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41
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.
And do you have 'Dropbox' installed on your system - that will be required to get access to the CEP folders.

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.

Edit: Found the modding manual in the install folder in Steam. I'll give it a read.

Dropbox installed.

Quote from: The Old Dragon

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).

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. 

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.
42
Mod Development / Released Mods / Re: CEP Revival?
« Last post by The Old Dragon 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.
43
Mod Development / Released Mods / Re: CEP Revival?
« Last post by Multigun on March 23, 2016, 17:56:36 »
Welcome to the forums.
The artstuff of the game is largely beyond me. I'd say The Old Dragon is the man to ask for.

The tool link you showed us seems a corrupt one. Perhaps this is the one Dragon meant.


Probably, he suggested I download the model and texture tools created by Arparso, which are both listed in the link you sent. Thanks for the help.
44
Mod Development / Released Mods / Re: CEP Revival?
« Last post by GeoModder on March 23, 2016, 16:56:40 »
Welcome to the forums.
The artstuff of the game is largely beyond me. I'd say The Old Dragon is the man to ask for.

The tool link you showed us seems a corrupt one. Perhaps this is the one Dragon meant.
45
Mod Development / Released Mods / Re: CEP Revival?
« Last post by Multigun on March 23, 2016, 14:49:28 »
Hi there,

Directed by Sargoth to this forum topic specifically, so thought I would make a quick post. Basically, where do you need me? As I talked about on Steam, I am an aspiring 3D artist who is needing some experience under my belt. I graduated with a bachelors degree in Digital Art last June with a "focus" in 3D design, but 95% of that was me teaching myself through tutorials or digitaltutors.com. Put it this way, in this 4 year local college I went to, there was one 3D modeling class with an instructor whose area of expertise was actually 2D animation. Yup.....But hey, at least I don't have any debt to deal with post graduation.

So anyways, just needing some direction. Which tools should I download (link I was given by Draconicdreams on steam, http://%20http//arparso.de/nexus/forum/index.php/board,14.0.html, doesn't work), any guides I should read (been going over this one, for example -> http://nexusthegame.net/wiki/Guide_to_Modelling_Parameters, what work are you needing help with, texture size (2k?), texture types (diffuse/color, spec maps, bump maps or normal (I assume Bump, game is probably too old for Normal) ) stuff like that. Here's some relevant information. 

Areas of Experience/Interests:
3D Modeling, Hard Surface
UV Mapping
Texturing (Specifically I have been focusing on the PBR system, but I'm sure I can work in the older systems with spec and bump maps)
UE4 (For what it's worth anyways. Just saying I have experience using a game engine is all)

Software:
Maya LT
Photoshop
allgorithmic suite (Designer, Painter, Bitmap2Material)
3D Coat (Fantastic for UV Mapping, by the way)
Knald
Various other free based texture software

Just let me know where I can help.
46
I used to have the same issue. (when titan explodes, game crash)
 Running as an adminstrator should fix this problem :-)
47
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by The Old Dragon 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 :)
48
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by Sargoth on February 19, 2016, 19:01:48 »
Can do  ;D
49
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by The Old Dragon 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 :(
50
Mod Development / Released Mods / Re: [CEP]Sol System retex
« Last post by Sargoth on February 19, 2016, 01:24:19 »
Upping the texture and redoing the bump map
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