First off, Hi Sins forums. Have been lurking here for a few months now. Up until fairly recently, I played EVE Online almost exclusively.Then I found Sins.Anyway, following a few months of playing, it occurred to me the tactical element of EVE combat and Empire politics fitted perfectly with the Iron engine (at least from what I’ve seen in sins and on the modding forums here)Excited, I searched for EVE-O Sins mods, however, all I could find were suggestions for doing so, or ancient threads that looked like they’d gone nowhere, nothing substantial. (Please correct me if there’s anything major I’ve missed)I’ve headed up several modding projects before (although never in sins) and have a hell of a lot of ideas, concepts and stuff going around in my head.Whilst I can’t pull anything together until at least the end of February, I’d be interested in setting up the peripherals for an EVE mod and getting some good health discussion going in the mean time. I was thinking of a TC, major changes to game mechanics, gameplay, aesthetics, etc, etc. Couple o’ thing I had in mind:
Whilst these three points are not everything I have in mind (would probably exceed a forum character limit if I went over everything) I’d love to see everyone else’s inputs on this. Importing models from Tri-Exporter and getting CCP’s permission to use models isn’t that hard if we have a conceivable plan to start with.Apologies for being the upstart sins nubbin here and suggesting this if it’s out of line/place. I’m a huge Sins/EVE fan, and would love to head up something like this.If anyone’s interested in really getting involved, shout here, or PM me, I’d love to hear from you all about this.
YES!!! THE POWER, I FEEL THE POWER!!!! *commences dancing a jig in a most haphazard way*
Gratz indeed. Getting CCP's permission was the biggest hurdle. Now that we see that they have a blanket permission policy (copyright notice, No profit, and make sure proper CCP credit is given). I also have used triexporter, and exported most of the eve ships. Here is how they look in NanoFX-GE. I use this because it is as close as they will come to how the will look in sins. Ready for import into XSI. Obviously the turret meshes need to be added. Especially to the gunboats
Everything sins needs is already in the vanilla eve models. While the team color, and normal map fix was very easy to do. I cant duplicate is the color shader used to represent the various faction ships (like how Navy ravens seem golden, and guristas seem to have a reddish hue on thier hulls)
*drools mindlessly, lost in the thoughts of leading Gallente Proteus T3 Strategic Cruisers, Thorax Cruisers, Megathron Battleships, and other awesomeness-inspiring ships (like the Amarrian Abaddon battleship&Revelation Dreadnought&Archon carrier&Aeon Supercarrier (Dominion 1.1 patch changed "motherships" to "supercarriers"))*
EDIT1: oh, I thought of a way to include the mining barges&industrial ships= in vanilla Sins, the Vasari Jarrasul Evacuator (AKA "SPACE EGG OF DHUUM!!") has the ultimate ability "Drain Planet". This ability generates resource (metal&crystal) income for the caster (i.e. the player) of the ability.
I actually used such an ability as the basis of a gas giant-planet mining system. Effectively, by using the constraint "is capturable" and having an asteroid field with a BAZILLION neutral mines, that all, if captured, bring no income, and by fitting 3 abilities that earn resources (to represent the 3 strip miners of a Covetor barge), a barge could "mine" asteroids.
EDIT2: @Stress- you think you could help me out with that triexporter doohickey thing? Does it export the mesh only or mesh+readied textures (I am 99.9999999999% certain I am incapable of doing any modeling or texturing, as my only attempt was absolutely horrible to gaze upon)?
@LCCX- I would be most interested in helping you with coding. I can code really well. I even have an idea for cynosoral (sp?) fields on the "capital" ships, like Dreads, carriers/supercarriers (see above before EDIT1), and Titans.
Awesome news. Eve was the first type of mod I wanted to do for Sins way back before we had all the modding tools. I could never get into the EVE gameplay but always thought the ships and concept were really cool.
awesome, nice to find out you're allow to use the models and use it for this game, now you just gotta figure out which ships will be in the mod and which ones won't
THANK GOD! I didn't think this would ever happen. Those ships are AWESOME Magor Stress.
@EternalRequiem- I have an (if I may say so) INGENIOUS idea for being able to impplement EVERY SINGLE SHIP TYPE in EVE. EVER.
Okay, so here's the rundown- you have your Tech 1 (basic or "tier 1" ships) frigates&cruisers built from a frig factory. This leaves open slots. The same goes for the capship factory.
Now, rather obviously, you can't have every single EVE ship for every race built from the factories. There's just too many. So instead, we have Tech 1s built from the frig&capship factories. Tech IIs&IIIs are called in by beacon, a la Vasari Phase Stabilizer "Returning Armada".
