Glad to see you back, I've made some real progress on the mod and set up a nice team, we have a good work flow now.
I take it you received Chimas email... All the updates are on MODDB.
Glad to see you back, I've made some real progress on the mod and set up a nice team, we have a good work flow now.
I take it you received Chimas email... All the updates are on MODDB.
moving some improvements discussions to RelicForums so other modders/players can appreciate what is going on in Homeworld 1 Remastered.
Before anything you'll see me saying HW1R, which stands for Homeworld 1 Remastered, although not definitive nickname.
1 - I've been looking the ships in general present in HWU and found a "ship" called HEAD SHOT ASTEROID. I don't remember of it in HW1: is it a HW1 mod or a official? In this case, which mission?
Ummm... No? Let me check again.Originally Posted by jkberna
Yes, I got it.[/edit]
It's official. It's the mission that you get pulled out of hyperspace and there's a big huge asteroid flying STRAIGHT at your mothership guarded by a whole crap load of Taiidan forces? Like a couple Heavy Cruisers (iirc) and 4 to 6 Standard Destroyers and whole ARMADA composed of just fighters?Originally Posted by Chimas
Yes, i remember that mission well, it's do or die, there's not much to do but take that thing out whatever it takes... it's even worse than when you HS out in the midlle of a asteroid field.
Anyway, that model will be remastered as well, but it's far from being one of my priorities.
Well, out of context this asteroid looked more like a pebble, not that monster.
Whenever I played that mission, never realized there was an engine behind or never bothered to take a look.
I thought it would be a much smaller rock elsewhere.
Well, I have frustrated myself trying to make the Ai work, but seems there is always something wrong,
I have already finished these files:
cpuresource.lua (this one was added just to be sure)
But always I get this error:
It is referring to this line:Code:parameter: attempt to compare nil with number stack traceback: 1: main of string "" at line 535 2: function `dofilepath' [C] 3: main of string "" at line 7
and the nil number came from "s_militaryPop"Code:if (GetNumCollecting()<=9) and (numSpecial<=1500) or (s_militaryPop>8) then
I have made multiple test, like commenting it out, but then it gives other errors like this one:
referring to this line now:Code:parameter: stack traceback: 1: function `ShipDemandAdd' [C] 2: main of string "" at line 536 3: function `dofilepath' [C] 4: main of string "" at line 7
I can keep going commenting out everything but always is the same type of error,Code:ShipDemandAdd( kBattleCruiser, 0.75 )
The Ai is not recognizing the ships of the new races even if they are stated in classdef.lua and all the other files needed, or something like that.
Maybe I did something wrong.
Krnt: Please send me the files, either by PM or email, and I'll take a look at them. I doubt it actually has anything to do with that line.
jkberna: I need a compiled list of what ships you have started and/or finished, and at what stage of development they are in (i.e. model started, model finished, model is hodded, model is in-game, things like that).
I am planning on implementing that.Originally Posted by boohey
Last edited by ajlsunrise; 6th Aug 12 at 2:40 PM.
As Krnt proposed I took a look at the Taiidan Scout and have no idea yet about the bottom texture / mipmaps.
I'll try to find JK tomorrow at msn to discuss. Also I've seen the same problem in the Interceptor fins.
AJL: see if I've sent you my MSN in the PM, I'm interested in the the SP campaign scripting, no matter how difficult it is, although not a priority now in the project.
Chimas: How long have you been around computer programming languages?
Also, you sent me a gmail address in the PM.
gmail: yeah, that one, talk more later ...
I think i know what the taidan scout problem is, i'll take a look at it today.
Chimas, once you have Ajlsunrise mail add him to the shared folder please.
Ajlsunrise, my request to Chimas is is the anser to your request about mod status- acess to all our work.
Yesterday, I got much more confused about the Ai, I don't know if you will understand what I want to say, but here it goes.
