Author Topic: so, how much of this would be possible with FSO?  (Read 8297 times)

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Offline JGZinv

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Re: so, how much of this would be possible with FSO?
Really, I would not worry at all about weapons. Charging stuff has been done as has lightning like beam hacks. Just search HLP.
Remember the engine is also "moving" under you while you're building your mod, so what may not be possible today, may work tomorrow.

Assets assets assets....   those take time (blood sweat and tears not included either) to get ready and in game.
Weapons, and ship stats are largely text tables... you can sit a tweak those easily and quickly, or hand it off to someone
else that can't do the modeling or related tasks.

It probably would be worth your while to establish a basic project plan, and a loose timetable for yourself. Figure out what should
be done first so you're not spending time in 30 directions that don't need to be done right away. It's a great way to get unfocused, get bored/depressed/sloppy,
then find yourself in a rut. Aim for just very basic (attainable) goals to start with, even if that's just one fighter flyable in game, then maybe go
to 2 ships, or 1 ship and a weapon.

Making a mod is sort of like a food eating contest. The guys that go in there guzzling everything at once won't last long. The people with staying power
are methodical and take it one piece at a time. Rome wasn't built in a day so to speak, neither was Egypt.

/end old fogie advice
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline starlord

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Re: so, how much of this would be possible with FSO?
I'm concentrating on model availability myself, and I'm lucky so far as I know a few people involved in S:U!

I also know a few involved in bang: gunship elite (very nice ships) and halcyon sun.

 
Re: so, how much of this would be possible with FSO?
Well to replicate S:U it would need to be a primary that you can either tap to fire basic shot or hold to charge a more powerful shot similar to Descent 3 Fusion cannon. Lightning gun yeah a beam but in SU it locks onto targets within about a 30 degree arc in front of your ship (to an extent, like limited beam range of around 1800 or something probably).

But that is secondary, primary objective is of course to get the player ship and at least one of the Sporg enemies, seeing as they are the enemy force for the first half of the game. I've got as best of screenshots as I can get so...well I'll see what I can do with max, the S:U models aren't that complex (even moreso the enemies). The player ship is probably the most complex model lol, besides the sinistar boss enemies that is.

btw turning on wireframe with the 3d ripper = this http://imageshack.us/f/716/hmmfb.jpg/
so yeah not that helpful...besides showing me that the background is just a bunch of triangles :P

Best thing I've got to go off is like... http://imageshack.us/f/843/playerfighter.jpg/ and http://imageshack.us/f/542/sporgguardian.jpg/ so yeah again I'll see what I can manage.
« Last Edit: October 07, 2011, 07:59:42 pm by BloodFleet »

 

Offline starlord

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Re: so, how much of this would be possible with FSO?
what about the lightning storm?

Also, the space stations and asteroid colonies in the bonus levels are quite nice too!

 
Re: so, how much of this would be possible with FSO?
well heres my first attempt and like the 3rd model ive actually gone thru with in my life so yeah lol :P
http://imageshack.us/f/411/playerlvl1.jpg/
pretty much looked at the above playerfighter image and kept modifying a box until I got that.


now as for getting this textured and into FS2?...or do more stuff to it. I could probably do with applying some smoothing
« Last Edit: October 14, 2011, 06:09:31 pm by BloodFleet »

 

Offline starlord

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Re: so, how much of this would be possible with FSO?
I've got news from linkedIn: Seems that the only thing Mr sullivan told me was that no, THQ didn't temper with model file formats and that the models were done by 3dstudio... what's your opinion?

 
Re: so, how much of this would be possible with FSO?
well I'm guessing that stuff is in the .rsc files but I've searched quite a bit for something that can view that and well no luck.

 

Offline JGZinv

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Re: so, how much of this would be possible with FSO?
you need to get samples of other file types and compare the headers in hex probably... see if you can't find a match
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline jr2

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Re: so, how much of this would be possible with FSO?

