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Messages - The Old Dragon

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26
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 14, 2016, 18:08:47 »
Very true Geo, I'll blame the old grey cells for that one :) But it's still a heck of a lot for manual mapping.

In normal mapping (i.e. building a model) you work in the axis of X, Y & Z.  In UV mapping, you work in the U & V axis.

I daresay that's something we can fix in the CEP ;)

Modern versions of lightwave (and some other third party programs) now have integrated tools to make the process easier, managed to make a quick UV map for Phobos in about five minutes - not sure how easy it would be to create a texture for it though...

27
Mod Development / Released Mods / Re: [CEP]Sol System retex
« on: February 14, 2016, 10:35:13 »
Lovely shots Sargoth, look awesome.
Not surprised they got tired of mapping :) Had a look at Phobos's mesh - it's got almost 3k polys!

28
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 14, 2016, 00:45:55 »
Yep, confirmed. GOG version of Nexus has issues where it won't always read the model correctly (at least in windows 10).  Just installed the steam version and the asteroids now show as intended... though I think the __spec maps needs toning down.

Edit:

Hmmm, take that back. Steam version now giving me the same problem. Time to roll back windows :(


29
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 13, 2016, 23:49:00 »
Hmmm, sounds like the problems definitely with me. Time to get the steam version, if that doesn't work then I'll have to try rolling back to an earlier version of windows (again) :(

30
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 13, 2016, 09:36:25 »
Thanks Sargoth, but still no go for me.
Although they look alright and properly converted (did you notice any LOD changes? Currently set to 2000 and 4000 distance) in your link, when I look at them, I only see the lowest level.

Either it's windows 10 or the GOG version has issues :(

31
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 12, 2016, 23:34:19 »
Geo, Sargoth,

I've put the raw files in the CEP folder under "Dragon's Files". When you get a moment, please could you try to convert them and see what happens?

32
Mod Development / Released Mods / Re: New Asteroid Pack
« on: February 12, 2016, 14:59:02 »
I've got a problem with this, might be the converter needs some work to fix it. But at the moment, the model viewer (and ingame) only shows the lowest LOD even though it can see the other levels...



As you can see in the pic, it shows the lowest level and thinks there's only one layer but shows errors from the higher level LODs.

I'll try running it on my works pc, see if I get a different result. But this was done under windows 10 with the GOG version of Nexus. If anyone has any ideas, I'm all ears.

Was hoping to release the first pack of asteroids today :(

33
Mod Development / Released Mods / Re: CEP Revival?
« on: February 11, 2016, 23:06:13 »
Hi Geo,

My copy of the sol_0503_europa texture  is 683kb, so I'd say you're looking at the original.

34
Mod Development / Released Mods / Re: CEP Revival?
« on: February 09, 2016, 22:34:55 »
If we're ok with using dropbox, I'll send you guys an invite.
I've got an empty file structure set up ( the files already submitted on the forum have been added), so all we need to do when a files ready is drop it in the appropriate folder. I've also put in a couple of text files so that we can keep track of what was added and when, along with who's currently doing what.

35
Mod Development / Released Mods / Re: CEP Revival?
« on: February 08, 2016, 00:05:56 »
I understand you're point about the repository, kind of takes it out of the forums and hides it but unfortunately, not having one makes it hard to know what's been done, what hasn't and what's being worked on. Especially if you can't access the net regularly... can lead to people doing work that's already done :(

Arparso, does this forum have the capability for us to upload and store / modify files?

36
Mod Development / Released Mods / Re: CEP Revival?
« on: February 05, 2016, 22:33:44 »
I was thinking that the first thing we should decide is exactly what we wish to achieve / improve within the game and set up a central repository for the CEP files.

With that in mind, here's what I've thought of so far...

1)  Visual update, try to improve the existing textures & models or make new HD ones.
2)  Bug fixes & tweaks, we've all experienced random crashes and there are some things about the game I'd like to change.
3)  Add new content if possible.
4)  Make modding Nexus easier.

Obviously, a very broad view at this point but it gets the ball rolling...

37
Mod Development / Released Mods / CEP Revival?
« on: February 03, 2016, 22:47:43 »
Hi Folks,

Would anyone be interested in reviving the CEP mod that was discussed some time ago?