I deleted "or (s_militaryPop>8) " from the line 535, it should have gave me an error about line 536 just like in my last post,
but instead, It gave me an error for line 597, so the previous lines were working correctly (like it should have been from the beginning),
About this line:Code:parameter: stack traceback: 1: function `NumSquadrons' [C] 2: main of string "" at line 597 3: function `dofilepath' [C] 4: main of string "" at line 7
Funny thing, It is the same kind of error.Code:local numShipyards = NumSquadrons( kShipYard ) + NumSquadronsQ( kShipYard )
Line 530 of cpubuild.lua: remove that line. There's an extra "end" that doesn't belong that is causing the function to end prematurely.
and then add "end" to line 624:Code:elseif (s_race == Race_Vaygr) then local numSpecial = numQueueOfClass(eCapture) local numFrigates = numQueueOfClass(eFrigate) if(numFrigates == 0 or numSpecial / numFrigates > 0.4) then ShipDemandAddByClass( eCapture, -10 ) else if (s_militaryPop < 5) then ShipDemandAddByClass( eCapture, -4 ) elseif (s_militaryPop < 10) then ShipDemandAddByClass( eCapture, -2 ) elseif (s_militaryPop < 15) then ShipDemandAddByClass( eCapture, -1 ) elseif (s_militaryPop > 30) then ShipDemandAddByClass( eCapture, 1 ) end end
Also, it seems several different definitions are being used to call for the same ship. From classdef.lua: TDN_IONCANNONFRIGATE. From cpureasearh.lua: TAI_IONCANNONFRIGATE.Code:local numShipyards = NumSquadrons( kShipYard ) + NumSquadronsQ( kShipYard ) if (s_race == Race_Taiidan ) then if (numShipyards < 2 and UnderAttackThreat() < -75) then local bcDemand = ShipDemandGet( kBattleCruiser ) if (bcDemand >= 0.5) then ShipDemandAdd( kShipYard, bcDemand ) end end if (numQueueOfClass(eFighter) < 5 or s_militaryStrength < 7) then ShipDemandAdd( kScout, -1.5 ) end else if (numShipyards == 0 and UnderAttackThreat() < -75) then local bcDemand = ShipDemandGet( kBattleCruiser ) if (bcDemand >= 0.5) then ShipDemandAdd( kShipYard, bcDemand-0.5 ) end end if (s_militaryStrength > 25*sg_moreEnemies) then ShipDemandAddByClass( ePlatform, -2 ) end end end function CalculateMilitaryValueGoal( militaryTable, percentOfEnemy )
Thanks AJL, I would have never been able to found those errors myself, also I notice some other errors I had.
Now the only one that remains is this one:
for that one I have no clue,Code:parameter: stack traceback: 1: function `NumSubSystems' [C] 2: function `CacheCurrentState' at line 115 [string ""] 3: function `doai' at line 177 [string ""]
line 115 of default.lua is this:
Since I don't know where "NumSubSystems" value come from, I'm pretty lost.Code:s_numFiSystems = NumSubSystems(FIGHTERPRODUCTION) + NumSubSystemsQ(FIGHTERPRODUCTION)
Also did you get access to the shared datajk folder?
NumSubSystems is a built-in function that counts the number of built subs. NumSubSystemsQ is similar, it just count the number of Queued subs.
So I'm not sure why it's throwing an error about that.
No I have not got access to it.
Krnt i really wish i could help you with that, but i'm null at that stuff...
Scout problem solved, the dds was valid, but not for HW2, the dds need to be 1X1 or 1X2 in size. The bad dds was 1X4.
To solve the problem all i did was resize the dds from 1024x128 to 1024x256. It has happened before but the texture appeared all white, not all black...
I updated the shared folder with the fixed hod, i recommend that whenever one of you guys finishes something (and testes it ingame to be 100% sure it's working) put it in the shared folder, and put a note on the changelog i've created on the wip folder.
AJL, Chims created the folder and is the administrator of the account, he will send you clearance for it as soon as he can.
Chimas i took a look at your Xls, got scared and closed it fast... i'm sure it's great and will be very usefull, just not to me...
I need to keep remastering stuff.
Last edited by jkberna; 7th Aug 12 at 1:23 PM.
I will look into the Ai problem later, (seems to be that it is trying to count the subs, that the new races don't use, so they don't exist)
Is good to know that the scout is working good.
I have a taiidan scout using texture 32x128 and 64x256 working perfectly, I have seen your threads about that before, but always bugged me that it could happen to me just by modifying a texture.
Same here with Chimas' Xls, also I'm more of a notepad warrior, also will look into that later.
Right now i have some problems with the Red Ion cannon texture, is something about the alpha channel that is making the beam look striped.
EDIT: LOL, Solved the Red Ion beam problem, I just needed to remove the alpha channels.
Now only need to recolor all the other related effects.
I recently noticed the odd black squares between the guns and between the wings and checked in HW1 that they have ever been like that, can we do something about it?
Also the engine texture looks misplaced.
Last edited by Krnt; 7th Aug 12 at 1:49 PM.
Black squares, i'll look into it...
Chimas if you want more work i put the defender on the wip folder for you to do the team colors. The loading screens also need to be fixed.
