I need help understanding mods

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
BardRT
Ensign
Ensign
Posts: 10
Joined: Fri Feb 10, 2012 3:16 am

I need help understanding mods

Post by BardRT »

I downloaded the Customizing Kit and extracted the ships folder to C:\\sw3dg\\EvochronMercenary\\ships

I found this thread:

http://www.starwraith.com/forum/viewtopic.php?t=6904

and managed to convert a google sketchup modelto .X format, but it isn't displaying in-game despite my replacing it according to instructions as I understand them.

My copy of C:\\sw3dg\\EvochronMercenary\\ships is as follows below:
atmoshield.jpg
atmoshield2.png
atmoshieldglow.png
c2bb.jpg
dir.txt
flare.png
flare2.png
frame20.x
frame20.xrough-panels2.jpg
frame40-SampleMesh.x
frame48-T.x
frame48.x
frame48.xrough-panels2.jpg
jet1.png
jet2.png
jet3.png
rough-panels2.jpg
ship2.x
ship2_v.x
solar.jpg
warp.jpg
warp2.jpg
warp3.jpg
There is no alteration to ship frame 20 and I'm not sure what I'm doing wrong.

Help? I don't know what I'm doing wrong.

I've uploaded the relevant un-renamed converted files to here.

[Edited on 3-6-2012 by BardRT]
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ijon
Lieutenant
Lieutenant
Posts: 137
Joined: Tue Feb 21, 2012 5:45 am

I need help understanding mods

Post by ijon »

greetings.

1. the customkit contains a readme. read it. twice. it explains what files are needed what for.
2. what ever you did to convert these files went wrong. your destiny.x file has a size of 145mb. your smallest file has like 9mb. thats way to big. something like 145kb would be realistic. 1,45MB would allready be on the edge i guess. (did not download)
3. .x format has several options (which you will have to research) and the free converters i heard of have their problems here and there
4. you will most likely have to touch the mesh in some 3d app for scale and allignment.

evochron is amazingly easy to mod. (at least for a code dyslexic like me) i'd call it 'drag 'n drop modding' - but you guys first of all have to fix your reading comprehension skills.
no offense, but ist hard to help with such general questions since we have no clue about your workspace environment. if you don't know what you are doing, you'll have to change that first. start with said readme, then check your options.

good luck.

[Edited on 3-7-2012 by ijon]
Capt_Caveman
Commander
Commander
Posts: 967
Joined: Tue Mar 30, 2010 1:08 pm

I need help understanding mods

Post by Capt_Caveman »

look at the sample model in notepad and compare it to yours for an idea of whats required to make it work in mercenary.

these are the required files you put in ships folder:
frameX.x
framex.dds
framexnormal.dds
framexshader.dds

x=frame number


10mb model is huge but will display in game, just takes more time to load. but 145mb could be the main problem.

my cylon mod is only about 1.1mb and thats large in my opinion

[Edited on 3-7-2012 by capt_cronic]

[Edited on 3-7-2012 by capt_cronic]