Intellegent Design is NOT science. It is creationism. I have no problem with people believing in a higher power, just dont try to tell me it should be in a science class. It is religion!
midnightjoker
As a first version i was thinking something 'simple' to get going. Basically you would have a config file that is a text file containing all the entity entries you want to look for. e.g. DamagePerBank:FRONT Then you would select 1 or many entity files to edit. Requested entities would be shown in a list with their current value which you can change and resave. That in itself would be quite a bit of work (and testing), and i made it sound way easier than it will be BUT i think
Figured i would give a bump to see if there is any interest in extra Sins Mod tools. I have plans for an entity file editor but if this dies with no interest, that probably will as well.
No problem. hopefully its helpful, and not too buggy.
Sorry. didnt think the first post made it through. One can be killed.
EasyConvertData is basically a very simple wrapper i made for the convertdata.exe utility which was generously provided and enhanced by Ironclad Games. I built this mainly for people like myself who dont know too much about scripting stuff into batch processes. This tool can be used to automate the converting of Sins of Solar Empire Reference Data into the binary format. This uses Ironclad's second version the converter utility from the 1.04 patch which ironi
Thanks to The_Regicide for continually pointing out this old freespace thread. Its full of all the info you need. Let me know where i can help out to make this thing happen.
HTL models eh? i will have a look. thanks. I personally think the shivans should be a playable race. Eventually, so should the NTF and Hammer of Light since they can re-use Terran/Vasudan designs.
i lied. I guess Truespace can import the freespace models and from there we cna go to 3ds max! we have access to all the FS2 models and textures. This is gonna be sweeeet.
Well i have been trying but i cant find a way to get the FreeSpace models into something like 3dsmax, Truespace or XSImodtool. I can view the models and edit them but only to use them in FreeSpace 2. You can also add new models to FreeSpace 2 but you cant take them out. basically we need something to view or extract .pof or .cob files. Anyone else know of a way to get the freespace models into a nice format? It would save sooooo much time.
Sounds deep. I was going to re-use as much as possible from the current game. I hadn't even thought about doing the buildings(except a knossos portal) but its a good idea. For Shipss I figured some of the current advent and vasari cap shps looked good enough to be Vasudan ships (maybe with some new textures n weapons) and a couple others could be little shivan ships and i wanted to keep all the Tec cap ships, even if some became cruisers/frigates. But im down man, let me know where
Yeah the IP has been buried ever since Interplay folded, which is a huge bummer. Nice one on trying to figure out where it led Regicide. I think the guys from BSG (ron moore) could do some spectular things with this story. Make it a good 4-5 year show dealing with the 2 Shivan incursions. Anyway... Yeah first model so it aint perfect but it was fun, and SketchUp makes it sooooo easy. I can work on game entity files and the like and am willing to try working with models. No
Here's the link to the FreeSpace Maps I made and some info about the maps. There is more info on the maps in the file and notes on getting the races in the right starting positions, etc. You should probably read it to make sense of certain things. It was a bit much for here. I also tried a map out with a 4th player, the NTF starting with Regulus, Sirius and Polaris but they got swallowed fast. http://rapidshare.com/files/107561155/midnightJ_FreeSpaceMaps.rar.html - 1.03 comp
OK here are links to some shots of my first modelling attempt. the GTD Orion Class. Its not exact but good enough for me. Maybe i should have picked an easier one to start? Next im planning to do the Triton (cause it looks easy), the Cain/Lilith cruisers then the Lucifer. After that i may look into doing more FS2 ships but i have plenty of work ahead of me already. http://img508.imageshack.us/my.php?image=orion1st2.jpg http://img255.imageshack.us/my.php?image=orion2dl
the colossus was supposed to be 6 km long while the orion was suppoed to be 2 km. no idea what the Kol is supposed to be in length but i see the orion being pretty close to the same length (in my mind). as for the purists, i'm all for purity in a scifi series but i (personally) want freespace fleet combat and i think this is the best platform to do it on. I created a map based off the original FS2 map from volition. My trick for the shivans was put them in their own system of
I totally agree that this story was awesome. i am making my own models in the hopes of getting my own mod of freespace going. I dont know, maybe taking the original models and figuring out how to convert them would be easier but im enjoying this modelling stuff. I have no idea how to do texturing or anything else so im kinda worried about how much more work is involved after making the model. I find the textures on the originals are kinda hard to look at so if anyone is willing to redo them,
As Annatar11 said above, access to what ever decides the frig/cruiser to captial ships ratio would be sweet.
with sketchup, i am exporting as a google 4 .kvm er something like that. then rename the file to a .zip. open and extract the .dae file from the models folder. Then import that into xsi modtool. That's as far as i have gotten. Now i have to figure out the rest of the steps like weapon/engine placements, textures and lots of other 3d modelling related things im probably not aware of yet. And figure out how to use xsi modtool, great. making the model was fun though. gotta love the sketchup
I have been trying to build a game where the caps have huge stats and the frigs/cruisers are normal in the hopes that the AI would see them as being better and build way more caps (i also increased the cap ship crew available per level by lots and gave all the caps huge hitpoints and damage, reduced cap ship supply costs to 30, increased frig/cruiser supply costs by 10 - 15) = no joy. Unfortunately, the more you seem to push the ai towards all caps, the more it tends to build nothing.
I grabbed this app and it is super easy to use (ive never tried modelling before). Can you do everything you need to build ships with this app? (Minus textures) If so i guess i have to cancel the jam this weekend. thanks.
I think this was brought up in another thread but would it be possible to get access to what ever mechanism tells the AI to build X many capital shi
psa21 thank you for figuring out that problem with ships not jumping. I was getting wicked frustrated with that. My stars were definately too close. and thanks all for the interstellar phaselanes. i is gonna make a FreeSpace inspired map.
First off, game is awesome. My opnions are totally slanted from playing as the TEC the whole time against the AI. The AI needs some backbone. They need to care about their territory and not run from a battle that they could win in the long run. They should be willing to sacrifice a cap ship to gain a good asteroid(mine) and probably kill a cap ship of mine as well. On hard/agressive they finally started attacking me with fleets instead of a ship or two but they still run too easily.