The Hyperion Battleship here is actually smaller than an Orion at 1.7km and it is the second biggest battleship in EVE. Motherships range from 3-5km long.

Could you give me the Merlin and the Kestrel ? I want them in Freespace 2 Open NOW !! :p

Again would you mind not being able to control the turrets? :P

And allow me to repost what is going on with my CSS Vagrant Post:
I'm working on contract and freelance work right now. I am actually being -paid- to do this and given how long it takes to mod in this stuff, I'd rather get paid for the moment.
Title: Re: An EVE mod (I did not make)
Post by: MatthTheGeek on April 16, 2011, 02:20:25 am
Look at the WiH player-flyable capital ships. Do we control the turrets directly ? Of course not, we don't need to.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 16, 2011, 02:30:22 am
I'm pretty sure you'd like a semblance of control over turrets when flying a frigate unless you'd want them permanently locked into a forward position. In any case, you can code the large ships to be flyable if you want. I did it to the scorpion and firing a 16 huge cruise missiles at once is pretty awesome,
Title: Re: An EVE mod (I did not make)
Post by: The E on April 16, 2011, 02:35:49 am
Look at the WiH player-flyable capital ships. Do we control the turrets directly ? Of course not, we don't need to.

^^ This. You do not need direct control, indirect control via scripting is enough.
Title: Re: An EVE mod (I did not make)
Post by: MatthTheGeek on April 16, 2011, 02:55:41 am
I'm pretty sure you'd like a semblance of control over turrets when flying a frigate unless you'd want them permanently locked into a forward position.
I don't see why that would happen. You know, there is something awesome, that exists since retail, that is called AI.

Do we need control over bomber turrets in FS ? Of course not.
Title: Re: An EVE mod (I did not make)
Post by: Commander Zane on April 16, 2011, 08:16:13 am
Isn't someone messing with a turret control script?
Then why not add it if it becomes complete?
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 16, 2011, 11:06:54 am
Well what I mean is that I took the Legion out for a ride. I thought I remembered something about if you have a target selected then the turrets would automatically attack it. Well.... I'm not sure what happened but it didn't happen for some reason. Anyhow if there is turret control, all the better. AI isn't all bad but sometimes you'd want ALL your guns focusing on one target instead of all of them shooting in all directions. I initially planned to have some frigates have locked guns for dogfighting (Fed Navy Comet, Rifter, Incursus, Merlin) while others have all turrets free'd to spice up variety. Would you rather go in like a fighter? Or screen the area with turret fire?

Still I'm pretty bad at balancing and stats. If someone would make a chart on how to emulate EVE long, med, short range combat and speeds from the smallest of drones to the largest of capital ships that'd work for FS2, then I might be rather tempted to resume some of this  ;).

On another note I just remembered why I even started all this. A few weeks ago I wanted to mod the Wyvern into X3: Terran Conflict but as I learned how to mod X3 the more I realized how... convoluted and overly complicated it is. Every tutorial I read is dozens of steps to be done that is odd or strange and complicated. It took reading the Turret tutorial that kind of sealed my interest in modding that sandbox space sim. Soooo.... no more going on a rampage in a mothership anymore... Anyhow where I'm going is that would you mind flying a defenseless super carrier, ordering fighters all over the place?  :p
Title: Re: An EVE mod (I did not make)
Post by: starlord on April 16, 2011, 11:09:58 am
I believe nuke worked on this, correct?

Actually, I also hope he'll pick up his mod: children of shiva, as many things portrayed here were unique and interesting...
Title: Re: An EVE mod (I did not make)
Post by: The E on April 16, 2011, 11:39:55 am
I believe nuke worked on this, correct?

Actually, I also hope he'll pick up his mod: children of shiva, as many things portrayed here were unique and interesting...

Get War In Heaven. Play the "The Blade Itself" microcampaign. Enjoy turret control, courtesy of meeeeee.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 16, 2011, 11:50:15 am
=o I didn't know there was a micro campaign. Thought that could explain why I saw... what was the name... "Kaurana#player" ? I can't remember then name of these ships.
Title: Re: An EVE mod (I did not make)
Post by: Commander Zane on April 16, 2011, 12:12:24 pm
http://www.hard-light.net/forums/index.php?topic=75021.msg1488559#msg1488559
Just so everyone knows.
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 16, 2011, 12:21:40 pm
http://www.hard-light.net/forums/index.php?topic=75021.msg1488559#msg1488559
Just so everyone knows.

That's not the same script used in The Blade Itself; that one does something different (but also awesome) (but less practical for flying an EVE ship.)
Title: Re: An EVE mod (I did not make)
Post by: Commander Zane on April 16, 2011, 12:51:09 pm
http://www.hard-light.net/forums/index.php?topic=75021.msg1488559#msg1488559
Just so everyone knows.

That's not the same script used in The Blade Itself; that one does something different (but also awesome) (but less practical for flying an EVE ship.)
I'm very aware of that, I've played it myself as well. :P
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 16, 2011, 03:42:03 pm
I saw that, awesome script. Though.... what I kind of meant is controlling turrets as in telling them what to do. Not controlling them itself XD. Still cool though.
Title: Re: An EVE mod (I did not make)
Post by: General Battuta on April 16, 2011, 03:43:39 pm
I saw that, awesome script. Though.... what I kind of meant is controlling turrets as in telling them what to do. Not controlling them itself XD. Still cool though.

