Author Topic: New modder, I need some help  (Read 2932 times)

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New modder, I need some help
So I've been looking thru quite a few mods, yet i dont really know how everything fits together. is there like some kind of a "big book of freespace modding" or something along those lines? i have experience with model and texture creation from other games i've modded but i cant seem to find any info on where to add hardpoints for weapons, etc. also, there are only TWO files in my game directory under freespace2/data. they are "multi.cfg" and "multi.log". there's quite a few folders but they are all empty. from mods i've tried to install it would seem freespace2/data/tables and freespace2/data/effects should be used quite extensively and contain plenty of stock files that my game shouldent work without, yet it works fine. i bought the stock game from gog.com and downloaded FS2 Open as well. i'm stumped. any advice?

 

Offline General Battuta

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Re: New modder, I need some help
Simple. The files that would normally be in /freespace2/data are in the VPs in your main /freespace2/ directory. Open those up and you'll see, inside the VP containers (you'll need VPView or another VP-opening program) folders called 'effects' and 'tables' and so on.

If you put something into fs2/data/tables, it will override whatever is in your VPs in those same directories.

 
Re: New modder, I need some help
Alright, thanks! :)
where can i download a .VP opener? just googled VPView and vpview.com turns up as error 404

 
Re: New modder, I need some help
In the Fs2 main folder you have a folder call tool (if you have chose it in the FSo installer) her you have many good tool for modding

 

Offline Getter Robo G

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Re: New modder, I need some help
you don't need a vp opener. (not yet anyway)

Rule#1 is never mess with VP's (until you know what you are doing and merely packaging up your mods stuff for others to DL convieniently, and you will NEVER edit retail or SCP files.)

Getting SCP to wrok first should be your priority.

Then depending onthe scope of your mod adding a single ship as a -tmb or yes even extracted and overwritten ship file If you choose to go that route). All data kept in you unique mod folder data tables and model and map folders. (or even inteface and hud should you go that far with custom icons and sield stuff ect..)


baby steps is the wiseest thing in FS2 modding.

Learning how to configure your launcher after you have all the required SCP files added to your retail install is the absolute FIRST STEP.

Opening other mods won't teach you much REATIL VP's won't (same set up applies), unless your looking for standalone TC  stuff unique to thpse mods (like BTRL, WCSAGA, ect).


And to answer your other question:  hardpoints are added as either point defined missiles and guns (usually only for forward facing small craft like fighters).

OR as sub model fefined turrets (points on submodels) Usually for capships or medium craft that fire in any direction, may or may not rotate.

You make and add teh submodels in your 3dapp (liek a tribarrel, elevation capable turret, adding lights, firering points, and axes, finially gluing it to the hull as a child) and then later in the game model programs define it.

You edit the converted gamemodel and add teh data to it as detected hardpoints and that enables them.

For fighters and small craft on the forward facing gun/missile POINTS, they are a simple operation only added in the game model editor after conversion, NOT in the 3d aps.



When you stuff up and running to your satisfaction. comeback and ask your questions. :)

I made 2 Noob tutorials.

First on setting up your initial mod in a working FS2 installation.
second an out of date model conversion one but this page will help you more with that.

http://homepage.ntlworld.com/karajorma/FAQ/intro.html




"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Re: New modder, I need some help
thanks! that helped a lot
i'll be working with smaller craft (fighters), so the only hardpoints will be for the forward facing missile/gun mounts correct? i dont need anything that specifies the place where one would target subsystems or where the engine textures go? just tryin to make sure i got it right (i plan to go thru your tutorials after i post this so please excuse me if anything im sayin is alredy covered).

i have 3 final questions:
1) what will the hardpoints be named?
2) i work with milkshape 3D, but i also have blender. i can convert my file to blender, but is there a converter for milkshape so i dont have to convert twice? i know there's a converter for blender but i dont know where to get it, so in the event there's no milkshape converter, where can i get the blender converter?
3) text-based files. i've found this tutorial on them here
http://freespace.volitionwatch.com/fs1/mods/Guide/WeapMOD.shtml
is this all i'll need to get a fighter working with weapons functional?

