Author Topic: Mea Maxima Culpa, a Sins of a Solar Empire project  (Read 18816 times)

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Re: Sins of a Solar Empire mod
Hey hey hey I never said I'd be working on this  :p! I just pointed out it is possible. Granted I could possibly do some of it for fun, but I don't think I want to be the one doing tables or FREDing. Believe me if I did tables all of ya would be groaning at my horrible balancing act  ;). For all you know you might end up with Cobalts killing Kols.
I have created a masterpiece.

 

Offline The E

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Re: Sins of a Solar Empire mod
Well, having the models would be a good start, other people can do the rigging and converting.
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
--Evergrey, Where August Mourns

 
Re: Sins of a Solar Empire mod
It'd be fun to work on this, that's for sure but it would need volunteers and a good visionary leader  ;).
I have created a masterpiece.

 

Offline starbug

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Re: Sins of a Solar Empire mod
How and where do you get the models from Sins(ie which folder do you get them from)? I have downloaded the Forge tools and the plugin for 3ds max, cos i am going to try it on max 2011
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline The E

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Re: Sins of a Solar Empire mod
Look for the .mesh files.
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
--Evergrey, Where August Mourns

 
Re: Sins of a Solar Empire mod
The .mesh files are in your Sins' Mesh folder.  Their textures are in the Textures folder.  If the models were added in Entrenchment they're in Entrenchment\Mesh and Entrenchment\Textures and for Diplomacy models in Diplomacy\Mesh and Diplomacy\Textures.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 
Re: Sins of a Solar Empire mod
Okay, here's the deal. I have essentially zero experience in 3DS Max, and while I'm decent with Photoshop, I've never done texturing before. Since I pitched the idea, I'd obviously love to do as much as I can to help this get off the ground, but to be realistic, anything I wind up doing will be a learn-as-I-go effort.  :p

Obsessive attention to detail suggests tabling and/or FREDing would be a decent occupation for me.

 
Re: Sins of a Solar Empire mod
I guess I might as well let myself be sucked into this. I'm a generalist, I can go from drawn concept, to modeling, to UVing, to texturing, to rigging, to tables, to final ingame product. I'm a bit lax on being creative with subsystems and stuff but I make things work. Also a wiz in 3DS Max and photoshop. Just don't expect me to FRED. I suck at level design.

EDIT:

Slight correction on the Kol shaders. I spotted on the diffuse map an alpha channel I overlooked. I'll have to play around with it as it is a much stronger texture than the housecolor I thought previously.

Yup my bad. The green channel is not house colors.
« Last Edit: June 28, 2011, 01:06:27 pm by Vengence »
I have created a masterpiece.

 
Re: Sins of a Solar Empire mod
The only issue I see with the models directly from the game files is the turrets, since we're going to need them to move. Other than that, thankfully a lot of the weapons are forward-facing, like beams and railguns.

One thing we're going to have to decide from the very start is if players of this fledgling mod will be flying strikecraft or capital ships.

Strikecraft pros:
-greater sense of epic scale, it's always awesome to watch capital ships duke it out
-more conventional space-sim experience

Strikecraft cons:
-very limited selection of ships and weapons; technically, there's one fighter and one bomber for each of the 3 races, and they only use one weapon each...but it's pretty much a given that we're gonna have to deviate from strict canon anyway, since flying a strikecraft without secondaries would be sorta boring; so, we can add more weapons and maybe even a couple more strikecraft (add some canards or extra engines or whatever onto the models)

Capital ship pros:
-Strict interpretation of canon
-C'mon, look at that Kol up there on the first page and tell me you wouldn't want to fly that  :yes:

Capital ship cons:
-General lack of speed and maneuverability, might alienate a possible audience

Capital ship special abilities are also going to be interesting as we figure out how to implement them (or not, as the case may be), but thanks to the brilliant Blue Planet folks, we at least know that it may be possible for our purposes. Actually, come to think of it, almost every ship has some kind of a special ability sets it apart - a lot of them may just have to be done via SEXPs in missions, like the mission is to cover a Hoshiko as it repairs a crippled Kol while under attack from a Vasari strikeforce or something.

