Hoho5000 Posted April 21, 2007 Posted April 21, 2007 (edited) I was reading the boards over at Filefront yesterday, and I came across a post suggesting that a Freespace 2 mod be made. Being the big fan of Freespace that I am, I decided I wanted to try and make something like that happen. However, as fate would have it, I have very little knowledge in the modeling department, and can't skin the models that I convert. Unfortunately, a project like this would involve converting a lot of models, and doing a lot of skinning. I tried looking for some tutorials, but there seems to be a lack of them, and even if there were any, I don't think I'd be able to grasp how to skin. So, in order to make this mod a reality, I'm going to need some help with skinning models. Would anyone out there be willing to do this? Edit: After 5 hours of investigation, I still can't even get the base skin lined up, and it looks kind of weird :.I've attached a pic of what I've got so far, and as you can tell, it's not much. If you can't tell what it is, it's an Orion class destroyer. Edited April 21, 2007 by Hoho5000
Hoho5000 Posted April 23, 2007 Author Posted April 23, 2007 Well, I spent many hours this weekend, and finally figured out how to UV map my models, but now I've realized I have a few more problems. My first problem is that the turret hardpoint I added doesn't take damage. It has collision, and I can see projectiles hit it, but it takes no damage. My second problem with the project involves the use of beam weaponry. Making hardpoints fire "beams" isn't that hard, it's some of the other properties I'm worried about. In Freespace 2, about 3 seconds before the beam fires, you can see the light emitted from the charging on the turret, as well as the charge up sound. How would I be able to emulate that effect in this game? At first, I thought, hey, why not use the Death Star II ability. I tried it, and it played the charge up sound fine and it worked, but then I realized, what if the hardpoint is destroyed? Would the ability still work? Would I be able to add more copies of that ability for each hardpoint (yes, they will be automatticaly activated) ? Those are the problems that I've run into so far, and both are limiting the development of this project.
Droid803 Posted April 24, 2007 Posted April 24, 2007 I am doubtful that you can have more than one death star superlaser ability, but you can probably substitute Drain-Life and Proton beam for more bones. I believe it is possible to link the ability's usage to the existance of hardpoint the same way in the communications array hardpoint allows you to use radar, and the supply dock hardpoint give you credits. The turret damage thing is probably all coding error. Go over the code again. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
Hoho5000 Posted April 24, 2007 Author Posted April 24, 2007 It turns out you were right about having only one superlaser. I did link it to the hardpoint, but if I can only have one, then that's not much use to me. I don't have to use that as long as I can find a way to make a "charge up" sound occur on a regular weapon.
Droid803 Posted April 25, 2007 Posted April 25, 2007 It theoretically IS possible. The MZ-8 Pulse Cannon Tank has a charge sequence in which there's a charing sound, then it fires the projectile. That IS a regular weapon, and it is handled through http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
Hoho5000 Posted April 25, 2007 Author Posted April 25, 2007 (edited) Ok, I found the sound entries for the powerup and the shot in sfxevents_exp.xml. But that was the only reference I could find of it, until I did a search. It turns out that both of those sounds are referenced in animationsfxmaps.txt. The problem is, I don't know how to replicate something like this. Also, what do I do so that the whole models don't turn the color of my team during a battle. Once I fix this issue, I'll post a screen or two of my progress after school tomorrow. Edited April 25, 2007 by Hoho5000
THX1138_pff Posted April 25, 2007 Posted April 25, 2007 The skin is causing the problem. You need to edit the alpha channel. What program are you using? Or i could do it for you. Its up to you. http://i199.photobucket.com/albums/aa302/AdnamTHX1138/Sigs/THXJunoSig.png
Hoho5000 Posted April 25, 2007 Author Posted April 25, 2007 I'm using Photoshop, and I'd like to learn to do it myself.
THX1138_pff Posted April 25, 2007 Posted April 25, 2007 Weel if you are using photoshop, i can help you as I dont have it. However, there are some people that might be able to help. Sorry I couldnt. http://i199.photobucket.com/albums/aa302/AdnamTHX1138/Sigs/THXJunoSig.png
Dr. Nick Posted April 25, 2007 Posted April 25, 2007 Alright. In Photoshop, load up your skin and go to the Channels tab next to layers. Then, in the Alpha 1 channel, fill that with black and save. This is for the regular texture btw, not for the bump map. http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
Hoho5000 Posted April 26, 2007 Author Posted April 26, 2007 Ok, I got the color problem fixed, but now I have a few more questions. I've imported some custom projectiles as well. What would I do to get them to have smoke trails? Here's a pic of what I've got so far:
Dr. Nick Posted April 26, 2007 Posted April 26, 2007 Put one alamo proxy at the back of it and name it to the particle for smoke. http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
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