Homeworld 2 mod

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Rampart
Posts: 3
Joined: Tue Aug 03, 2004 1:05 am

Homeworld 2 mod

Post by Rampart »

I've started some very basic work on this,importing the meshes, audio, etc. having more trouble with the textures, but probably because it's my first attempt. so far I have the hiigaran interceptor and destroyer playable in game, and yes they are highly cool :)

I do have a few questions.

is there a "orient turret model other than (0,1,0)" command? it'd be nice to mount the underbelly turrets without adding whole new weapons.

is there a variable that sets the initial speed of objects spawned by det_child? also, it seems as if the initial object is not destroyed when I use this command, but it's hard to tell. the cluster 'children' that spawn also don't seem to seek against anything but fighters and LCA's, even though the filter is set to 0x0000ffff. the same filter is used on the 'parent' so you can fire against various targets. now if I can only make it so the torpedo spawns against small ships but doesn't vs larger ones. I searched for a way to switch between ACM and ASM missiles, but didn't have any luck. I kinda fudge it now by just mounting both systems, and end up with 4 torps firing instead of just 2. I mounted the torpedo launcher with 2 'muzzles', is it better to mount two systems?

is there a way to vary engine port size without adding a second drive system? the HGN DD has 5 drive ports, 2 are larger than the other 3.

keep in mind this is my first real attempt at making a mod for starshatter. heck, first attempt at a real mod period. I'd appreciate any additional advice/tips.
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Homeworld 2 mod

Post by DamoclesX »

okay lets try this.

turrets
I use one turrent model for all of them no matter where they are places, I orient it like this

Normal

First is a top turrent, next is a bottom


// BOLT WEAPONS
weapon: {
type: "EA_VLPULSE",
design: "Bolt Weapon",
name: "VLPULSE",
abrv: "VLPULSE",

elevation: 0.0,
azimuth: 0.0,

aim_az_max: 110.0,
aim_az_min: -110.0,

aim_el_max: 80.0,
aim_el_min: -3.0,


muzzle: (0,85, 81),

loc: (0, 125, 702)

size: 96,
hull_factor: 0.9,
explosion: 6
}
//


// BOLT WEAPONS
weapon: {
type: "EA_VLPULSE",
design: "Bolt Weapon",
name: "VLPULSE",
abrv: "VLPULSE",

elevation: 180.0,
azimuth: 180.0,

aim_az_max: 110.0,
aim_az_min: -110.0,

aim_el_max: 80.0,
aim_el_min: -3.0,


muzzle: (0,85, 81),

loc: (0, 36, 702)

size: 96,
hull_factor: 0.9,
explosion: 6
}
//
Useing Degrees: true,

you set the speed for the child in the ejection I belive, I did but I cant remember exactly what parameter I will look it up

no port sizes I know of, I wish there was too.

I will try to fill in details about the ejection when I can find it
Jason Blaz
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Rampart
Posts: 3
Joined: Tue Aug 03, 2004 1:05 am

RE: Homeworld 2 mod

Post by Rampart »

well, that sorta worked. it mounted the weapon on the bottom okay, but I end up with a pair of barrels floating in space without the turret body. I also tried adding a second drive with different (larger) ports, but only one engine works at a time. the good news is it looks like the det_children are seeking okay on capships, they just go by so fast it doesn't look like they're seeking. I'd experiment more but I have work in 7.5 hours :P

oh, and milo is an evil, evil man for making this game so fun, both to play and to fiddle with :)
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Homeworld 2 mod

Post by DamoclesX »

god tell me about it, ive spent entire afternoons just tinkering with it

I love it! its like geek crack

lol
Jason Blaz
Way to much to list here!
ANUBIS
Posts: 25
Joined: Wed Jul 21, 2004 7:19 pm

RE: Homeworld 2 mod

Post by ANUBIS »

Home World 2 sounds great, I never got the real one to run correctly it would keep slowing to a crawl on me despite having the uber'est of uber systems running it.

You know, I spend more time screwing around with magic, and def files than I do playing the game. This game has seriously gotten me addicted to 3d modeling.

I was poking around for a full featured 3d program, hear alot of good things about "3ds MAX 6" .... was about to try and order a copy when my jaw dropped at the three-thousand dollar price tag. I paid less for my car.

----------------------
Those who dream by day are cognizant of many thingswhich escape those who dream by night. -Edgar Allen Poe
Abortion has killed more people than nuclear weapons.
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AncientAngel
Posts: 109
Joined: Sun Jul 25, 2004 11:11 am
Contact:

RE: Homeworld 2 mod

Post by AncientAngel »

ORIGINAL: ANUBIS

Home World 2 sounds great, I never got the real one to run correctly it would keep slowing to a crawl on me despite having the uber'est of uber systems running it.