 

Offline The E

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Re: New modder, I need some help
Urgh. That's a tutorial for FS1. Better look here: http://www.hard-light.net/wiki/index.php/Tables . To get a ship to show up in-game, after you have converted it to .pof, you'll have to make an entry in ships.tbl for it (Or rather, create a myshipnamegoeshere-shp.tbm file)
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Re: New modder, I need some help
ah, i see. thanks :)

 

Offline starlord

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Re: New modder, I need some help
Has somebody beamed our new recruit here? ;7

ah hell, I'll do it myself:

:welcome:
« Last Edit: August 06, 2009, 01:17:46 pm by starlord »

 

Offline Getter Robo G

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Re: New modder, I need some help
those aren't my tutorials... I have to post directions and then images from my photobucket account.

That's Karajorma's Site, and despite beign dated and For FS1, it STILL is a avalid and good introduciton for a new person.

E is correct however there are better ways.

Tehre is a blender to pof plig as well as a MAX to pof converter (each has issues).

I only can pass on what I can use. In this case I will bow out as others will guide you from here on. I didin't redo my tut cause I didn't know where you were at in FS proficiency (or if you even gto it workign YET).


I didn't post all my stuff because I've done it about 3 times. IF I knew how to make it into something like a PDF I would.

Wiki is no substitute for a real tutorial. (like the way Karajorma sets it up.). I've complained about it for years, and yes some parts of it ARE getting better.
« Last Edit: August 06, 2009, 02:45:24 pm by Getter Robo G »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline starlord

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Re: New modder, I need some help
What are your plans regarding modding? what fighters are you planning? Cap ships at some point maybe?

 
Re: New modder, I need some help
I've actuality got something rather large planed. a new special ops. campaign in fact. it'll be called "The Seattle Project" and involves going back to the nebula in FS2 and attempting to mingle with the shivans more, try and figure out what was with the end of FS2. nothing's solid yet in terms of storyline, but there's be one new fighter (for sure, more posably) designated the Vanguard Class. you'll be stationed aboard a new class of corvette as well named the SPV Santa Clara. new weapons will be plentiful as well. one step at a time tho, the Vanguard Class model is attached :)

[attachment deleted by Tolwyn]

 
Re: New modder, I need some help
Nicely shaped model. Could probably use a detail or two here and there to break up the larger shapes. (like on the fuselage underside)

 
Re: New modder, I need some help
right, well i was hoping to cover that with textures. i could add a thing or two to the actual model tho...

 

Offline Getter Robo G

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Re: New modder, I need some help
Ok from what I can see you have two flat areas that probably will house missiles?
I don't see any primary weapon ports though?

You can use various missile port textures (one that jsut fits or one you liek you make fit with editing to cover them.

Now on the fuselage you can choose to use a texture port, or actually model one jutting out of the hull.

In either case, in the pof editor you will then add points, move them to where you want the shot/missile to originate from and add the normal for direction (always Z normal forward).

As well as all the other data you need for fighters (Docking point, path for it, subsystems, glow points if any)


Then a shine map and a glow map.

Glow points are best used for things like "blinkey lights" like on concentional aircraft.



But before you do all that you should make it a pof and try to blow it up anyway. If it crashed you got geometry errors that are fatal and need to work it soem more before you put more extraneous work into it.

Use a generic entry like a herc for testing a fighter, ignore the Fred warning about no weapons. Use a Uly as alpha one and kill a test ship of your new model.

Testing, testing, testing is the mantra of Fs2, no matter is you add a new fighter, a new primary or new anything. Don't do more than one addition at a time until everything had been bug tested.

People that add multiple stuff at once often get swamped with stuff they have a time tracking down.

