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Mod Development / Released Mods / Re: CEP Revival?
« Last post by Multigun on March 24, 2016, 01:17:55 »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.
No probs
Quote from: The Old Dragon
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.Yes, just bought the Steam version yesterday. Even have the old disc copy collecting dust on my shelf. I'll admit I haven't played the game in years, to the point I barely remember it other then that I enjoyed it, but the announcement that Nexus license was purchased got me excited, naturally.
And do you have 'Dropbox' installed on your system - that will be required to get access to the CEP folders.
Edit: Found the modding manual in the install folder in Steam. I'll give it a read.
Dropbox installed.
Quote from: The Old Dragon
I assume the modding tools provided on the website has an .obj or .fbx converter to the .LWO or .LWS format. Maya LT is pretty great, but it's exporting is limited to Maya LT, .obj, .fbx, or direct export into UE4 or Unity.
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).
Power of 2, yes that's what I meant by 2k, sorry for the confusion. It's easier to down size in resolution then it is to upgrade, so I'll just create them at 4k for portfolio purposes if nothing else, and can convert to 2k as needed. I'll likely be using a combination of software for the textures, but Designer specifically will do wonders and can quickly provide exported versions of various texture resolutions as needed.
Quote from: The Old Dragon
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.
17k seems fine for an older game. I'm sure I can work with that, Maya LT export limitations are in the 100,000's of poly's last I checked so should be good to go there.
PM sent.