Asteroid Modification -1 reply

  • 1
  • 2

Please wait...

Flash525

The Carbon Comrade

50 XP

14th July 2004

0 Uploads

15,103 Posts

0 Threads

#1 11 years ago

So, we all know what these things are, and I want new ones. I'm curious to know how they work, and how you'd edit / add asteroid fields. I've plans to add three types of asteroids to Zero Hour, one ice-like field, one dust-like field, and the normal one that is in the game as it is (though with better textures). In short, the ice-like field would be blue / ice asteroids, the dust-like field would be red asteroid fields, and the 'normal' as normal as it is. I'd like two sets of each type, one being an asteroid 'field' and another being small rocks (more like debris or something). Am just wanting to know what needs to be changed here, or added as it would be. I've also plans to make certain asteroids minable, but once again, I need to know how this is done.




archerscott

Make it so!

50 XP

21st February 2005

0 Uploads

145 Posts

0 Threads

#2 11 years ago

Well looking at the asteroid odf it would be 'easy' to mod. :eek: Just to check, do you want them on the map or build them??:beaming: I've just completed a MOD on building resources to add. Asteriods shouldn't be a prob. Do you want me to design something and send it? You'd be welcome to use it in Zero Hour or something. :abduct:




AdmarilRyan

I'm not crazy... Not always

50 XP

16th May 2005

0 Uploads

753 Posts

0 Threads

#3 11 years ago

For the dust one your better for with sprites than models or you'll have a 100000000 poly model for it to be realistic.

I used Yacuzzas method (I seem to do that a lot) of making asteriods which is entirely sprite based. The odfs behind asteriods are really simple and with them all you need do is copy and paste really unless you wish to change the rotation speed or something.




Datarock VIP Member

Resynchronizing with RealitySorry, You're Not a Winner

65,745 XP

18th April 2006

0 Uploads

6,117 Posts

0 Threads

#4 11 years ago

AdmarilRyan;3520683For the dust one your better for with sprites than models or you'll have a 100000000 poly model for it to be realistic.

I used Yacuzzas method (I seem to do that a lot) of making asteriods which is entirely sprite based. The odfs behind asteriods are really simple and with them all you need do is copy and paste really unless you wish to change the rotation speed or something.

If i remember correctly, Ash said to me he didn't like that idea because he said the asteriods look off. But it seems to be the best solution for it and as you said, it will keep the poly count down.




Flash525

The Carbon Comrade

50 XP

14th July 2004

0 Uploads

15,103 Posts

0 Threads

#5 11 years ago
archerscott;3520629Well looking at the asteroid odf it would be 'easy' to mod. :eek: Just to check, do you want them on the map or build them?? I've just completed a MOD on building resources to add. Asteriods shouldn't be a prob. Do you want me to design something and send it? You'd be welcome to use it in Zero Hour or something.[/quote]Please feel free to do so :) As for what I want them for. I'd want them as map objects, not buildable. [quote=AdmarilRyan;3520683]For the dust one your better for with sprites than models or you'll have a 100000000 poly model for it to be realistic. I used Yacuzzas method (I seem to do that a lot) of making asteriods which is entirely sprite based. The odfs behind asteriods are really simple and with them all you need do is copy and paste really unless you wish to change the rotation speed or something.

The only problem with those that Yacuzza (and Fleet Ops) have done, is that when zoomed in, they look terrible. That is, if it is what I am thinking of...




kel333

IWL: Klingon Defense Force

50 XP

10th June 2005

0 Uploads

728 Posts

0 Threads

#6 11 years ago

Just look in the odf\other folder for the Editmenu files and these specifically: mafield.odf, mafield2.odf, master1.odf. You can make as many copies and any changes you want, and add them to the map editor through the edit menu. I added 16 different asteroids and have 2 types of fields in mine. (All the ones included in the stock game but unimplemented, with a few borrowed textures and etc.)




Adam_Atlantian

Moogles Woot! ^_^

50 XP

26th June 2006

0 Uploads

430 Posts

0 Threads

#7 11 years ago

But i thought the astroids themselves had to have the models and the sprites to work. at least that's the way it seems in A1. I'm gonna have a look around...




AdmarilRyan

I'm not crazy... Not always

50 XP

16th May 2005

0 Uploads

753 Posts

0 Threads

#8 11 years ago
SupaStarAsh;3520704The only problem with those that Yacuzza (and Fleet Ops) have done, is that when zoomed in, they look terrible. That is, if it is what I am thinking of...

Maybe, but without making them high poly to do the asteriods in models would be pretty ugly as well. You could try mixing the two, using sprites for the clouds of dust and very small asteriods and for the larger asteriods using models and have a kinda mix in there. Can't say it'll be brilliant but it may be an ideal balence




archerscott

Make it so!

50 XP

21st February 2005

0 Uploads

145 Posts

0 Threads

#9 11 years ago

I'll send you the files I did and let me know what you think! It won't let me attach them here so I'm PM you.




Flash525

The Carbon Comrade

50 XP

14th July 2004

0 Uploads

15,103 Posts

0 Threads

#10 11 years ago

If needs be, you can e-mail me them :) - I haven't recieved no PM from you either..




  • 1
  • 2