Impulse page for Sins of a Galactic Empire for Sins of a Solar Empire
Galactic Civ II falls under the control of the Empire
Published on March 11, 2006 By EvilleJedi In Modding
I'm making a quick announcement now, but I'll flesh it out later

some of you may have tried homeworld 2 and some of you may have played the Warlords mod for it. ( I know nearly 20 thousand or more people have)

In fact some of you may have played Rebellion and played Warlords for that... (some of you are old now)

I'm going to start making a total conversion of Galactic Civ II that will be the Strategic portion of Warlords (since Homeworld2 is tactical only)

The basic premise is that Warlords takes place during the Imperial Civil war 6-9 years after the movies. The first push will be to make the imperial faction avaialble with various warlords. the next step after that will be to introduce the New republic, and finally to flesh out various other factions.

As far as art work, I already have nearly 200 game ready star wars ships fully modeled and textured and that can be quickly converted for use in GCII (IE I can have a mod up and running with full 3d ships in less than a few weeks if I push it) for more references see Link

Hopefully with enough dev support we can recreate some or all of the functionality that was present in rebellion (characters, missions) along with expand the existing systems

the website for the mod will share the existing site for the Homeworld 2 mod (adding new sections soon)

I plan on making ship hulls like Tie fighters and corellian vessels entirely buildable (different wings, pods and weapons)
and some flexibility into Star destroyer designs for custom ships, the one issue currently is friagtes since they are rather standardized

rebel ships will have more room for expansion as things like mon cal cruisers are all unique and dreadnaughts and assault frigates are modified as well as ugly fighters.


as far as help, I really only need a few specific things right now

a artist for background images and graphics, most probably should be fully capable in 3d studio max or equivalent in making either action stills or movies, models will be provided

a modeller with experience in optimizing existing meshes and converting detail meshes to textures (again need experience here) I'm going to do it myself, but it's always nice to have help

someone willing to write gobs of in-universe text on different technologies and vessels and modify the XML accordingly, the basic tech tree is already outlined, If you can name all of the moffs in the EU off the top of your head (no looking on the internet) then you are probably the level of person I'm seeking

I am looking for significant dev support (hopefully in the form of an SDK) to flesh out a lot of different features. more later







Comments (Page 2)
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on Mar 12, 2006
sooo purty
on Mar 12, 2006
you guys planing in releasing any of those models for us artisticaly handicapped people to use?
on Mar 12, 2006
everything from warlords is open to the public (except things I haven't released or simply won't release) you can get the model packs from http://www.scifi-meshes.com/ (currently down for an update) they are about 500 mb total and have ships in .obj format with 2-3 lods, engine meshes and collision meshes, the textures are in .psd format with specular and glow maps as well.
on Mar 13, 2006
@EvilleJedi
I have a problem with places dummy objects and my models. I can place dummys on the model and it in the game integrate.I would like to attach weapons or a drive now for example.I select the drive or weapon, if I click him to the dummy now,my model is to seen no more.I see only the drive was inserted and can also attach nothing more,because this ship with dummys no more is to seen.
Where is the problem,can someone help?
on Mar 14, 2006
Dude. This rocks. I will so totally be looking forward to this mod.

on Mar 14, 2006
Is there a way to just download all the ships as a pack into Gal Civ as I have absolutly no modding experience whatsoever, but have been folowing your HW2 mod since HW2 first came out and am amazed. If it is not too much to ask can we get some instructions on how to put the ships in the game, to use while we wait for the final mod, Thanks
on Mar 14, 2006
Ive managed to far to load models into 3ds and export them into .x files. But I can't get them to work in game at all, and since im not a 3d modeler I don't know how to fix them

A small tutorial on getting a custom model made in 3ds to be put into the game would be great...
on Mar 14, 2006
the ships need hardpoints as those will not transfer over, they also need some work to scale them correctly and get them into a format that is exportable, as soon as I resolve my texture issues I may release some of the base ships for testing (tie, gunship, strike cruiser, ISD)
on Mar 15, 2006
I know for textures you just give it the same name as the model (i.e. S0_Huge_0.png), as for getting multiple textures from different files to work I have no clue.

I got that really uber ISD from scifi-meshes.com into the game, and amazingly intact, cept im not sure on how to get all the original textures into the game. And for the hardpoints, I created a bunch of dummy objects and placed them under the hull, but not showing up in game
on Mar 15, 2006
I know for textures you just give it the same name as the model (i.e. S0_Huge_0.png), as for getting multiple textures from different files to work I have no clue. And as for testing models, im always avail to help, even tho I tried finding your Warlords mesh packs on scifi-meshes.com and ddnt see them.

I got that really high poly ISD from scifi-meshes.com into the game, and amazingly intact, cept im not sure on how to get all the original textures into the game. And for the hardpoints, I created a bunch of dummy objects and placed them under the hull, but not showing up in game
on Mar 15, 2006
I think if you have the later (past 6?) versions of Max, you can opt to 'bake' tiled textures to form a single map. Don't have a late enough version to try it myself, unfortunately.
on Mar 15, 2006
with high poly models without significant unwrapping baking is worthless, it makes millions of 1 px dots on the map because it appliees the map to each surface, a high poly model would be a bnightmare to unwrap, that's why they usually don't have any textures or only have procedural textures for things like grain, scratch, dirt
on Mar 15, 2006
with high poly models without significant unwrapping baking is worthless, it makes millions of 1 px dots on the map because it appliees the map to each surface, a high poly model would be a bnightmare to unwrap, that's why they usually don't have any textures or only have procedural textures for things like grain, scratch, dirt


Hi Eville Jedi!

if you have a clue how this thing works with the textures, thne please help! Then ext thing I am on are the hardpoints.
Maybe we can work together on this.

The Star Trek Modders seem to know how it works, but it's difficult to get an clear answer, they have their minds only for the Star Trek Modd. I can understand that, but it's bad if you need help.

So I hope you can give me a hand.

on Mar 15, 2006
God bless you, kind sirs.
on Mar 15, 2006
EvilleJedi, if you want I can test some of your models in game, im not much of a 3d modeler tho, just kinda been messing around to try and get some nice looking ships in game. I am more of a programmer than any kind of artist, but would love to try out some of this stuff.
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