Sargoth and Geo have resized the briefings to fit widescreen resolution and some background textures; CmdrKoenig has fixed the current model converter and Arparso is looking into a new converting tool with improved capabilities. Add to that the new asteroids that I'm working on and I think we've already created a 'base' to work off.

I daresay Nexus could be reworked in many ways but it'll be a lot of work, what are your views on the idea?

38
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 22:33:47 »
Create a project and it'll remember.  ;)

39
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 21:30:15 »
Sincere apologies for going slightly off topic here...

But with regard to Arparso's MeshConv tool, exactly what is the .MTL file it creates for? If opened in notepad++ it gives what I believe is a list of textures used but I've no idea about the bit that appears to be coordinates?

Can anyone enlighten me?

40
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 24, 2016, 16:18:11 »
Hi Arparso,

Sounds good, at this point, the only things that come to mind are for me are...

1) Removing the source and destination roots from the top half of the converter as (at least for me) these are covered by the Destination Directory and source file boxes.

2) Would it be possible to improve the 'Damage Overlay' effect? Maybe it's just my modelling, but I've noticed that the game appears to apply the effect with a single poly by poly approach , which tends to leave some very disjointed scorch marks :(

I can't help with models I'm afraid as I learned and stayed with lightwave, though I have asked an old friend to send some of his if he's willing.

41
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 24, 2016, 00:31:37 »
Certainly Geo, should be in your inbox now  :)

42
General Discussion / Re: New Patch?
« on: January 23, 2016, 14:37:02 »
Does that mean it'll run on windows 10?

43
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 23, 2016, 14:35:34 »
Maybe just a little, hope whoever's at the controls wasn't partying last night, hehe  ;)


44
General Discussion / New Patch?
« on: January 23, 2016, 10:54:59 »
Hi Guys,

Recently read about a new patch for Nexus on steam...

https://steamcommunity.com/app/6420

Any idea what it updates or where to get a copy for the original disc version?

45
Scripting / Re: Nexus and problems with widescreen
« on: January 22, 2016, 23:42:17 »
Nice work Sargoth, adds to the atmosphere quiet nicely  ;)

46
Mod Development / Released Mods / Re: New Asteroid Pack
« on: January 22, 2016, 23:35:58 »
Certainly Sargoth, as long as the email I have for you is still valid, it should be in your inbox now. If not, pm me your email and I'll send it through :)

Thank you Geo, trying a different style on the next one to remove the seams and stretched patches. Hopefully look better. Arparso's NexTexC program should allow you to merge new details into the old textures.

47
Mod Development / Released Mods / New Asteroid Pack
« on: January 22, 2016, 00:57:07 »
Hi Folks,

After some big problems on my LT, I've taken up Geo's suggestion and begun rebuilding the asteroids into higher poly models. The old ones look to angular, here's a preview...



Still trying refine the textures as there are still some seams and stretch marks, but an overall improvement.

Quick question, do you think the higher poly count would have much of an impact?
I seem to remember having lots (and I do mean lots) of asteroids could cause a bit of lag.
In the above pic, there's about a 360 difference in the poly counts.

Edit: 16/02/2016  Asteroid Pack 1 added. Contains astreroids 1 to 5.
As they are reworked models, they are free to use in whichever project you wish.  All I ask is that you give proper credit to the Mithis team for the original models and myself for the rework in your project.

Installation:
Simply unpack the file and put the .msh your /meshes/asteroids folder and the textures in the /textures/meshes folder.

I would recommend backing up the original files in a new folder incase you wish revert to the original models.
Enjoy :)

48
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 22, 2016, 00:41:27 »
CmdrKoenig, thank you so much for getting this up and running again, works just like old times  :D

Sargoth, don't worry about the initial 'cannot open project file' error, it's always done that to me.

Had a few issues with my laptop since my last post, which kept me away.

49
Mod Development / Released Mods / Re: Updated Sol System file
« on: January 10, 2016, 23:48:48 »
Thank you Geo, downloaded and installed :)

50
Scripting / Re: Nexus and problems with widescreen
« on: January 01, 2016, 10:21:13 »
Hi All,

Not seen such an active thread here for ages :)
Geo, I've got a temporary solution for the converter, of sorts. I've spoken to my boss in work and he's ok'd me to use my work PC to run the converter. Not had a model yet to convert, but if you want to send me the files for Earth and Mars, I'll happily try it when I go back to work next week.

Happy New Year to everyone.

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