One more thing - does anyone know if it's possible to make secondaries that bypass shields (I know AA beams do)? Phase missiles would be fun to play with. Actually, the Vasari would have a lot of interesting stuff to mess around with. I can just imagine the awesome particle effects for wave cannons now. Maybe we can even incorporate space mines somehow - clearing minefields could be a nail-biter if done right.

 

Offline starbug

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Re: Sins of a Solar Empire mod
Vengence how did you get the textures to fit? As i am using the DDS files as they seem to work in 2011. I have got the models in Max but i am struggling to get to grips with the textures. I have always struggled to do textures, esp Uvmaps on complex objects :(
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: Sins of a Solar Empire mod
I didn't even touch the UV maps. Also remember to mirror the models along the side axis, they are flipped upon import. Seeing as you got models into 2011 then 2010 shouldn't be a problem, so I could use DDS now :).

As for turrets, you're in luck. I know how to do side turrets and get them to move. So don't worry about them.

Starbug can you elaborate a teeny bit? As I said I haven't even touched the UVs, I just applied the texture to the model.

EDIT EDIT:
I did a bit of size comparisons and I'm a tad bit sad :).

Depending on how big a pilot is to the fighter, the scale I got in Max is 'correct' as in the fighter is 10 max units long, which translates into 10 meters in FS2. If that's the case then the Kol is 800 meters long :(. I was hoping it'd hit the 1000 meter mark but oh well.
« Last Edit: June 28, 2011, 01:31:00 pm by Vengence »
I have created a masterpiece.

 

Offline The E

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Re: Sins of a Solar Empire mod
You can always fudge that a bit. I don't think anyone will mind.
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
--Evergrey, Where August Mourns

 
Re: Sins of a Solar Empire mod
I made a box and attempted to make it to scale to a fighter, thinking what a person's size would be. I checked measure and the size of the box was about 1.3 meters. So I figured "Wait, its already to scale?" so I set the box to 1.5 meters and checked the fighter and Kol. If this is true then models in Sins are already to FS2 proper scale. I kind of like it but I'll leave it up in the air for a universal decision later.

I was speechless for a moment imagining this ship firing its nuclear cannons onto enemy ships and not just planets.
I have created a masterpiece.

  
Re: Sins of a Solar Empire mod
Well, the turrets are good news, then! Since I'm not a Max whiz I just looked and saw that the turrets are part of the model and I know for a fact that they don't move in Sins, since moving turrets and how to implement them were the talk of the Sins modding town back in the day. My only 3D modeling experience had been in Rhino, and I know that parts of a model can be separated alone a plane, so I was wondering if the same could be done in 3DSM.

I dug out my 3DS Max install from my USB hard drive and I'm going to have a go at some Advent caps, maybe the Radiance and Halcyon. Mostly because the process of testing to see how they work in the FSO engine might be more expedient - slap some retail FS2 beams on them and see what happens! I'm not experienced with this, but I think I can at least figure out how to tweak and apply the textures. If not, I might be dumber than I originally thought.  :D

 
Re: Sins of a Solar Empire mod
Its pretty easy to take apart things in Max. Just enter element mode, click, move, detatch. Easy peasy.
I have created a masterpiece.

 

Offline Mort

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Re: Sins of a Solar Empire mod
Having a sins campaign would be interesting

 

Offline starbug

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Re: Sins of a Solar Empire mod
This is what happens when i import the advent battleship, and i just applied the texture.

[attachment deleted by ninja]
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: Sins of a Solar Empire mod
Did you use CapitalPsiBattleship-cl.dds ?
I have created a masterpiece.

 
Re: Sins of a Solar Empire mod
How about naming this project Mea Maxima Culpa ("I have greatly sinned", see what I did thar)? You'll have to pardon my exuberance, I've always wanted to do something like this, you know, attempt to be a contributing member of a community and all that.  :P

 

Offline starbug

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Re: Sins of a Solar Empire mod
Ok i seem to have got it sorted was using the wrong texture Doh! but where should i put the CapitalPsiBattleship-da, i know where the diffuse one and normal map goes but this one, its the multicoloured map, with all the reds, blues etc.

This is what it looks like with the normal and diffuse, something no quite right, i think its to do with that multi coloured texture.

[attachment deleted by ninja]
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-