I am importing Hiigaran and Vaygr Ships into Sins of the Creator and need some info on
Please help a m0dder out. This is a huge project.
Testing new race model layout . I will add the thumbnail images shortly.This will be a basic template for all the race, at least until Rebellion.
SotC Hiigaran Model Line up
Click Image for Large View - Images from http://homeworld.wikia.comClick Title for Ship Information - Info from http://shipyards.relicnews.com
Corvettes & Frigates
Not on Page
I dont suppose you use dropbox or skydrive or anything you can private link me to? I think I gave that away long long ago in a galaxy far far away.
Good sir, when the karma system is working once more, I owe you a point for this. Much thanks.
You KNOW me better than that! I always credit anyone who contributes to my projects. If i missed something, all you had to do was say so. If you read the updated SoA 2 dev readme your name IS there. What I need is a "template" so i can add stuff, and possibly work on the faction specific UI's
Unfortunately, I don't use those, though I am sure something could be worked out.
I never sent big files with email but I guess we could try.
Or if you have a windows live ID I can add you a a friend to the SotC account and you should be able to open a folder I will make for you and drop stuff in their.
Working on the Pride of Hiigara model. This one is gong to be a pain to set up for Sins.
Uses about 20 separate materials and I think I have chosen the proper material for the proper areas but trying to add them to a single sheet I have to redo all the UVs, scaling and moving them to get them to line up is turning out to be a real pain in the ass.
thatll look amazing in sins
BC is aboot the size of the KOL
Down to 3 textures sets.
That looks great. Good work
It looks a lot better now that I reduced the glossiness and blacked out the specular channel but I am having an issue where the 2 main texture sheets meet on the model its giving a bad reflection.
Any way you can reposition the UV map so that it doesn't seam at that point? That section looks like it should wrap around on the texture sheet, or maybe mirror over....
NOPE. May as well make a new model.
Uses 2 1024x512 and I tried to merge the sheets but the UVs will all have to be redone. To much other work to bother with that. Already spent a day merging a dozon 128x128 materials onto 1 sheet and doing the light, team and specular channels and retexturing all those areas. Tried many hours to adjust the UVs and tangents.
That is the UV map itself. It is a seem where 2 separate textures used to meet. Sins doesnt like this even when you merge the textures onto one sheet, and weld all the points of the mesh. Sins likes the textures UV mapped in whole sections. Not broken up into a bunch of little sections on the same side. The only way to fix that is to ether 1 set the "has valid tangents" in the mesh file to FALSE. Possibly screwing up the models smoothing in sins. Or re-UV mapping the area cylindrically with a new "wrap around" texture that covers the front, and the sides. Its a pain, but better than rebuilding the mesh from scratch. I had to do that with a few models from SoA 2 because they had the same issue.
Send me the model and textures and ill see what i can do with it.
Thanks a lot Major.
I rethought about it and started a new texture sheet this morning. As of now the single texture will be 1536x1024 (1024+512=1536 should work) and holds the 2 1024x512 and about a dozen 128x128 and 128x256. Its a big beautiful ship and deserves a big texture. Did a lot of cutting, moving and painting and will start the new UVs now. If I am going to import all the X3 and EVE models I may as well learn to do it right.
I messed with the tangent options for large hoping I could smooth out where all the textures only use half an image and mirror but it looks like crap in-game so if there are any seems they will need to be redone. I am getting much better at UVing with XSI and it should be worth it in the long run.
Also the model got major optimization. For some reason they had an old crap model under the used model. Reduced almost 30% of the tris.
Well, it is not the UV. It is the imported objects.
I imported obj only. No UVs or materials and still light issue. I had to select all the separate objs that make up the main hull and merge them.
For some reason I can make a new mesh (The Right) but I cant delete the original mesh groups without deleting the new mesh. What the hell am I missing here.
Not sure. I can take a crack at it in max. You can try to weld the points, and edges on the box areas, but if it is still uv mapped the same the box will still show in sins through the tangents. I dont understand why xsi was chosen for sins. Tangents are the biggest pain in the ass, and so unforgiving.