You know, I spend more time screwing around with magic, and def files than I do playing the game. This game has seriously gotten me addicted to 3d modeling.

I was poking around for a full featured 3d program, hear alot of good things about "3ds MAX 6" .... was about to try and order a copy when my jaw dropped at the three-thousand dollar price tag. I paid less for my car.

----------------------
Those who dream by day are cognizant of many thingswhich escape those who dream by night. -Edgar Allen Poe

Welcome to the world of Modeling and Mod'ing ....

Yeah, its an addiction like a fine woman with awesome curves in all the right places [;)] After several hours of modeling and texturing mapping you finally get your ship into the game ..then it hits you the game engine renders the hell out of the ship and gives you that almost cgi feel to it ,, Hot dam, Milo does some good work ...those Len's Flares and beaty movement shots when you hit "Auto" pilot just adds to this game.

Which then wants you to make even more models. Lol! Greek Crack Huh Damo...you might be right ..on this.

If you are looking into another modeling program ..you can pick up Milkshape for $20 in which you can then convert it over to .obj format then run it through MAGIC ...but you would be better off learning MAGIC and not having to take all of those converting steps.
Phoenix-D
Posts: 23
Joined: Fri Jul 30, 2004 11:03 pm

RE: Homeworld 2 mod

Post by Phoenix-D »

If you're looking for another modeler, it might be worthwhile to look at Wings3d first. Its free, and pretty capable.
p10ppy
Posts: 37
Joined: Sat Apr 10, 2004 11:11 pm

RE: Homeworld 2 mod

Post by p10ppy »

Image

Image

Image

if u want to compare notes sing out[:'(]

im not having to much problem with the model's (its just time comsuming)

but deffing them all and doing map/beauty pics etc is gonna take an age [;)]
Rampart
Posts: 3
Joined: Tue Aug 03, 2004 1:05 am

RE: Homeworld 2 mod

Post by Rampart »

dang. [&o]

maybe we should join forces, cause I found the defs and the beauty pics to be the easiest part :)

yeah, the models are really easy to import, even the turrets. how'd you get the textures to come in so nice? granted, my attempts were basically random cause I don't know what the hell I'm doing, but those look great :)

also, and this is tough cause of the angles, it doesn't look like your ships are to scale. if you download the RDN toolkit you get a great set of excel spreadsheets that have lots of info on the ships, mass, weapons, etc. I use a formula based off the Relic NLIPS values to calculate the correct scale value for the models, based of having a hig interceptor roughly equal in size to the fighters in SS. the torps needed some tweeking, but so far everything else looks good.

Homeworld fans of the world, unite! :)
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
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RE: Homeworld 2 mod

Post by Pheagey »

Dude!!! looking nICE!!! [;)] Keep up the great work and you'll get noticed in the HW circles....

Damn dial up for the next two weeks....
blaa.
p10ppy
Posts: 37
Joined: Sat Apr 10, 2004 11:11 pm

RE: Homeworld 2 mod

Post by p10ppy »

ORIGINAL: Rampart

dang. [&o]

maybe we should join forces, cause I found the defs and the beauty pics to be the easiest part :)

yeah, the models are really easy to import, even the turrets. how'd you get the textures to come in so nice? granted, my attempts were basically random cause I don't know what the hell I'm doing, but those look great :)

also, and this is tough cause of the angles, it doesn't look like your ships are to scale. if you download the RDN toolkit you get a great set of excel spreadsheets that have lots of info on the ships, mass, weapons, etc. I use a formula based off the Relic NLIPS values to calculate the correct scale value for the models, based of having a hig interceptor roughly equal in size to the fighters in SS. the torps needed some tweeking, but so far everything else looks good.

Homeworld fans of the world, unite! :)

lol sorry i should have been clearer im only playing with the models (because they are great)
I am not doing a HW mod ive scaled things on purpose to make it more cap ship orientated
If i ever get round to having enough time to deff them all properly they will more then likely bare little resemblance to HW[;)]

Im still toying with the idea of doing a approx Traveller HG conversion (or someting similar)

As for the models i am using HODTool.exe to extract all the lods with textures
then tweaking them in Deep Exploration (combining lod_0 with the goblin_lod/fixing the misplaced textures.etc)
then in to magic as a obj for finale scaling and combining any seperate parts that SS may not handle
I,ve had no real problem with the textures as yet apart from some of them being mixed up surface to surface

hope that helps... i can be more specific if it does not[:)]
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