Star Trek Mod

This is the place for all questions related to modding Starshatter.
Post Reply
User avatar
darkthunder
Posts: 2
Joined: Thu Oct 21, 2004 10:26 pm
Contact:

Star Trek Mod

Post by darkthunder »

Hi. I just recently became aware of this awesome game, and thought that maybe a Trek mod might be a good idea for the engine. Anyone know if its possible to do model conversions from for example Star Trek: Bridge Commander into the MAG-format that Starshatter uses?

If I can manage to get models converted into Starshatter format, I have several people willing to assist in creating a mod for the game.

Also need to know the maximum polycount that the game has, and if it has a maximum limit of "hardpoints" for weapons.
// Darkthunder
User avatar
DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Star Trek Mod

Post by DamoclesX »

anything over 4k is out of control for any space based game unless the model is very impressive and poly efficent.. something you wont really find in the mod scean, I keep my ships around 2500 these days.

I think the game caps around 14k or something

there are no limits for weapons, you make anything you can think up of

I have a missile that is two staged for long range... the final stage bursts into a cluster of 7 bombs that explode like flack bombs
Jason Blaz
Way to much to list here!
User avatar
darkthunder
Posts: 2
Joined: Thu Oct 21, 2004 10:26 pm
Contact:

RE: Star Trek Mod

Post by darkthunder »

So your saying preferrably no model should go above 4000 polys, but the game can handle up to 14000 polys for each ship? I hadnt intended on using such high poly models, I just ask this for more clarification.

In Bridge Commander, it uses TGA-files for textures and thus the glow's of the ships. Also it can use specular maps. How is Starshatter designed to handel such things? I know PCX doesnt support alpha channels as tga's does. Need to know how the game uses speculars, bumpmaps and "glow maps", besides the main texture files.

Whats the quickest way to try out a ship conversion ingame? If i have already converted one model into Starshatter format, what more needs to be done so I can quickly see how it looks ingame?
// Darkthunder
User avatar
DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Star Trek Mod

Post by DamoclesX »

Most people seem to think that "what it can handel" translates to what they should shove down the engines throat then cry when it cracks and dies.

PCX files are used for glow diffuse and spec mapping, they are assigned to the ship in magic and based on the properties of the polygon set in magic the engine will use them as directed.

Bump mapping and such may be comming later if/when milo updates the engine

Write/download a simple def file, rip one out of the b5 mod, or off the starshatter.com site and change the detail to load the ship mag, read www.starshatter.com, then goto the b5 site and follow the links to mephs modding site and read that, 99% of your questions are answered on either of those sites.
Jason Blaz
Way to much to list here!
Post Reply

Return to “Starshatter Modding Forum”