View Full Version : Freespace 2 mod for HW2
flipper
30th May 03, 11:42 AM
Hey all. From the subject you can probably guess what this is about....the Freespace 2 mod for HW rocked and all, but it didn't really seem....quite...finished. I'd like to see a FS2 mod for HW2, yet realise that if you want something done, you really are best off at least attempting to do it yourself.
I have only slight modding know-how, from games which are incredible easy to modify, such as Star Trek Armada. I am currently learning how to model using Rhino 3D, and while an uber-n00b right now, I'm getting better...slowly.
I hope that I can become skilled enough with the whole modelling process to be able to create the mod I really want, and also, I believe FS2 models can be directly taken from the game to be used in HW. I am not exactly sure what processes are involved in this conversion, other than it starts with a FS2 pof model file, first converted into a Truespace format, then from a Truespace format into a format which can be used by HW2 (hopefully).
I'm always open to advice and criticism, and would like to hear what modders/modellers have to say, and how they themselves learnt how to do what they do :).
I'm determined to find my place within the inevitable HW2 modding community and hopefully create a great mod for all to enjoy. After learning modelling some, I will of course need to learn texturing too. This will not be easy, but I will prevail damnit!
Now if you'll excuse me, I have rhino 3d modelling tutorials to track down... :ninja:
flipper
30th May 03, 6:12 PM
I've been working on the modelling part some, and decided to try to make something easy...so I went for creating a fictional Kadeshi corvette, similar to the swarmers, yet bigger. I chose Kadeshi because their sphere-like form is relatively easy to emulate :) . What I came up with isn't much, but its a big leap for me. Constructive criticism is welcomed, and indeed, needed.
http://mysite.freeserve.com/telstarin/kcorvette.jpg
http://mysite.freeserve.com/telstarin/kcorvetteb.jpg
I realise that there isn't too much detail, I did the basic hull shape (yes, I know the line down the middle isn't too good...I'll have to fix it ;)), the gun mounts (those 3 ugly shapes sticking out of front of the main hull), and the two stick things that come out the back of the swarmers surrounding the engine area...made longer for the corvette.
Anyone who has any experience in modelling, specifically within Rhino 3D, and wants to give me any tips, I'm all ears. Anyone else, feel free to comment on the shaded blob before you!:claw:
SlasherWolf
30th May 03, 6:17 PM
Rather good for a starter, I would one thing though, and that owuld be to lower the poly count a bit...
flipper
30th May 03, 6:54 PM
Heh, I don't even know what the polycount is...don't know the command in Rhino 3D to show the polycount...can anyone fill me in? :)
SlasherWolf
30th May 03, 7:14 PM
never used rhino before... it should show it somewhere
flipper
31st May 03, 8:52 PM
Well, I've been working on modelling some more, increasing my know-how and capabilities as I go, and I've got a new model to show for it, I call this one the "New Dawn" class Battle Corvette. It comes in at about 550 polygons, and I don't think its too bad for a second try, check it out.
P.S. This design is kinda custom made up by me, but also inspired by a ship from a game....except I forgot what game its from, I wonder if anyone can tell me what it was from the model? hrrrm. :)
http://mysite.freeserve.com/telstarin/dawnfront.jpg http://mysite.freeserve.com/telstarin/dawnaft.jpg
http://mysite.freeserve.com/telstarin/dawnside.jpg
Now, the yellow part is the weapons mount, the black part is the cockpit, the red parts are the engines.
The cyan cannon is a plasma bomb cannon, and the brown cannon is the standard light kinetic burst cannon/mass driver....and yeah, I know...I really need to learn texturing...
I'm also thinking about adding some more weapons to the 'wing'.
Well, whaddya think?:crazy:
Dawn Falcon
31st May 03, 10:36 PM
I win my bet on how long it'd be before someone suggested this
flipper
31st May 03, 10:56 PM
Eh?? bet?? what bet?? :Pike:
And I'm not suggesting a Freespace 2 mod....I'm planning to make one, assuming I can get to grips with modelling, texturing, and FS2 to HW2 conversion.
Its a big assumption, but I can be pretty determined when I want something done.
