Hi all, noob here, just started moddingso I'm trying to make a mod that adds more weapons to ships (so they feel more like multi-purpose star-ships like homeworld or n:tji rather than tanks or generic RTS units like starcraft or C&C)the problem I have right now is the only way I found to test these ships are to research all the way to them and build one, this, ofc, can get rather frustrating as I work higher up the tech tree (starting with light frigs, already feeling it @ long-range)is there a faster way to research/build/spawn ship/ anything of that nature that can help?thx in advance
gunny
The Developer.exe is your friend.
Also, just FYI in everything that isn't Sins Rebellion, you can only have a max of three weapons, so you won't be able to give most capitalships more weapons.
thx.
ya, the cap boats have enuff imo.... it's the frigs and cruisers that bother me..HEAVY CRUISER with 3 machine guns something needs to change
Yeah, the "Tank in Space" gets a lot of hate. I'd like it replaced with something that looks more like a warship myself, but I don't think anyone's tried to make/find a mesh that would fit the part.
Its fairly easy just to add more weapon points, but of course most ships don't have a lot of places that look like they'd contain additional weapons points. Of course if weapons being fired from no where doesn't bother you it should be too hard.
hmmhow hard would it be to just slap together some parts from other ships and call it a day?what softwares can you use to edit .mesh files?Regarding no visible hardpoints... I get by FF Cobalt: the rectangular box thing between the 2 guns looks kinda like a torp bay
Disciple: there's this big circle of the team colour on the belly of the ship that passes for a beam generatorSkirmisher: the curved sides of the hull beside the main guns make for a fair wave weapon point
Vasari ships are full of spikes that I can put weps on in general....
Here is a thread and another with lot's of helpful links to thinks on and off the forum regarding modding.
You can't really open them in a 3D view directly. You can move the points around, and can adjust the size/rotation with some user created programs, but to actually modify the model you'll probably need 3DS Max and a conversion script thats floating around somewhere. The Maelstrom mod has a lot of models that are mashups of existing models but I'm not sure exactly how he did it or how hard it was.
3DS Max and conversion script, got itmaybe giving that a shot
There are many great features available to you once you register, including:
Sign in or Create Account