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Messages - The Old Dragon

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1
Game Assets / Re: Problems with Luminescence maps/lamp maps
« on: March 07, 2017, 21:28:10 »
By all means, I'll pm you.

2
Game Assets / Re: Problems with Luminescence maps/lamp maps
« on: March 07, 2017, 17:30:01 »
Wow, nice model. The first thought that comes to mind is the actual texture size in pixels, Nexus prefers them to be square and by standard 'RAM' sizes (64x64, 128x128, etc up to 2048x2048 (though I think it can do 4096)).

Other than that, maybe the UV map got corrupted during conversion? I think I'd need to get my hands on the files and play around a bit to figure it out.

3
Game Assets / Re: Working with NIF Models (UPDATE)
« on: March 07, 2017, 17:21:03 »
Well done on the conversion; with regards to scale, you can either bring an existing Nexus ship into your modeller and scale to that or if you're looking at a standalone mod then the scale is up to you. Only thig to remember is that Nexus recognises 2 ship sizes - strike and capitol. Not sure on the exact threshold but obviously, you don't want to make your big ships to small ;)

4
Game Assets / Re: Problems with Luminescence maps/lamp maps
« on: March 04, 2017, 11:12:39 »
With regards to doing the model parameters, there is a guide here...
http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters
As always, feel free to ask questions here.

5
Game Assets / Re: Problems with Luminescence maps/lamp maps
« on: March 03, 2017, 23:56:31 »
Glad you got the map sorted out, without seeing the model with reversed lettering all I can surmise is it's something in the way they made the model.

6
Game Assets / Re: Problems with Luminescence maps/lamp maps
« on: March 03, 2017, 09:50:58 »
Hi USSCrazybat,

Good to see some new interest here, can't say too much right now as I've got to go to work (will try to help more later). Nexus does accept various texture maps but they need to be applied during the converting process.

The texture files start off as .tga files (your main colour map and any additional ones such as bump, lum, alpha,etc), these are then fed into Nexus's converting tool and turned into .tex files. So unless you have access to the original art files, it'll mean re-working them completely.

7
Game Assets / Re: Model Lights
« on: July 09, 2016, 11:15:32 »
Thank you Arparso  :) A simple luminosity map was behind it all. Got the effect I was after with a lot less work than I thought it'd be.

8
Game Assets / Model Lights
« on: July 07, 2016, 15:21:21 »
Hi Folks,

Have a question about the lights on the human ships, not the blinking lights though, it's the deck lighting that I'm interested in.

When a human ship reaches critical damage and is abandoned, all the 'window' lights get turned off (to simulate power outage, I suppose). Does anyone know how that effect is achieved?


9
Hi Mutos,

That's kind of a hard one to answer. Unfortunately, you won't know if Nexus suits 'your needs' until you get stuck into it.

The original modding idea of the devs was to allow us to create stand alone missions (campaigns can be done but they're a very different and cranky beast!) that players can simply select from the mods menu.

As you've already mentioned the wiki, I'll just say that you'll find some step by step guides on there for both mission and star system creation. They should help dip your toes in Nexus modding, which can get fairly complex.


10
Scripting / Re: Add Ships to Single Player Camp....
« on: April 26, 2016, 08:36:05 »
Could you give more details about what you're looking to do, please?

11
General Discussion / Re: State of things
« on: April 26, 2016, 08:31:56 »
Hi Thornard,

In brief, Nordic have now bought the game and released a patch to get the game up to date and running on modern windows. You can get the details here...

http://steamcommunity.com/app/6420/discussions/0/385428943462446770/

They haven't updated the game itself as such, but there are some of us reworking the models and textures in our spare time.

12
Mod Development / Released Mods / Re: CEP Revival?
« on: March 27, 2016, 20:46:40 »
By 'separated pieces' I take it you mean the labels like 'mtl_masodgyuruoldal' or 'mtl_hosszufeher'? In LW, the model is all in the first layer.

On the models we're rebuilding, apart from '__inscription__', they are simply surface names. Probably to help make selecting certain surfaces easier - certainly an approach I use with my models.

Once we get to the finishing stages and add the parameters then some of these names will be important and normally start and end with a '#'. The guide you referenced in your first post goes through that in a bit more detail than what's in the manual.

13
Mod Development / Released Mods / Re: CEP Revival?
« on: March 26, 2016, 13:54:18 »
Took a little research (had to google what a Phong  ). To begin with, I’d just like to point out that I’m round the hobbyist/amateur level when it comes round to 3D art. When there’s a particular effect or process that I’m trying to do, I look for tutorials and whatnot on the net to learn at the time. My art training ended at school, I’m afraid ;)

1)   I kind of suspect Nexus (or its converter) doesn’t. On occasion I’ve had a model with an odd shaped poly that looked good in LW but once converted, that odd section was changed. Personally, I prefer to triangulate the polys myself as (especially on smoothed out sections) as it can reduce or remove artefacts.
As for Maya, I did a quick google search… I think what you’re looking for is under Meshes > Triangulate.

2)   The majority of the model goes in one layer, while moving parts need to go in separate layers. So each dock door (because they move individually) would require its own layer, whereas something like a radar dish or a rotating ring, that entire section would go in a layer of its own as the polys required to make it need to move together.
The best way to figure out which sections need their own layers would be to use Nexus’s model viewer and watch the animations on the original models (1 - 0 starts them, crtl + 1 - 0 stops them).