 
Re: so, how much of this would be possible with FSO?
im not seeing how that is going to help view the contents of the files...or how I would go about doing that

wait what? I don't need to find out the extension its .rsc

 

Offline JGZinv

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Re: so, how much of this would be possible with FSO?
JR2 all the "oh let me tell you what this is" programs are pretty close to useless, I'm speaking from experience here.
I've used Trid and a dozen others before...

All they do is look at the file header area and try to match a few lines to a database, anything mismatched or without a header,
or a compressed, unique format.... which is most files you're trying to figure out... it won't return anything.
Basically if it won't tell you anything more than looking at the extension or opening it in notepad would.

My point was to get that version of max off the web, or produce the same file formats old Max could, and then compare the files in
something free like HxD (hex editor) and see if you get anything with matching similarities. Attack it from both sides.

It's pretty concrete now that Max was used, and you've got the notes of the guy from Xentax on the matter, there's only
so many formats Max can export. The only issue is going to be if they converted the models for game use (sort of like how we
use DAE here out of Max, then go to POF).
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline jr2

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Re: so, how much of this would be possible with FSO?
you need to get samples of other file types and compare the headers in hex probably... see if you can't find a match
Also, there is this: (dumps headerfile hex to clipboard)

http://mark0.net/soft-minidumper-e.html

:P

 

Offline JGZinv

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Re: so, how much of this would be possible with FSO?
I never claimed "that" link was neigh useless... just the file analyzing ones.

2 minutes with HxD and Google are about the best you're going to be able to get without
detailed knowledge on a particular format, if it's not glaringly obvious what it is. The "what is it"
apps are just far too limited in their pattern detection to be of real use for our kind of work in games.
« Last Edit: October 18, 2011, 12:34:01 am by JGZinv »
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
Re: so, how much of this would be possible with FSO?
well since I've already gone through with doing at least 1 thing pretty quickly (took like 2 hours), as I showed above in #26, I'm content with doing it myself. Would benefit me and from the looks of it be easier than trying to get the stuff out of S:U

k, well I got PCS2 to allow .dae import, and I have the model I did in .dae, tried to import and nothing happened...so I'm guessing there is something else I need to do?

it seems to load the .dds texture I quickly/crapily made for it though, but I see no model.
« Last Edit: October 18, 2011, 08:06:00 am by BloodFleet »

 

Offline JGZinv

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Re: so, how much of this would be possible with FSO?
Picture please - also you should post in the PCS2 help thread.

I'd guess for the simplest issue to check for is did you reset x-form (Max) before you exported, made sure everything still looked
correct afterwards? Are your LODs setup correctly, is the mesh hidden?
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline jr2

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Re: so, how much of this would be possible with FSO?
I never claimed "that" link was neigh useless... just the file analyzing ones.

Hmm, yeah, I was just hoping that TRID would be an easier option... I guess it's still not that good at identification.

 
Re: so, how much of this would be possible with FSO?
yeah I did reset x-form and it looked fine, then exported to .dae, do I need LODs? This thing is only like 300 polys. Try to import the .dae into PCS2 and this is what I get... http://imageshack.us/f/210/hmmd.jpg/

 

Offline mjn.mixael

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Re: so, how much of this would be possible with FSO?
Make sure your objects are named properly. 'detail0' 'detail1' 'detail2'  'debris01' 'debris02' etc.. (That is only for root objects. If it is linked as a subobject, then it can be named whatever as long as the root is detail0.

Also make sure your scale isn't something super tiny.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
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Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 
Re: so, how much of this would be possible with FSO?
k its good now...I named it detail0 and that fixed it.

of course now its facing 180 degrees the wrong way and needs to be 2 times bigger lol...but I know how to fix that too.

ok I got it in, woot http://imageshack.us/f/580/screen0004x.jpg/ http://imageshack.us/f/32/screen0005vs.jpg/
« Last Edit: October 19, 2011, 04:27:53 pm by BloodFleet »

 

Offline starlord

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Re: so, how much of this would be possible with FSO?
looks like you got it! congrats!

Can you try to export the bugs also?