Author Topic: Freespace 2 Post MODding Manual Released!  (Read 7543 times)

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Offline Windrunner

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  • The Hammer.
Quote
Originally posted by Rampage
Thanks for posting the news thread, Thunder. :)  I hope that my manual will bring in a new age of Freespace 2 modding, for post-modeling has always been hard for me.  Now I know [most] of it, I want to spread my knowledge to others so they wouldn't be in agony trying to find answers.




Thunder???:wtf:  Look closer dude, who posted news.

*Shamelesly taking credits*

j/k
Staffmember: Hard Light Productions
I said a lot of things.  Some of them were even true. - Aldo_14

 

Offline TrashMan

  • T-tower Avenger. srsly.
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Freespace 2 Post MODding Manual Released!
Thruster allways work for me, but "thrust" in the wrong direction!:lol:
Left, right, up, down.... I don't remember seeing them blowing towards the rear....

Uhh....have to take care of that!
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Freespace 2 Post MODding Manual Released!
OK, I should probably search for these questions, but my connection is crap and will probably cut out if I try, so:

1. How do I go about making a ship model for FS2?
2. Is there a polygon limit?
3. How does the game engine deal with progressive meshes and debris?
4. How are capship engine effects modelled, or are these just simple 'glow' effects set up in ships.tbl?

I think ships have to be built out of lots of smaller pieces, which seperate to become debris, and I believe a similar method is used for progressive detail?  Certainly seems like the long way round to a DX9 programmer, but it's amazing what they did with only C and DX5.  No object-oriented code...
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

  

Offline karajorma

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    • Karajorma's Freespace FAQ
Freespace 2 Post MODding Manual Released!
Quote
Originally posted by Descenterace
I think ships have to be built out of lots of smaller pieces, which seperate to become debris, and I believe a similar method is used for progressive detail?  Certainly seems like the long way round to a DX9 programmer, but it's amazing what they did with only C and DX5.  No object-oriented code...


Not quite correct there. Debris are seperate models. Have a look in the modding section of my FAQ to (hopefully) get all the help you need getting started.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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