JK, I've also noted something similar of the Scout problem in the fins (barbatanas/quilhas) of the TDN Interceptor, they're getting white, depending of the light.
I'm going home, then I'll see all changes.
Scout is great!
Forgot to ask: The "glow" DDS files of the scout has 1 mipmap and only one of them has 11. Does it matter or not?
In general, regarding ship textures, should all glow files have mipmaps or no one?
Last edited by Chimas; 7th Aug 12 at 3:31 PM.
So its time for some updates from this side, maybe by some pic-spamming:
This was the first version of the Red Ion beam, made by me.
Some pretty effect for the plasma bomb launcher using a Dread bomb projectile,
I have a second version of it, but it will wait for discussions for it to be used.
Some Dread bombs, and the new charging effect for the Red Ion beam and the second version of the red ion beam using beam texture made by ajlsunrise,
Also I have fixed the navlights for the Kushan Ion Frigate.
Second version of the red Ion Beam in more detail, beam animations and charging effects are still the old ones I made, and the red beam hit effect still WIP.
I've tested now, it's an amazing effect.
Can't wait to see that in TDN Attack Bomber.
looks great keep up the good worke !!
Chimas, i've finished the engine textures and added the thruster shader to the salvage vette, all you need to do now is add the team color to the main vette texture. The "grabbers" need glowmap and all team colors. Because our reference hod don't have them, you will need to search for a good pic of were the salvage vette uses it's team colors, if you have hw1 installed even better, i can't get it to work on my Win7x64 .
would the exact team colors from hwu help? If so just have him take a look at the texture files from HWU as far as team color locations go etc jk.
@JK: Well, without a referrence, I went on hunting light gray elements, take a look in the folder. I've enjoyed it, but I'll wait your feedback.
@Levi: the model from HWU we got here doesn't have base/stripe/alpha. If you can post a link for a salv+corv hod, that would be kind.
@Krnt: Whenever you think of an effect I'll think about teams, so we gotta research in this direction, even if we decide not to use it.
@Levi, Chimas is rigth your salvette did'nt had team colors, but anyway, it's finished and looking great Now we just need to make use full ingame.
@Chimas, i think i know what you mean about low res textures, that probably happens with the team colors right?? If yes it's because i used the alpha, and glow maps from HWU (saved me a hell of a lot of time, thanks Levi), and i think most were resized but don't make use if that extra resolution, vertical and horizontal lines are fine but the diagonals should be reselected properly.
@krnt, i haven't had tine to check you new effects, (i either work the mod or play it, don't have time for both)but i'm sure they are looking great
What about the collection effect, do you think you are done with or do you need a mesh for the kushan beam?? The same goes for the salvette.
you can get the original team colors from the hw1 game itself by extracting the texture files.
Apparently is not related to colors, stripes and diagonals.
There are ZIPPERS appearing where the BASE texture is MIRRORED to the other side.
I think it's just adding another pixel line in the mainpage's alpha, generally speaking. I'll put a SS.
z1 to z3
it's just how the texture were drawn, easy to solve but it's not a problem.
z4 is the problem.
I think I will not need the mesh, I already got one from within HW2, maybe just a texture animation will be needed, but first need to do some tests.
I forgot to take screenshots of the new effects, but Chimas took one and uploaded it to modDB:
@Chimas i thought you meat something else, that's a mapping detail, doesn't bother me at all, i will fix it but it's low on my list. That's one strict quality control you have there .
@Krnt, next is the standard frigate, its almost complete. if you want you can start, working on it's effects.
Last edited by jkberna; 19th Aug 12 at 2:54 PM.
I already applied the plasma effects for it and I thought that the original HW2 medium cannons effect were enough, I will check them though.
But I found much more important problems with the frigates, scars are not visible when the ships take damage (know the cause, its hod related),
also damage markers should be repositioned, and there are a lot of ships like that, I will work on it.
I wasn't aware of that scar problem, I'll have to look into how scars are defined on the ship(probably a damage marker). That and badges will be top priority once i finish the assault frig.
The scar problem in the Kushan Ion frigate seems to have solved, I scaled the CM mesh by 1.02 in CFHoded, for it to cover most of the ship hull, and recalculate all the CM and BSRM values.
It seemed to help so I will do the same to the Taiidan Ion Frigate looking for an improvement, I will report the results later.
Results: I will do the same with all the ships, because it clearly works, and I don't see any harm by doing it.
Last edited by Krnt; 20th Aug 12 at 8:58 AM.
