Tutorial Ships

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Jeronimo_Collares
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Tutorial Ships

Post by Jeronimo_Collares »

Good evening everyone.

I wonder if there is a tutorial on how to enter ships in the game - a 'step by step'. I work with Maya and 3D Max and modeling is not my problem and yes, I understand how to insert these new ships in the game.

Thank you all and once again, congratulations on this brilliant game. Sorry for my bad English, I am Brazilian. :)
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Marvin
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Tutorial Ships

Post by Marvin »

:cool: I'm not sure but are you asking if a tutorial already exists ... and, if it doesn't, you'll create one?
Jeronimo_Collares
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Tutorial Ships

Post by Jeronimo_Collares »

From post: 141279, Topic: tid=9600, author=Marvin wrote::cool: I'm not sure but are you asking if a tutorial already exists ... and, if it doesn't, you'll create one?
As I understand it, the ships are in format DirectX (. X) - I will do the following: I downloaded some mod that contains ships and some method to install them. If successful, post a short tutorial here.

;)
ijon
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Tutorial Ships

Post by ijon »

o/

you do that by simply creating directories (inside the game's 'root' folder/the one that contains the .exe) and put your mod-files inside. how to name those directories can be found in the customkit readme.
for ships it should be 'ships'?

thats it.

[Edited on 7-24-2012 by ijon]
Jeronimo_Collares
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Tutorial Ships

Post by Jeronimo_Collares »

:)

Thank friend. But the game relies on the folder name? I thought I needed script - commands, for example - for each ship.
Maarschalk
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Tutorial Ships

Post by Maarschalk »

Nope, just need to put the mod for each different ship frame in the ships folder!....;):cool:
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Jeronimo_Collares
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Tutorial Ships

Post by Jeronimo_Collares »

first problem, the scale of the ships ... announce the expansion ships 400% higher - is there any standard measure for the ships?
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Tutorial Ships

Post by Maarschalk »

I think the standard scale in game is 1:10! ships collison detection shield with other ships is about 40 meters, that makes the ships collision detection shield at least 80 meters in diameter. I estimate a 20 to 40 meter standard length for a Civillian or Military player flyable ship.....;)
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polyvinyl_zer0k
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Tutorial Ships

Post by polyvinyl_zer0k »

Hey Jeronimo!

I've had a lot of luck modding ship textures and importing custom models into the game. If you're interested in learning more I'd be happy to chat with you on Teamspeak3. It's much, much, easier to go over things and answer questions via voice.

Let me know, or just hop on (I'm on most nights)!

Planet Express Teamspeak3 Server:

ts93.light-speed.com:5781

No password!

Teamspeak3 can be downloaded for free from: www.teamspeak.com

(Yep shamelessly plugging my server again!)
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Jeronimo_Collares
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Tutorial Ships

Post by Jeronimo_Collares »

Sorry, but i dont speak english - i'm brasilian, just type, (google translate) :(
ijon
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Tutorial Ships

Post by ijon »

modelingwise it is relative.
10m in game are not 10m in max.
10m in max are not 10m in, for example, cinema4d or blender.

the tie fighter's sphere http://www.starwraith.com/forum/viewtopic.php?t=8979
has a radius of ~0,034m in 3ds max with display- and system units set up in meters.
i'd suggest to work with cm or even mm - or rescale during .x-export