That's what the script from The Blade Itself lets you do.
Title: Re: An EVE mod (I did not make)
Post by: chief1983 on April 16, 2011, 05:39:36 pm
My friend Matt (Nu11u5 on here) also took a stab at importing EVE models into FreeSpace.  I'm going to have to point this out to him.
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 17, 2011, 12:39:26 am
Well with this exporter it isn't really that hard... in fact much of what FS2 needs and can use to the fullest is already right there. Only thing that needs changed is the normal map's channels. Alpha goes to green, green goes to alpha then invert them. Window glows are there, reflection maps, etc. Unfortunately CCP uses annoying coded in shaders to apply certain effects. For instance, all Amarr ships are an ugly shade of brown default, so they need tweaking to look like the game couterpart. Similarly Gallente ships are a drab green and gray without proper modifying. So it isn't a simple drag and drop deal, it requires a good bit of time in photoshop to get things right. Hell for the Abaddon I had to use 3D Studio Max's Render to Texture tool to render out the Abaddon's dark and gold colors since I couldn't do it otherwise.
Title: Re: An EVE mod (I did not make)
Post by: starlord on April 30, 2011, 12:01:46 pm
Might you plan on importing any other ships from EVE?
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 30, 2011, 07:15:59 pm
Maybe on demand. What DO you want?
Title: Re: An EVE mod (I did not make)
Post by: Dragon on April 30, 2011, 07:38:05 pm
Not ships, but I could use a couple of new missiles.
They also may be less recognizable than EVE ships, making them generally usefull, not to mention faster to convert due to small size.
Title: Re: An EVE mod (I did not make)
Post by: Hades on April 30, 2011, 09:13:20 pm
I'd kinda like to see a Tengu, I can even get the subsystem layout I'd like to see if you want, Vengence, since I've been playing EVE pretty regularly recently. Or the Amar Titan.

Also I imagine this is a dumb question, but do you play EVE as well, Vengence? :P
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 30, 2011, 09:33:33 pm
My subscription ended in early March. I've given up EVE for now, too much stress considering our corp can hardly survive. An alliance that brought us in pretty much betrayed us and leaving us to fend for ourselves in 0.0, effing jerks and the Goon's stole our assets including a station and two carriers. That and the constant wars with griefer corps. All in all I am a humble 12 million SP Gallente Capsuleer with only a kickass looking Proteus that is pretty much all looks and no bite and just a handful of ISK  :p. Plenty of ammo though.

(http://img863.imageshack.us/img863/1377/proteus.jpg)

So yeah, I'm happy I have a kickass ship in EVE, but at the same time very angry that I had to give up virtually everything I had to keep the corp alive. Including a 500 million isk Raven Navy Issue.

With that out of the way, I can do almost anything you need cept for one thing. See those ships with the odd camouflage? 60% chance I probably can't do that. As I said CCP uses a freaky sort of shader system to change the appearance of their textures. The newer models take this even further by having different MATERIALS on the same shader all at once. Freespace 2 cannot perform that so it will be difficult emulating new ships.

So, bleh what a rant, Hades, I can do a Tengu if you wish. I would like to warn you that T3 ships are kind of annoying to do cause I have to perform the same repetitive tasks I do on textures x5  :p. Not hard and if I'm lucky the caldari are easy to work with.

Oh another thing... I may have been playing EVE since 2008 but I haven't seen or flown every single ship out there. For an example, I have no idea where the capital turrets on Titans are located at.
Title: Re: An EVE mod (I did not make)
Post by: Hades on April 30, 2011, 10:08:29 pm
Oh I see, what bad luck. At least you still have the Proteus and 12 mil, that's not too bad, you could run missions until you get enough money to start again decently, if you ever play again that is, and if you do, my character's name is HLPHades so throw me an EVE mail and whatnot and I'll help best to my ability!

On the Tengu, lemme get in-game and set up the config and I'll edit or post it here, thanks for considering it! As for the Titan, fair enough, I have no idea where the guns are either. :P
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 30, 2011, 10:15:22 pm
Haha well I have to actually get the money first and anbition  ;), we shall see. The Proteus is a dream to fly. It can tank 3x better than my old Hyperion and its railguns can do as much DPS as battleship Ion Blasters... and 30km range too! So missioning won't be a prob ;). Oh and yes if you have turrets be sure to show it in a screenshot. Example the Legion. I could see where a few turrets are but not all of them and I KNOW I am missing turrets.
Title: Re: An EVE mod (I did not make)
Post by: Hades on April 30, 2011, 10:29:51 pm
I don't actually have a Tengu, I'm too poor and don't have enough skills for one yet. I am close in terms of skills, though, in terms of money, however? Fuuuuuck no! :(

As for the parts, here: Tengu Defensive: Warfare Processor, Tengu Electronics: Dissolution Sequencer, Tengu Offensive: Rifling Launcher Pattern, Tengu Propulsion: Gravitational Capacitor, and Tengu Enginering: Power Core Multiplier.

Also in that case, think you could help ME with missions? I've been wanting to do some level fours for a while, just never had the rep to do them. That is if you get to playing again. >_>
Title: Re: An EVE mod (I did not make)
Post by: Vengence on April 30, 2011, 10:40:12 pm
I've recently failed a Faction mission and my rep tanked. I'll have to do a lot of work to get it back up and only low level L4s work now. But yeah I could help in that regard when I get back to playing someday.

Oh from memory, against Serpentis (Thermal Kinetic) my Proteus can tank 1200DPS compared to the 800 for my Hyperion. My proteus, last I checked, can do 450DPS of damage and the Hyperion did 480. You can see where this goes  :p. T3 ships are.... tough. Sadly if I do some work in this EVE mod I'm gonna have to really pump up their power cause my Legion in FS2 got vaped fast  ;).