May I ask, whay exactly need improvement in Taiidan Ion Frigate?
One lord we serve, forever may he reign.
Co-developer of Homeworld:@
@ DSentinel, it seams the scars aren't showing properly on it as well. On my frigate it makes sense because it uses the old HWU hod and colision mesh, my model is probably a bit larger so the scars appear hidden on the inside. Maybe the it's the same with your frigate.
The thing is that the collisionmesh should be a little bit bigger than the LOD1 mesh, and on your frigates it was the same size, in CFhodEd when activated the CM mesh it should envelope completely the LOD1 root mesh, so I scaled them 1.02, now it covers most of the ship (with some exceptions) and it seemed to help a lot to the battle scars, as you saw in above post.
I couldn't sync them yet because a thunderstorm, but I will tonight or tomorrow.
The Taiidan Assault frigate needs the same treatment, also I will check the damage events and markers, sorry Dark but there is always room for improvement.
Last edited by Krnt; 20th Aug 12 at 1:40 PM.
krnt, probably "improvement" is not the right word.
There's nothing wrong with the frigate, nor its nature must be changed.
It's an adaptation needed to our mod and that happens eventually.
That looks like improvement, yes. CMs and markers and stuff are still a thing I don't know very well.
@JK -- I got a badge in a corvette here. Way to go. Excelent, I want to learn it later.
My next issue related to badge is if it's possible to scale down the badge for smaller ships?
Or if it's just an impression got watching it only inside CFHod. I'll test it later ingame.
I think it's the latter.
I made some more test with the Taiidan Ion Frigate scars, and Chimas seems to be right, seems to be something about my perception, because I reverted the changes and it worked just as good, not sure why though,
I will keep a copy of the changes just in case, still not sure how these scars work, but i will keep researching.
The scars are probably random damage textures applied to the CMesh, that's why it needs to big a bit bigger, no idea why with the changes reverted it still works.
@Chimas the badge is just a mesh with a badge material applied(it works much like the scars we've been talking about), think of it like a "post it" square stuck to the hull of the ship, it can be applied to the mesh itself or like I'm doing- slightly above the hull. But you will need to learn some modeling and mapping first to understand it right.
If you check out the updated corvette you will see i added a new mesh, that's the badge.
Thanks for the explanation JK, I will experiment with the badges too.
Love the Wallpapers but a little bit of blur could have helped them.
I am hard at work scripting the campaign.
I decided to do each mission in two (technically four) stages:
The first, which I had already done a while ago, was to convert the hw1 kas files (the campaign script files) to the C language.
Second, run through each line of generated C code and convert it to lua.
Third, make a database file for all of the c/kas function calls so that those function calls actually do what they are supposed to do in HW2.
Fourth, convert all of that work to the standard HW2 campaign and mission events and scripts.
The first stage has already been done.
The third stage will be mostly complete after the first mission is completed, but I imagine there will still be some functions in later missions I'll have to add in.
The second stage is probably the one that requires the most work. Running through each line of code is tedious, yes, but it will help organize things a bit before jumping straight into stage 4.
Anyone need more details? I'll be happy to provide them if needed.
Details? Yes, when can we play test it ????
But seriously, is there anything we can do help you? it would be great if we had 1 or 2 mission for the first release, just like the original demo, witch ends in that incredible cliffhanger of the turanic coming to attack cutscene. I think it was the best demo i ever played...(witch makes sense because HW1 was the best game i ever played)
I've seen somewhere and lost the track of it: a single player campaign menu.
After the opening screen you have the main menu with the options: single player, PlayerxCPU, Multiplayer, etc.
If you choose SP, it would open another menu with the lists of the campaigns you have (say like ASCENSION, POST-MORTEM, ETC.) and then only the list of missions inside that campaign you've chosen.
I know we are going to have only one campaign, but we could put this menu anyway with disabled options.
I'll try to find it again.
@Chimas, it would be nice to know. Do you have any in knowledge in scripting? If you have maybe you could give Ajl a hand.
@krnt, "Here is someone interested in helping in the mod from the facebook Homeworld 3 community:
"Mark Hultberg: do you guys need any 3d modelers?
Friday at 5:48pm
Mark Hultberg: also i can make normal maps" "
There are lots of modelers out there, and good ones, the problem is texturing after they do their part,that's the hard part, no thanks i prefer to do it all myself, and i also have Nullentity to give me a hand from time to time. But normal maps could be usefull if he knows how to implement them in the hods and in the game. Ask him here to tanis, so we can talk about it.
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