The reason for the open slots, is for "beacon ships". These ships destroy themselves by deploying a beacon that "summons"/"calls in" a T2/T3 ship for the player to use. There are multiple beacon types, for example- the "Covert Ops beacon", which allows the deployment of all covert ops frigs, recon cruisers, and black ops battleships (as there are 2 covops frigs, 2 recon cruisers, and 1 blackops BS for each race). Then, the "Strategic Cruiser" beacon, which can call in 5 differently configured T3 strategic cruisers (that is, 5 different configs of the T3 Strat Cruiser for each race).
Other beacons include- the ORE Mining Barge, Exhumer/Industrial Command/Cap Industrial, Titan/Supercarrier (SC were previously called Motherships), Dreadnought/Carrier, Industrial, Freighter/Jump Freighter, Interceptors/Assault Ships/Electronic Attack frigs, interdictors&heavy interdictors+heavy assault ships, Command Ships/Marauders, Logistic ships.
Unfortunately only the base frigs, cruisers, and battleships (and battlecruisers) will be buildable from the factories. However, each race has 5 base frigs, 3-4 base cruisers, 3 battleships, and 2 battlecruisers. Each races' destroyer can also be built from the frig menu.
I take absolutely ZERO credit for the models in those screens. The models are straight out of eve so its CCP's models.
Exporting with Triexporter is simple. Extract the mesh from your eve directory (look in dx9\ships). Save it as an X file the UV-maps will still be intact. Use Deep Exploration to re-apply the textures, and resave it. I say save it as X because that is the format XSI has the least trouble importing. You will need to extract the entire ship folder to get the textures themselves, or you can make it simple and extract everything in your eve folder.
Eve textures are set up similar to sins, but you will need to change some things. Make a backup of course in case you screw it up. The eve normal maps are a little different than what we are used to, but easy to fix. 1st copy the Alpha channel of the eve normal texture and paste it to the red channel.
Make a new texture (shipname-da texture) Copy the Blue channel of your eve ship normal texture, and paste it into your new -da textures Red channel. This is your specular map. Why its in the eve normal map i have no clue. Like i said they did things a little different.
In photoshop use Image\Adjustments\Invert on the blue channel. Play with the brightness\contrast of the blue channel until it looks like a typical normal maps blue channel. Blammo you are done with the normal map. Save it as shipname-nm.
Now open your eve ship diffuse texture (named CB1_TEX_D for example) look in the alpha channel here you will find the ships self illumination map. Copy it and paste it into your new shipname-da's Green, and Alpha channels. The only thing left is any reflection you wish to add to your blue channel. For now i would just leave it black. Save your -da texture.
The "Tex-P" texture is where you will find your team color. Its in the alpha channel. However you will need to re-size the "p" texture to the same resolution as the rest of your textures before you copy it. Once done copy, and paste into your -cl textures alpha as with any sins -cl texture.
Import your exported eve ships .X file into XSI, add your -cl, -da, -nm textures, hardpoints, and tangents as with any sins mesh.
IMO you should start with the "basics" as far as eve ships. Dont add T2, or T3 until T1 is used up, and you have an idea how the gameplay will work first. In otherwords dont bite off more than you can chew. Eve has MANY ships. Not all of them will fit into a sins faction. Plus you must remember the current sins hardcode mesh limit of 300. I would do the 4 main factions (Amarr, Gallente, Caldari, and Minmatar), but give them the basics to start until you understand what makes sins tick.
uh, Stress, only 1 problem- I haven't got a dx9\ships directory. I haven't got a dx9 directory at all.
The closest thing I can think of is that there are a bunch of .stuff files that from the names of the files cover all in-game objects. It might be that I have an install of EVE-O Dominion 1.1.
Other than that, where do I get this Triexporter utility? Also, as for textures, could you perhaps use GIMP as the basis? I have the .dds+normal map plugins for that, and do not have Photoshop.
EDIT: I found TriExporter (thank God!). Now, to start extracting stuff and prep some ships for Sins!
Its there. You need to use triexporter to view the files like windows explorer. Just remember to export the mesh in "X" format first. Then extract the folder to get the textures. The rest is kind of a no brainer.
I played with this idea for awhile, even went as far as to put 2 ships a fighter and a Starbase in. Only downside was... the Starbase was larger then the planets, lol.
Then there is always Newboergs rezise tool
this is true. At the time I wasnt really planning on making a full mod out of it, mainly just a test.
You can do like what SoA 2, and what Eviljedi did for SOGE. What we did with SoA 2 was put a size limit on supersized ships and structures. 1500 meters is more than big enough. Even if its true scale is at 5000 meters. The physical representation has nothing to do with its stats, and in EvE's case there is no way to duplicate that kind of scale in the sandbox of sins. So you improvise.
