changing ship textures -1 reply

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Viper83181

I don't spend enough time here

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9th June 2004

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#1 14 years ago

Hey all, I have one little problem. It sounds simple but I fear there may be more to it. I have Ghost's compilation mod. It's amazing and the Enterprise D has the best textures I've ever seen...ever (thanx to pneumonic81), However the regular galaxies have less than stellar ones. I was wondering if it's at all possible to use the enterprise D textures for the regular galaxies? do I just rename the ent D's and replce the galaxies' with them? do I have to use the ent D's wireframes? do I have to change the SOD or ODF at all for the galaxies? any help would be hot. Thanks!




Operative34997

error 414- user not found

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3rd June 2004

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#2 14 years ago

There's a few things to consider here. First, that Galaxy class mod is phenomenal! When you look at it in 3d mode, it looks exactly like you just tuned into Star Trek: The Next Generation on Spike TV and that was the scene that showed up. There is a catch. If you don't have a video card with godlike rendering qualities, you won't be able to build more than 3 or 4 without running into choppy graphics. When I download mods, before I install then, I view them with Storm 3D viewer. Not sure who to credit for it, but I believe I got it on this web site in the Utilities section. When I ran this Galaxy mod through, I had lost about 2/3 of my frames per second. That's a lot. In case you're wondering, I have a Radeon 9800XT 256MB. I built about ten of these galaxy classes and had some pretty rough chop. The game still played, of course, but I didn't have that smooth scrolling that I'm so fond of. Just wanted to run all of that by you before you install the mod. Now. First, make a backup of any files that you plan to change, delete or otherwise manipulate beyond original install specs. Next, rename the .SOD file for the galaxy class mod you want to use to fgalaxy.sod. Drop it in the SOD folder and tell it yes when asked if you want to overwrite(because you have a backup). Next, the hardpoints on the original galaxy class .SOD and the new galaxy .SOD don't quite match. It will work, but if you don't like the corny look of photon torpedoes shooting straight down from the saucer section, then you'll have to change some of the weapon hardpoints. Lastly, most important. You must not change the names of the textures that are for this or any mod. the .sod file looks for them by name. Just drop them in there as they are. If the names match any of the ones that are already in the RGB folder, create backups of the ones that are to be overwritten. The game button is fine like it is, and so are the wireframes. That's basically it. Thsi mod has several .tga files in the RGB folder. Make sure you get them all, otherwise your galaxy class may not be complete. Have fun.




Viper83181

I don't spend enough time here

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9th June 2004

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#3 14 years ago

Thanx! So just to recap, all I have to do is replace the sod of the regular galaxy with that of pneumonic's ent D and rename it (which, by the way, you're right, it is just like watching the show...I found out that the model was converted from the bridge commander model, so I went on the bridge commander site and there are a bunch of amazing models that are far better than any I've seen in armada 2, but I digress). so I'm assuming the sod points to the ent d wireframe and textures hence why I don't need to change any of them. That makes it much easier than I thought it'd be. Well, I'll try it out and get back on the results. One other question I have is are there any more models converted from bridge commander other than this one and the defiant one? If not is there a way to do it fairly painlessly? thanks.




Major A Payne

The 6th Day

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7th August 2002

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#4 14 years ago

Converting models from one model format to another is all fine and dandy so long as you've got a 3d modelling program and the necessary plugins to import and export. With Bridge Commander models you need the Milkshape 3d .NIF importer and the SOD exporter. You may need (in some instances) to resave the texture files as TGA if they are in another file format, and make sure they are reapplied (texture coordinates should not be effected), to the model. All I'll say is if you have limited experience with this kind of thing then good luck. It may seem daunting in the beginning but once you get used to it, its not as difficult as you're first led to believe. My only advisory statement is watch the poly counts. Whilst A1/A2 can comfortably run a game with models of 2500 polys or under there exist one or two models from both BC and SFC3 which are significantly higher. With these you'll probably be better of rebuilding from scratch or attempting to poly reduce them.




Twitch1

The Borg will rock your world!

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4th December 2003

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#5 14 years ago

Here's my 2 cents worth of crapola. 99.99% of the time when you are playing your ships are small, real small in scale. All the gee whiz detail is gone as you zoom out to fight. Who the hell is drooling over a ship zoomed in to full screen to catch the details for very long during a game? The difference in 256 and 512 TGAs isn't much relative all the action being rendered in the game either no matter what hardware you're running. Use some textures that looks pretty damned good instead stellar superb so the game will run. That's is the point- a smooth running game not showing off ships' un-needed intricate detail. Running the game in a series of stop-actions like a sequence of still images jolting about is not fun. and fun is what it is all about!