As you can see I use to be able to use PCS2 to modify EXISTING Pofs. I used PCS1 to make them as it worked on my system for COBS. Inteh pic teh ancient SG Fighter has 2 banks of primaries, 3 on one side and 4 on the other.

Oh and when you add engine glows they are on teh Z normal also but NEGATIVE so they point backwards. Opposite of guns/missiles

Shields are just simple triangulated bubble (or shaped0 meshes and if you don't want to make one you can often import one you liek from another fighter no problem.

« Last Edit: August 06, 2009, 07:09:45 pm by Getter Robo G »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Re: New modder, I need some help
thanks for the POF info. as for the actual model, i'm trying to go for a sleek design rather than one with gun mounts everywhere. just my preference ;) i intended to add 6 cannons via texture "dots" so to speak on the nose. 3 on each side. i'll be working on that tomorrow. textures take me a bit longer to make from scratch then it takes me to make a model ;)

 
Re: New modder, I need some help
oh! haha i do need a place to fire missiles from dont i? guess it just escaped me! i dont suppose there's an easy way to do animated bomb bay doors? eh, i might try and figure that out some time later, but not on this model. i'll just add a place to fire ze missiles

 
Re: New modder, I need some help
alright, i fixed up the model to include points for missile firing, as well as my intended layout of the cannons. i happened to stumble across the POF editor as well as everything else in the "tools" folder. now all i need is a way to convert my .3ds file (either in milkshape or blender, but preferabley milkshape) into a file usable by the editor. any sugjestions as to where i can fine a plugin?

[attachment deleted by Tolwyn]

 

Offline Getter Robo G

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Re: New modder, I need some help
Sorry can;t help much on that part. I'm stuck with an old and outdated method for TS3.1 (My computer hates me!)


Anyway, don't worry about texture quality for the moment. UV mapping however will help you immensely! No matter how basic your model is, textures can really jazz it up.

One thing I wanted to ask was is you model mirrored? meaning the left die is the opposite of right side polygons? It also means it merely flips texture mapped areas so yo dont need 2 sets of textures for the same are.

I've got several flush hull "firing points" I could send you when your ready. I just need to know the color or basic shape of port. Same for missile ports. You can also look through the media vp's for ideas with the VP View program in your tools folder, it also can extract individual files into the mod directory you created. They can be edited in a regular image program.

I could also try to make a test pof for you if you upload the model. (mapped)
Gives you something to work with.
------

For more advanced modeling you can Download Steve-O's fighter pack, he uses animated doors and swing out/up weapons. I think he did doors for secondaries as well. He also has a separate wepons pack.

Nuke made a mod called "Nukemod" and one of the features was for hardpoints you designate them and at that point the pof would attach a separate weapon subobject POF.

Nuke made some nice weapons like an animated rotating machine gun. It was a little tricky to use (like model SCALE) but soem neat stuff turned out and it was fun to expirement.

Same weapon model assignmed to two different pofs.

(Good craft scale, bad firing point position)


(Bad craft scale - cant be helped it's that big, good weapon placement)


BTW, I like your wings! I would probably like to try to kitbash those on other craft someday! ;)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Re: New modder, I need some help
thanks, i'll prolly look into Steve-o's doors and whatnot for the Corvette and/or fighters, but right now, i'll just stick to the basics of getting the Vanguard working in-game.
as for the mirroring, yes. it is mirrored. i'd rather it not be actually. i usually aztec my ships for a nice background effect, but im used to modding large ships (with small plates relative to there size) so the mirror's not very noticeable. i kinda forgot about that and now the mirror is quite a bit more obvious because the relative size is miniscule compared to larger vessels i made. ah, i just tried to pull it up in blender cuz the lighting on milkshape is messed up, but the faces somehow flipped. it textured the inside of my model, not the outside :(

the acctual color scheme is a dark grey. if ya got anything you think might help, i'd be more than happy to accept it :)

as for my wings, thanks :)
so long as credit is given for the original in the readme, i have no problem with people using my creations :)