SOGE half scaled everything (except map objects). Plus they doubled the gravity well sizes (very effective method on both counts). I was considering half scale for everything in SoA 2 as well. I still am considering it.
I will be watching this very very closely. I love EvE, and I love Sins, and to combien the two will surely result in Epicness.Hoorays!
Cadalancea
I got one of the caldari battleships working in game but im having texture problems. When I imported, the mapping was slightly off. I readjusted in the mod tool but in game it is still off set. I have zero 3d modeling software experience so im sure I am just missing a step.
note: I don't mean to side track the post. To the creators of the mod, I am more than willing to help with the model conversion if you need extra hands.
looking good. Im not sure why you would be having tyhat problem. might have something to do with the tangents. Did you freeze the model after you set the textures?
This is interesting. I've been working on the Amarr race for some time now. If you want to merge, I can provide the irritable mechanical detail. I prefer it over doing model work.
If you wish to merge, the requirement will be accepting races balanced with those of Sins races. Also the fact that only very few files would need to be modified to merge the mod with others. I've been working at it in such a way as to keep it as adaptable as possible.
I did have a modeler earlier, but eventually lost touch with them.
http://i48.tinypic.com/2pttm49.jpg
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http://i50.tinypic.com/fv8x2x.jpg
http://i46.tinypic.com/53me50.jpg
http://i50.tinypic.com/1078lqx.jpg
http://i45.tinypic.com/2vwimup.jpg
http://i45.tinypic.com/95n4uv.jpg
http://i48.tinypic.com/5tudqr.jpg
I cannot stress enough that significant simplification as well as collision removal is necessary to make EVE Models work well in Sins.
Additionally, I've already put together music from EVE for myself, but it may be included as well. I've kept minimal Sins battle music, favoring EVE battle music and music from outside sources to take its place. I've taken some eve music and categorized them along with some existing music to make for interesting levels of music for all the races.
Regarding T2, it's a bad idea to add as a whole. Perhaps a special piece for the only four T3 ships, but T1 ships should essentially upgrade into the standard role of T2 ships through technology. For example, the Destroyers gain technology to produce interdiction fields. They will be nerfed, though. . . but most things will with durations cut significantly to match Sin's durations.
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Email me at Austinhs2002@yahoo.com if you want other messenger information. Please visit me on irc.stardock.com IRC server on channels #sins and #stardock, as I am there almost daily and frequently just for quick questions regarding modding.
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I consolidate all my contact on pidgin, so you should be able to contact me from any of them.
Flip the texture, normal, and data map horizontally in an image editor, or in xsi mirror the UV's, and use the move tool to center them correctly on the texture. If you have no experience in modeling you should take the time to learn the basics.
I did forget to mention that when you import into xsi the model will "mirror" on the x axis (which is also why you have the texture issue). for symetrical models that is not an issue, but most of eves models are assymetrical. So what should be on the left side will wind up on the right side. mirror the mesh in xsi before you export.
HA! nice.. i was gonna use my corporations toons as faction avatars as well (all caldari most civire)
purdyaw...... would you be willing to upload your moddification with the Amarr on say filefront....so that others might experience it?
Let your light shine down.....don't hide it.
Someone may also want to take screenshots ether in triexporter, or in eve online itself of the turret meshes. Specifically which turret meshes go to which ship.
I am not sure if there is a difference between Blaster, or Railgun turret meshes. Same with Lasers/Pulsars. Projectile/artillery etc. I hope for simplicitys sake they use the same mesh. IIRC i didnt notice any difference when i was flying Amarr in laser, or pulsar turret meshes. I only used railguns so i dont know if theres any mesh difference in rails or blasters.
What is more important is the turret locations on the models. Caldari is somewhat simple because on the texture it looks like it marks the turret locations, but amarr, gallente, and minmatar its kind of hard to tell on the model itself.
Suggestion for "rats"... Planetary defenders Guristas, and/or Angels. Pirate faction "rats" Got to be Sanchas Nation.
The UI should be pretty simple enough to "mimic" eves UI. So of you already got the icons, and portraits down. The question is what font does eve use?
Oooo. Think you'll be able to pull off Titans in-game?
I did not use any of my own characters for the factional avatars. I think it's important that we get as stereotypical as possible pictures, which I've already gathered, for the different bloodlines. For example, the female True Amarr is Jamyl herself (current emperor). The male Ni-Kunni is Doriam Kor Azor (former emperor). The Khanid look quite generic, as does the male True Amarr and the Female Ni-Kunni.