Liberator
1st Jun 03, 1:44 AM
Hopefully, we could recreate the Nebula and possibly the entirety of both campaigns. It's an exciting time to be a part of the HW community.
Swiftiee
3rd Jun 03, 1:23 AM
Mmmm... Nebula campaign....
[All of a sudden, a Sathanas rolls out from the mist and destroys the Psamtek]
flipper
3rd Jun 03, 8:20 AM
You mean the PsamtIk ;)
And...I am doubtful as to whether a nebula map would be possible in HW2, and if it were, would it really be any good? My thoughts are that although the nebula was cool in FS2, in HW2, a strategy game, you would lose your own ships in the nebula, and be unable to see enemy ships....unless the nebula was to be a lot more transparant than the one in FS2 was (you could hardly see the tip of your fighter in that :))
I'm gonna wait to see what HW2's engine is capable of...
Flipper, the ship looks like a Shivan Nephilim-class Bomber a bit.
I'll help if i can, can do very basic models, but only 3d app I have is gMax. Worked a bit with .shp files, and am pretty good at programming in general.
Also, keeping ships close to scale without making fighters specks and destroyers/juggernaughts/installations full screen coul pose a bit of a problem.
flipper
4th Jun 03, 7:15 AM
Yeah, it does sorta, without the Shivan spikes sticking out :) However, the Nephilm wasn't the ship I had in mind when creating that....something else...still can't remember.
Thanks for the help offer, I'll be sure to look you up when HW2 comes around and its mod potential is discovered :) Right now I'm just practicing modelling, I'm gonna try to model a Deimos class corvette from scratch, and see how accurate I can make it look.
I'm pretty sure there will be some way to convert FS2 models into HW2, so I'm just using Deimos as a practice platform. I'll be sure to post pics when I'm done. :hat:
Also, if you want to try a good 3d modelling program, Rhino 3d is pretty nifty, and comes with some good tutorials to get you started. The evaluation version gives you the full power of Rhino 3d, but only 25 saves.
Also, I don't think scale will be too much of a problem. In HW, when you zoomed out, fighters and corvettes were enlarged to make them easier to spot. I'm sure this will feature in HW2 (hopefully with an option to disable it - the battle scale looks better without it, ala Jal-18's truescale mod)
flipper, Rhino is made for NURBS, which are curved surfaces. Freezing them into polygons can consume an amazing number of polygons. As for your second ship, most of your polygons are probably in the round parts of your ship.
flipper
4th Jun 03, 2:55 PM
This is true, and I have realised this SvK. The flat surfaces on my 2nd model only used 1-3 polygons, while the cylinder cannons and the circular bridge used far more, however, it is the only 3d modelling software I have found which is relatively easy to get going with, and it has some great tutorials for doing things.
Lots of people on the internet have recommended it as a platform for creating game models also, such as this site (http://www.brainzipper.com/fs2/rhino_fs2/). I believe Beiltan is also using Rhino 3D to create his models for HW2.
Of course if you wish to recommend another 3d modelling software, be my guest. I'll try it out.
Dawn Falcon
4th Jun 03, 8:42 PM
you can work with normals and faces in Rhino. I prefer it for LOW poly modeling (read, 50-200 QUADS...Total Annihilation units. It can be hard to work with quads in some other modeling packages)
JAL-18
4th Jun 03, 9:28 PM
I've found Maya Personal Learning Edition to be really useful. You can get it off their site. (forgot the link) It is basically the full version of Maya 4.5, complete with unlimited saves, except that it puts this REALLY horrendous watermark when you use the 3d renderer, and I think it doesn't except most plug-ins. Apart from that, it's great. (and free)
Android
5th Jun 03, 2:41 PM
Personally I find Rhino great for low-poly work, however not through poly-fying NURBS, but through being able to create and place single polygons one at a time with great ease and precision. Only problem is mapping models properly for export (If anybody has any ideas for mapping rhino meshes for compatibility with for example 3D Exploration, I´m all ears :) ).
Edit: Just discovered that "brainzipper" link. Well waddya know...
Aurek akareth
6th Jun 03, 6:01 AM
fantastic cheap low poly modeler: http://www.swissquake.ch/chumbalum-soft/
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