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 3)
7 Pages1 2 3 4 5  Last
on Mar 15, 2006
Evil...i play your warlords mod dedicated...frankly, this excites me....Finally, I can shove a corellian corvette down ANOTHER galaxys mouth .....Long live evillejedi!!!!
on Mar 16, 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)


Well, I managed to place a dummy in 3ds max, and it also showd as "Hardpoint" in the game. The Problem was that whenever I tried to palce an object on that hardpoint the whol model disappeared.
And If I seved the "new construction" the object I palced wasn't there anyways. So soemthing wnet pretty worng.
It's enough to know that you can use those "Dummy Obejcts" as Hardpoints, you need to know how to do it the right way.

So what could help is a detailed "How to place Hardpoints" for 3ds max-users.
on Mar 16, 2006
I had the same problem with the ship disapearing, then I changed the option for how many frames it exports in the pandaX settings and it started working
on Mar 17, 2006
I had the same problem with the ship disapearing, then I changed the option for how many frames it exports in the pandaX settings and it started working/quote]

Thanks for you answer. But the only "Option" I find about frames in the pandaplugin is at "X File Settings"
1. No Frames
2. Top frame Only
3. Sub frame hierarchy

Nothing about changing a "number" of frames. So could you explain it more detailed, please? Thank you

O.k. I can give the answer myself: It's "Top Frame Only"
on Mar 17, 2006
I think he meant export Top Frame Only
on Mar 17, 2006
Evil you getting close to releasing any of these ships for testing soon? Really looking foward to trying out some of this stuff
on Mar 17, 2006
as soon as I can get the textures to export properly I think I will release the following ships

tie fighter
corellian gunship
Nebulon- B frigate
loronar strike cruiser
Victory I Destoyer
Imperator I Destroyer

they won't be in components, but they should have hardpoints for weaponry

I'm waiting for patch 1.1 before making any major changes, just fooling around right now
on Mar 17, 2006
I found DeepExplorer to work much better than Panda Exporter in creating the .x models and exporting the textures...theres a 30day trial for it but retail is like $300 bucks

Atm tho since I pretty much given up on getting any sort of 3d model to work correctly in the game, I am working on creating a modding tool so you can easily edit the xml files without having to manually type entries and stuff.
on Mar 18, 2006
you can add dummies in 3DS Max and they work. I just dont know how to change ingame ship size and the orientation of the dummies.

http://www.new-avalon.de/GCmods/ShadowExample.JPG

http://www.new-avalon.de/GCmods/OmegaExample.JPG

p.s. the omega's hull section is rotating
on Mar 18, 2006
orientation is done in max, just rotate them to what you want (a little trick, but watch the type in transform box)

ship size is based on the model size, but the 'base' size is determined by the hull class, the huge hulls are like 3000 m long the large are 1.5 or so, the model scale can float in that range it looks like but not by much (I had to scale down to get it to fit o nthe screen, but I only can change the hull size drastically with the size attribute in the XML, it autoscales) a cheap trick would be to make a dummy object mircoscopically small to force it to scale smaller then the autoscaled hull size


rotating... you gotta tell me how you got that oen to work (x file anim?)
on Mar 18, 2006
well the dummies are just cubes in Max for me. I dont see into what direction they face (or at least I dont know where I see it). ^^

gonna try playing arround with the size some more (omega was 7 parsec long on a tiny hull). ^^

for the rotation I used 3DS Max and let Panda export it as animation (at 3DS Max Objects activate "include animations", at Animations hit "Add" and add an animation within the used frames (0 to whatever), Key Options stays "Matrix", Timeline uses "3DS Max Ticks", at X File Settings enable "include animation options"). that worked for me.

to create an animation in 3DS Max you can simply declare a time intervall (0 to 100 or so). then you can do stop&go motion capturing basically. For each frame in the time intervall you move/scale/rotate your objects in 3DS Max the way you want it to define the animation over the whole time intervall (like they did for the wallace and gromit movies ).

or go to the "Motion" tab and then choose "Parameters" then Transform Position/Rotation/Scale with TCB, then at PRS Parameter choose Rotation, then add key information for all keys you have defined (keys are special frames that define at which point in your time intervall the object should be exactly the way you want it. for instance I used at frame 0 that the hull section was horizontal. while doing all that of course have the parts of the modell selected that you want to rotate or be animated.

so it looked like this under key info for my simple rotation:
key: 1, time: 0, X: -1, Y: 0, Z: 0, Angle: 0, EaseTo: 0, EaseFrom: 0, Tension/Bias/Continuity: 25
and
key: 2, time: 240 (used 240 frames in total for the animation), X: 0 Y: -1,Z: 0, Angle: 180 (half way for 1 full rotation, but as it is beeing repeated it looks like a 360 degrees rotation anyway), EaseTo: 0, EaseFrom: 0, Tension/Bias/Continuity: 25

you can probably use the curve editor too, but Iam not a 3DS Max pro anyway so I cant explain it more in detail.


I have one more problem however. The X-Files are extremely large (Omega is over 20 Megabyte, my Sharlin Cruiser is 18 Megs big). I cant really reduce the number of polygons without destroying the model and I already removed everything unnecessary. is there any way to make the X Files smaller (does GC2 accept binary comprimated X-Files instead of text?)
on Mar 19, 2006
I'm very familiar with max, it's just the export process that is getting me, you really need to cut the poly counts on your models otherwise the game will run very slow when someone has fleets of them, I suggest making a low poly model <3000 and then using the normal mapping to make a normal mapped texture that way you can retain all the detail of the small meshes http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html is one way to do it



every object has rotation, you can rotate dummy objects even if it isn't immediately obvious, just use the rotaqte tool
on Mar 19, 2006
link not working for me
on Mar 19, 2006
on Mar 19, 2006
btw GC2 accepts comprimated binary X-Files. that reduced the size from 18,7 MB from my Sharlin Cruiser down to 5 MB. Which is still pretty big but way better than 18 MB for download purpose. didnt see a difference to a text X-File ingame.

link works now thanks.

Iam still looking for lower poly models to use so I dont have to make them myself (not enough time on my hands), but it seems most sites that had babylon 5 models for modding purpose are closed down now.

found a site that has lots of Babylon 5 models for Blender ( http://www.b5-blender.com ) , but 3DS Max doesnt accept 3ds Files exported via Blender for me at least.

7 Pages1 2 3 4 5  Last