Author Topic: Shipbuiding Guide  (Read 2401 times)

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Offline mikhael

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Oh sure, I can build ship meshes all day, but I can't make them work in Freespace2.

Can anyone direct me to a how-to or checklist or some such thing that will show me the various things I need to do and remember for converting a raw mesh into an honest to goodness Freespace ship?



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--Mik
http://www.404error.com
ruhkferret on ICQ/AIM

"Your guy was a little SQUARE! You had to use your IMAGINATION! There were no multiple levels or screens. There was just one screen forever and you could never win the game. It just kept getting harder and faster until you died. JUST LIKE LIFE." --Ernie Cline
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Offline an0n

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Glue turrets as Children and remember to stick lights to them. Other than that their isn't really anything to remember, the rest is just common sense.
"I.....don't.....CARE!!!!!" ---- an0n
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Offline KARMA

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its far from being complete but it is the more useful tutorial in my opinion...it helped me a lot to figure out what was needed to make an ingame working model http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/shipcreationguide.html
cya

  

Offline mikhael

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Quote
Originally posted by an0n:
Glue turrets as Children and remember to stick lights to them. Other than that their isn't really anything to remember, the rest is just common sense.

Common sense to who? My only modding experience with Iwar2, which seems to be completely different.

Thanks Karma, that helps a lot. Thorn also ICQed me some good info too. Maybe I'll be able to make the Nephirseti work by myself.  



------------------
--Mik
http://www.404error.com
ruhkferret on ICQ/AIM

"Your guy was a little SQUARE! You had to use your IMAGINATION! There were no multiple levels or screens. There was just one screen forever and you could never win the game. It just kept getting harder and faster until you died. JUST LIKE LIFE." --Ernie Cline
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Alikchi

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Quote
Originally posted by an0n:
Glue turrets as Children and remember to stick lights to them.

Heh, for some reason this makes me think of public executions and Christmas trees.
"Going too far and caring too much about a subject is the best way to make friends that I know."
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Offline Anaz

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Quote
Originally posted by Alikchi:
Heh, for some reason this makes me think of public executions and Christmas trees.

LMAO!!!
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Offline mikhael

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Quote
Originally posted by Alikchi:
Heh, for some reason this makes me think of public executions and Christmas trees.

You have a deliciously sick mind. I am in awe.

------------------
--Mik
http://www.404error.com
ruhkferret on ICQ/AIM

"Your guy was a little SQUARE! You had to use your IMAGINATION! There were no multiple levels or screens. There was just one screen forever and you could never win the game. It just kept getting harder and faster until you died. JUST LIKE LIFE." --Ernie Cline
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Bobboau

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give up a more spisific example of what you are doing and what is going wrong. maybe upload a copy of one of you're meshes

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Offline aldo_14

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some basic bits - I can;t remember how much of this IP gives in his guide...

- Glue all lights as sibling! - otherwise you get some wierd 'empty layers in the model hierarchy

- Triangulate - this is not necassirlly true for all faces / models, but untriangulated faces may be curved, which obviously warps the textures, but (more importantly) can result in there being no collision detection on the face (not sure if it's the same in IWar2)


Ok;


- You need TS obviously - the object you create will contain all the LODs, debris objects, etc used by the compiler.  Because TS doesn't really preserve model hierarchy, we need to glue a light onto every object (except the main hull for LOD0) or else it sort of gets 'merged' with the main hull.


- Ok, first step is LODing.  Simply, you have your first hull object, etc.  For the LODs1-3 (where LOD0 is highest detail), you glue a light to the hull and name the combo detail1 (to 3).  Glue the LOD objects as sibling to the LOD0 hull, and ensure they are all at the same co-ords.

- Turrets.. well, there's a bunch of posts about that here, and KillMeNows tutorial, which pretty much explain it all.

- Debris - Same as LODs, except thes object names are (all) 'debris' - place the debris at the point where it is 'spawned' upon the ships destruction.  The ' ,1 ' etc added by TS is ignored in conversion, anyway.    Subobject specific debris is named subobjectname-destroyed, and glued onto the position of the hull it is expected to be.  I think live debris - i.e. fragments blown away - is the same, except change debris to 'destroyed'.... I'm a little rusty, so check an existing model of IPs tutorial.

-Thrusters are named 'thrusterxx', where xx is a number.  Thruster01a is glued to LOD0, thruster01b to LOD1, etc.   The a,b,c,d suffix applies to all objects - look at the big turrets on an Orion, for example.  The texture applied should be named 'thruster01'- the actual in-game colour (& animation) is determined by the 'species' flag in the tbl, anyway.   Map the map exactly as it should appear on the model... best to use the first frame of the thruster ani.  Also, IIRC, the axis of the thruster corresponds to the point where the flame ends at 0 power, and the actual thruster object is the full size of the thruster (meaning it scales between the axis and the full thruster model).


 

Offline IPAndrews

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Quote
Originally posted by aldo_14:
some basic bits - I can;t remember how much of this IP gives in his guide...

Very little I expect. That guide is as out of date as the rest of my site and downright inaccurate in some places.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline mikhael

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Quote
Originally posted by Bobboau:
give up a more spisific example of what you are doing and what is going wrong. maybe upload a copy of one of you're meshes

Oh no, Bobboau. No problems. YET. I'm just starting you see, and had no idea what to do beyond make a pretty mesh. Aldo's suggestions and the guide KARMA mentioned should help a lot.  


------------------
--Mik
http://www.404error.com
ruhkferret on ICQ/AIM

"Your guy was a little SQUARE! You had to use your IMAGINATION! There were no multiple levels or screens. There was just one screen forever and you could never win the game. It just kept getting harder and faster until you died. JUST LIKE LIFE." --Ernie Cline
[I am not really here. This post is entirely a figment of your imagination.]