The difference between Pulse lasers and Beam lasers is that Beam lasers will have a long duration and shoot once. . . pulse lasers will have a short duration and shoot many times. Then of course the distance/power balance. Regarding weapons overall, lasers can easily be mimicked by existing textures... and so should blasters. . . Then only think we'll probably need to include, weapon-wise, is the splash effect of missiles. All I have to do is take existing colors and modify the effect properly to simulate that of a blaster/railgun. Railguns are a big longer in projectile, blasters are shorter. The obvious solution is that Blasters should take a Sins' plasma approach with different colors, and Railguns may take an extended existing texture (like a laser texture for projectiles).
It's easy doing weapon effects with what already exists. What takes time is just doing each ship and making sure it and its abilities do not cause a minidump.
I like your suggestion for pirates being included... as the only pirates in SoaSE are near TEC duplicates. We should work on that as an "expansion pack" to the mod, though.
Regarding the UI. . . I am not enthusiastic about changing the UI entirely. I am guessing only the text would change. I really do feel just changing the music and icons should be enough, though. I don't want to get into different interface entirely.
"Oooo. Think you'll be able to pull off Titans in-game?"
With the recent changes to the Doomsday device in Dominion - Easily.
What I am presently having trouble on is not causing a minidump with new fighters (drones). I can make a new squad, but when I make a new "fighter" entity file (which contains either combat or bombers), it minidumps.
I would remind the reader to review the EVE lore and to carefully consider what place and perspective an EVE mod of Sins would take. Would a player be controlling an NPC empire, NPC corporation, or a pod-pilot-only corporation? What options should a player have open to them at that level of abstraction and with the chosen perspective? Is that possible in Sins? Is it APPROPRIATE for Sins? Would it be fun to play (after the first couple of games when the simple fact that you have EVE ships in an RTS wears off)?
I will personally argue that a player should be controlling an NPC empire. This would explain why there are leveling and non-leveling ships; near-immortal pod pilots gain experience, download skills over time, and customize their vessels whereas normal mortals man the navies' droves of cookie-cutter ships by the thousands. Control at an empire level would also fit the Sins lore. Control of a pod-pilot-only corporation would expect things like heavy customization, T3 access, and no need for planetary populations; this is unlikely to be achievable within Sins, or else it will require an amount of modding that will likely never see a day of completion. Control of an NPC corporation might work, but it would be awfully restrictive of the ships available (most corporations produce no ships, and those that do usually only produce 1-4 different models).
I would also suggest that, instead of being equippable modules (something that would be hard and complicated to achieve, and time-consuming to manage in-game), the different modules and their meta-named variants be used as the research tree. The skills necessary to equip them could be used to guide the tree-ness of the researches too.
EVE Online Tech-3 and subsystems do NOT fit into the Iron Engine and SoaSE. I think you could make a very fun mod eschewing T3 though.
As to custom-fitting different modules to different ships, that too does not fit into the Iron Engine or SoaSE. I also think that would destroy any attempts at balance. EVE Online proper is very poorly balanced as things stand already, but the random factor of each individual pilot's competentness is a balancing force in itself (and the fact that no one is forced to use a particular race's ships or equipment).
I think that both story-wise and gameplay-wise, an EVE mod of Sins would be much better off selecting pre-set loadouts for ships based on their EVE standard bonuses (so a ship with a bonus to medium energy turrets will fit medium energy turrets).
I think that another important aspect to consider is time and effort for the mod. I think it would be much better suited to doing a nice mod rather than an everything mod, because the nice mod has a chance of ever being finished before this game is long gone, dead, and forgotten about. AFTER a nice mod is complete and working bug-free, then additional niceties can be worked in. As such, despite whether or not they would be enjoyable to have in-game, I would first toss out supply trains, subsystems, aesthetics beyond ship models, pirate changes, major changes to gameplay mechanics, and UI changes.
- Supply is abstracted in Sins for a reason. - Tons of customization choices are for turn-based games or tactical games with few units, not for epic real-time games with hundreds of units and nearly too much to micro-manage already. - Additional aesthetics can come later. - Alterations of pirates can be put in later. Also, it may be hard since the pirate faction texture coloring is hidden in some .blue and .red files that I have no clue how to read or extract. - Major changes to the gameplay mechanics will either be hard-impossible because of hard-coded restrictions (look at the Star Trek mod and cloaking), or incredibly hard to balance properly because they will be new. - Trying to mod in ammo, or ammo changes, seems like a bad idea. If you put it as researches, then there is no way to un-research something if it turns out it was a bad choice. - Trying to mod in harvesting ships is probably not possible, at least not acting like they do in EVE. - The Sins GUI works great and Sins players already know how to use it. IF this is ever done, it should be an optional additional component.
@ MajorStress: EVERY turret in EVE has a mesh, although a number of meshes share a common texture.
@LCCX- I did outline a method by which a mining barge/exhumer could be implemented quite well within the game, earlier in this post.
Really, it would rely on the AI building "ResourceCapturer" ships.
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