I can post the original model but XSI does not export OBJ .
I am welding all the edges the are not on an edge and will re UV the entire model. All the light artefacts are gone now off the main hull.
I dont think it is the tangents if with no UV at all or tangent I still see that light reflection difference with the grey Texture Decal view in the left image.
The tangents help show and can adjust reflections in-game. Old sci-fi games looked cartoonish. As with the image above with no UV or tangent map, the tangent in-game will just show off that difference in reflections.
To big for Strike Craft and to small to be a Frigate. Corvette Class frigate entity?
Also not near enough Hiigaran models so I guess I will have to make up some mashups.
That is one problem with Homeworld in general, not as many ships and ship roles as Sins, which makes them difficult to add to Sins.
Well, I would recommend the following:
Interceptor and Assault Craft = Fighter
Bomber = Bomber
Gunship and Missile Corvette = Corvette
Pulsar Gunship and Laser Corvette = Heavy Corvette
Scout = Scout Frigate (for lack of a better choice)
Torpedo Frigate and Plasma Lance Fighter = Light Frigate
Ion Cannon Frigate and Heavy Missile Frigate = Long Range Frigate
Flak Frigate and Assault Frigate = Flak Frigate
Variant of Light Frigate or Long Range Frigate = Siege Frigate
Marine Frigate and Infiltrator Frigate = Colony Frigate
Cruisers, questionable at best.
Support Frigate = Light Carrier (support was largely cut after Homeworld, but the Support Frigate repaired ships and refueled Strike Craft)
Defense Field Frigate = Defensive Support Cruiser
Command Corvette = Offensive Support Cruiser
Destroyer = Heavy Cruiser
Minelayer Corvette = Minelayer Cruiser
Battlecruiser = Battleship
Carrier = Carrier
Crew Transport (Bishop Transport) = Mothership (Colony)
Progenitor Keeper = Support
Progenitor Dreadnaught = Siege
Mothership = Starbase or Titan
? = Trade Ship
Resource Collector = Refinery Ship
Shipyard = Frigate
Tanis Derelict = Capital Ship Factory
Mobile Refinery = Orbital Refinery
The Strike Craft and frigate roster should be pretty much set, its the cruiser and capital ship roster that is a problem beyond the obvious equivalents.
Thanks for the help Zeta
It has been a long time since I played this. I will list the models I have and what I was thinking
Pride of Hiigara = Movable Starbase or a 1 time build Super Capital or TitanBattlecruiser = Capitalship_BattleshipCarrier = Capitalship_Carrier
Defense Field Frigate = Frigate_Utility0Destroyer = Frigate_LightFlak Frigate = Frigate_Flack Torpedo = Frigate_Siege and/or Frigate_AntiModuleIon Cannon Frigate = Frigate_LongRangeJuggernaut = HeavyCruiserMarine Frigate Minelayer Corvette Mobile RefineryPulsar GunshipPulsar MechGun GunshipScout = ScoutShirySpy
Bishop Transport = Refinery Ship / TransportResource Collector = ModuleConstuctor
Perimeter Station Chimera = Starbase
Crew Station = Combat_ResearchStationResearch Station = NonCombat_ResearchStationShipyard = FigateFactoryTanis Derelict = CapitalShipFactoyTanis MediumIon PlatformGun Platform = Gun Platform
ProbeSensors Distortion ProbeJeeze, after compiling the list I guess we are just short on capitals but I can modify the Battlecruiser with different texture, abilities and weapons.
I have not actually imported most of there yet. It is a lot of work to get each model SoaSE ready. 12 new texture sheets (4 channels on each -cl, -da and -nm) and the tangent UVs, welding, merging and optimizing = a good 6 hr ETA for each model.
The problem with Homeworld is there are so many strike craft, when Sins only has two, and there aren't many mid range ships that can fill Sins cruiser roles.
Of course, these are Vaygr craft , but may give you ideas for your mash-ups....
If you need fairly concrete data on the vessels...
The only problem with Homeworld Shipyards is its dead.
There are many great features available to you once you register, including:
Sign in or Create Account