3)   If I understand this one correctly, how much a section shines is based on the spec map that gets loaded into the colour maps alpha channel. Things like reflection or transparency also require some settings in LW so that the converter understands what that section is supposed to look like. But for the most part, I try to achieve the visual effects in photoshop as much as possible. Descriptions of the various texture maps and how to use them start on page 14 of the modding manual.

14
Mod Development / Released Mods / Re: CEP Revival?
« on: March 25, 2016, 23:33:51 »
All converted for you Multigun. Any questions or issues, post here on the forums (in the appropriate thread,of course) or use the Chat Log in the CEP folder, we'll do our best to help.

For completed tasks, pop the finished file in the correct CEP subfolder and update the change log and assigned tasks sheet. Anything else pop them in your 'personal' folder and update the chat log with your news/requests .

15
Mod Development / Released Mods / Re: CEP Revival?
« on: March 24, 2016, 15:14:37 »
Lightwave is the 3D art program used by the original devs to create the models. It comes in two parts - in modeller, you can create anything you want really and attach your textures files (if you're good with it though, I think you can even texture your models with it!) and then you have layout. With this part you can create your animations and renders.

Incidentally, I think it was also used in the newer BSG (amongst probably countless other projects) series to create the space scenes and ships... I seem to recall the battlestars had a poly count round the 3 million mark. I wouldn't like the task of mapping that one :s

As I mentioned earlier, the first task is to improve the models themselves (if possible), which would then require new UV maps and then onto trying to improve the textures for them. Hopefully, newer programs and techniques will let us create more realistic textures. However, if the model itself can't be improved, then we can use the existing texture files as templates to to create new ones without the need to remap the UV's.

Nexus comes with it's own converting tools to turn the models and textures into game readable files - it's these that require the models and textures to be in certain formats.

16
Mod Development / Released Mods / Re: CEP Revival?
« on: March 24, 2016, 08:51:35 »
Invitation sent.

To begin with, can you start with the following models?

Kissaki.msh
Kissaki(b).msh
Kissaki_support_kontainer_transporter.msh1`

To get around the format issue on models, if you save them in .OBJ format and place them in the CEP folder (you can create your own subfolder), I can then put them through lightwave.

Just to completely remove any confusion on texture size, the manual states...

Width and height can differ, but both factors must be powers of two, and cannot be larger than 2048. The figures can therefore be: 4, 8, 16, 32, 64, 128, 256, 512, 1024, and 2048.




17
Mod Development / Released Mods / Re: CEP Revival?
« on: March 23, 2016, 23:09:07 »
Hi Multigun,

First of all, welcome to the Skirmisher forums and second, my apologies for the dodgy link. Hate it when I get those wrong :(, but Geo gave you a link to the right place.
Thank you Geo.

That's certainly an impressive read Multigun, sorry if it seems a daft question, but do you have a copy of Nexus? Although not quite full with it's explanations, the modding manual has a wealth of info for you.
And do you have 'Dropbox' installed on your system - that will be required to get access to the CEP folders.

Models for Nexus will need to be in either .LWO or .LWS format, although they can be initially built in whichever format your're comfortable with. Finished textures must be .TGA format and to the power of 2. The manual states that the maximum size is 2048 pixels, though I'm sure I've had them at 4096 before. Again, make them in whichever format and size is comfortable and then save them as .TGA's ready for conversion. Nexus supports additional mapping types (bump, spec, luminosity and a few other little tricks).

Max poly count is around the 20k range, but I'd try to keep them below 17k just to give Nexus a little breathing room. Apart from what's on the NexusWiki, I don't think there are many guides as such.

Tasks at this point would include improving model detail  (through higher poly models and new textures) and also trying to improve the background textures, there's an awful lot of them to do ;)

Once you get dropbox sorted out, pm me your email and I'll send you an invite.

18
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 20, 2016, 21:06:25 »
Hey Sargoth,

I've put a new map in my folder for you. I've also included a jpeg showing how it's laid out in regards the the texture. As I said earlier, it'll need some seam work to look good, so it's up to you :)

19
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 19, 2016, 12:40:13 »
Had a look at phobos last night Sargoth,  think I can make a one piece UV for it but you'll need to rework the texture to remove the seams :(

20
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 18, 2016, 17:29:57 »
If you want to send me your texture,  I can see if we can get a better map...

21
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 18, 2016, 12:11:39 »
Hi Sargoth, did that map help any?

22
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 17, 2016, 00:25:29 »
Not sure what the issue was, Geo. But I'm back under windows 8.1 with my original retail version and things appear to be working well again :)

Asteroid Pack 1 has now been added to the very first post in this topic.

23
Mod Development / Released Mods / Re: [CEP] How far do we stray?
« on: February 17, 2016, 00:06:24 »
For background activity, I was thinking of independent events such as a convoy jumps into (or out of) the system and docks at the station or pirates that mount a raid. In scenes where there are sufficient asteroids, we could have mining ships going about their business. Anything really that give the semblance of life to the Nexus Universe.

Although I get the concept that space is unimaginably large and you're not going to get lots life in one little area, sometimes Nexus just felt a little too sterile... there was just me and whatever I was sent there to kill :(

24
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 16, 2016, 23:49:03 »
Certainly Sargoth, I've put a copy of the .lwo model and .tiff file of the UV map in my folderfor you.

25
Mod Development / Released Mods / Re: [CEP] How far do we stray?
« on: February 14, 2016, 22:46:36 »
I'm all for it, I believe there are quite a few incomplete and unused meshes. Having these finished and put back into the game would be great. As far as idea's for down the line go, I'd like to add some background activity to the mission areas and look at tweaking ship movement.

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