Farscape ships -1 reply

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mar0.1

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26th June 2009

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#1 9 years ago

Hello everything, being a big fan of SCI-FI i have for a long time looked a mod " FARSCAPE " (for those who know) I have of it regrettably to find that a beta for the game " homeworld 1 and 2 ". i've got in touch with the creators of this mod to acquire their work already made for all which concerns the texture and the 3D of vessels. And i have every ships created with ligtwave. For exemple:

http://www.foundation3d.com/plugins/p13_download_manager/images/466.jpg http://www.foundation3d.com/plugins/p13_download_manager/images/445.jpg http://www.foundation3d.com/plugins/p13_download_manager/images/446.jpg http://www.foundation3d.com/plugins/p13_download_manager/images/443.jpg http://www.foundation3d.com/plugins/p13_download_manager/images/461.jpg

i would thus have wanted to know if has to leave of works on them (vessels are create) I could manage to install(settle) them on bridge to command(order) and if yes how? Opinion(Notice,Notices) in the moddeur and in the fan of farscape or in person who wants to enlarge their sample group of vessels SCI-FI for help me. I'm a novice for created a mod




teleguy

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14th February 2009

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#2 9 years ago

First you'll have to convert the *.lwo model to *.nif format. One of the programs that can do that is Milkshape. It costs ~25€ but there's also a trial version available.

The textures have to be in tga format with an alpha channel for the glowing parts. Bridge Commander only accepts textures with an resolution that is a power of 2 like 512, 1024, 2048 etc.

If you have your nif file and your textures you create a new folder in data\models\ships and give it a unique name like for instance "Moya". Then you put your nif model inside this folder and the textures into a folder "High" inside the Moya folder.

You also need several py files to tell the game to load your model.

1. The Hardpoint. A hardpoint contains the info about the weapons, systems, speed etc. of your vessel and belongs into scripts\ships\hardpoints. You can either create a hardpoint from scratch or modify an existing one. To do this you need the Model Property Editor included in the SDK. Bridge Commander SDK, Bridge Commander Downloads, Bridge Commander

2. The Shipfile. scripts\ships It's best you modify an existing one like Sovereign.py with notepad. (The uncompiled pyfiles can be found in the sdk.) Here you replace the path to the Sovereign model "FilenameHigh": "data/Models/Ships/Sovereign/Sovereign.nif", "FilenameMed": "data/Models/Ships/Sovereign/SovereignMed.nif", "FilenameLow": "data/Models/Ships/Sovereign/SovereignLow.nif",with the path to your model the Name with "Moya" and the HardpointFile with the name of the hardpoint you created earlier (point 1.). "Species" has to remain the same!! Save the file as Moya.py.

Example: import App import Multiplayer.SpeciesToShip

def GetShipStats(): kShipStats = { "FilenameHigh": "data/Models/Ships/Moya/Moya.nif", "FilenameMed": "data/Models/Ships/Moya/Moya.nif"", "FilenameLow": "data/Models/Ships/Moya/Moya.nif"", "Name": "Moya", "HardpointFile": "Moya", "Species": Multiplayer.SpeciesToShip.SOVEREIGN,3. The Plugin For this you'll use BCUTS Bridge Commander Universal Tool, Bridge Commander Downloads, Bridge Commander Utilities BCSMC. As "Shipfile" you have to select the one you created in point 2. "Menu Group" determines in what menu your ships will appear in. You could for example write "Farscape Ships" here. To save your changes click on "Generate Plugin".




mar0.1

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#3 9 years ago

Hello teleguy thanks for your help. WHOHOOOHOOWW :p its so complicated fo rme i dont undersatnd everything hmm how i converted with milkshape i have a difficult for this. And if you have a time can you help me, if i give you one or two ship model files for you converted with me for the mod ? And thanks for your help :)




teleguy

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#4 9 years ago
hmm how i converted with milkshape i have a difficult for this.

In Milkshape File>Import>Lighwave LWO, open your model File>Export>Bridge Commander NIF, save your model.

You will probably need this: Milkshape Nif Importer/Exporter plugins, Bridge Commander Downloads, Bridge Commander Modding Tools




mar0.1

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#5 9 years ago

Thanks for your help i go work with your advice Milkshape wright me "cannot read lightwave object 6.5X!" Do you know waht is this ?




teleguy

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#6 9 years ago

The file version is too high for milkshape.




mar0.1

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#7 9 years ago

No plug in exists to remedy it




mar0.1

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#8 9 years ago

teleguy it's impossible they model are created for homeworld game its written in the description. Thus there is a means to integrate them by reducing poly.




mar0.1

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#9 9 years ago

there is 3 ship created in farscape mod for homeworld2(for HW2 its a beta mod only) : a peacekeeper vigilant, a prowler, a marauder peacekeeper and this files result from models who have 100000polys. Thus he succeeded has to put them in the game By looking I think that we are going to find.




mar0.1

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#10 9 years ago

I need help for created they ships if its possible for a personne to help me for created ships. The ships "farscape 1" are 40% created but i dont hve atime for created evry ships.