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Death Clones?


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#1 Pellean

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Posted 28 October 2008 - 01:44 AM

Compared to the amazing models and animations in the rest of the mod, the destruction of starships is a little disappointing. I know that the "poof" effect has been discussed before, but I haven't heard anything about it for version 1.1; will death clones be included for all ships? Is it even on the agenda?

If it is not already a dedicated project, I would like to work on it in my spare time, but my modeling experience is minimal. If all that would be involved with this is cutting the model into 'chunks' and adding animation and particle effects, I think I could achieve something. If you think I can help,
Do EaW models take a certain program to edit, and if so, is it freeware?
Do you want the blue explosions for Imperial ships, or the more canonical flame-color?

If I'm completely off and my noobiness is that obvious, ignore the second half of this post... :wink_new:
Don't think, Fingan, you aren't properly equipped for it.

#2 Tropical Bob

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Posted 28 October 2008 - 03:34 AM

I'm not sure if its a project or not. I don't think its on the priority list as of now though, since most, if not all, of the models are borrowed from modelers that made them for other mods.

Modeling for EaW takes programs that can either model or convert model files into the .alo file type. 3ds is a popular program for this I believe, but there are more that will also fulfill this purpose.

I do believe that PR has a very nice ship death explosion effect planned or already worked into 1.1 though.

#3 Pred the Penguin

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Posted 29 October 2008 - 11:27 AM

At this point, I don't think there are any death models at all.
And it's not a priority...

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My Work:[1],[2]


#4 Pellean

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Posted 30 October 2008 - 01:37 AM

I know it isn't- I'm not asking Phoenix to devote any more time to it, just offering my meager skills to see if I can help.
Don't think, Fingan, you aren't properly equipped for it.

#5 Phoenix Rising

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Posted 30 October 2008 - 11:40 PM

I've not allotted time to create "authentic" death clones, but explosion sizes will be addressed. If something explodes, it should at least conceal the fact that it's no longer there...

To be honest with you though, if you're not already familiar with 3d modeling programs, you'll probably find yourself quickly over your head. However, you're still welcomed to attempt it. I mean, the worst thing that could happen is that you'd learn something new. I didn't know how to do half of this stuff when I started.

Edited by Phoenix Rising, 30 October 2008 - 11:42 PM.


#6 Pellean

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Posted 12 November 2008 - 01:49 AM

Does myStudio work with .alo files? The website says that it works similarly to 3Ds, but compatible formats are not mentioned anywhere.

Edited by Pellean, 13 November 2008 - 05:16 AM.

Don't think, Fingan, you aren't properly equipped for it.

#7 Phoenix Rising

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Posted 13 November 2008 - 07:49 PM

Only 3DS Max can export to ALO. Nothing can edit ALO in native format.

#8 Pellean

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Posted 23 December 2009 - 12:59 PM

Sorry to revive the dead thread, but I finally got around to getting 3DS Max 2010. After tinkering my way through the tutorials and reading a very good book by Mark Giambruno, I think that I am ready to start my first forays into StarWars. I immediately ran into the problem of file formats- is there any way that I can convert ALO models into a format that I can view or edit? If not, do you have an archive of non-ALO models that you use for previewing the final product? I need a starting point.
Don't think, Fingan, you aren't properly equipped for it.

#9 Kaleb Graff

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Posted 23 December 2009 - 03:39 PM

I think there's an ALO importer somewhere, but I'm not sure where.

#10 Phoenix Rising

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Posted 24 December 2009 - 12:49 AM

What Kaleb said, but you won't be able to export from 2010 if it's anything like 9; 8 is the newest one that works.

#11 Pellean

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Posted 24 December 2009 - 08:14 PM

Ah bugger... at least I'm still on the 30-day grace period- Is 3DS Max 8 still on the market? Where can I get it?
Don't think, Fingan, you aren't properly equipped for it.

#12 Phoenix Rising

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Posted 26 December 2009 - 05:12 AM

Haven't a clue :p. The problem is we're working with tools that were developed between 2003 and 2005 and there's no way PG is going to update them for new software. Sort of makes it necesary to have what they used when modding EaW.

#13 Pellean

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Posted 07 January 2010 - 01:30 AM

Still waiting on 3Ds Max 8. To keep myself occupied, I've begun tinkering in other parts of the mod, unlocking SpecForce for galactic mode, trying to add heroes, and whatnot. I have a few questions for you:

1. Is there a hero-relevant file besides Story_Heroes_X and NamedHeroUnits_X? I designed my own hero using Ackbar and Wedge as templates, added entries under Story_Heroes_Rebel, and placed him in Operation Shadow Hand, but to no avail. The mod loads, but crashed when I attempt to launch the campaign. I have made several adjustments but they never work. What am I missing?

2. When trying to make a custom flagship for said hero, I noticed that the HardPoints_Space file is missing at least one ship- namely, the EF76 Nebulon-B. Even using the find command on the hardpoint names listed under the stock ship has no results. As my game has working Nebulon-Bs, I am at a loss as to how this data got 'lost'.

3. Finally, I was adding some land technologies and I succeeded... mostly. The research works, the game no longer crashes on me, but the technology doesn't unlock the unit! Going through your space technologies, I never saw a tag called <required_galactic_unit> or anything else that seemed to point to the unlocked unit- Is it only determined by the order of the text? If so, what am I doing wrong?
Don't think, Fingan, you aren't properly equipped for it.

#14 Tropical Bob

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Posted 07 January 2010 - 02:58 AM

For number one, make sure you add the new file into GameObjectFiles.xml. Else, the game won't know the file in question exists. And then the campaign will crash if the game can't find a specified file.

#15 Pellean

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Posted 07 January 2010 - 01:13 PM

For number one, make sure you add the new file into GameObjectFiles.xml. Else, the game won't know the file in question exists. And then the campaign will crash if the game can't find a specified file.


Thank you; that at least explains why my campaigns never worked.

Another Newbie question for you: I'm still getting exceptions with that hero, and it says that it is saving them somewhere- How do I view the Error Log? That would be a tremendous help in ironing out kinks in the code.
Don't think, Fingan, you aren't properly equipped for it.

#16 Phoenix Rising

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Posted 07 January 2010 - 05:44 PM

The "error log" is pointless without code debugging tools (which only PG has).

What Bob said for 1.

2, HP_EF76_Nebulon-B.

3, look at the tech tree files.

#17 Pellean

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Posted 07 January 2010 - 08:52 PM

Thanks for the quick responses everyone- I appreciate it.

HP_EF76_Nebulon-B

Huh- I was sure I checked that... Sorry about the false alarm. :ninja:

I'm still getting exceptions with that hero

Oops- I forgot to tack on that little .xml on my new entries in GameObjectFiles... :) That would do it, huh?

Edited by Pellean, 07 January 2010 - 11:35 PM.

Don't think, Fingan, you aren't properly equipped for it.

#18 Tropical Bob

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Posted 08 January 2010 - 12:06 AM

For the tech tree stuff, basically, the research is considered a unit, and when you build it, it triggers a couple different scripts that lock the research and unlock the unit.

#19 Ghostrider

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Posted 08 January 2010 - 12:23 PM

For the tech tree stuff, basically, the research is considered a unit, and when you build it, it triggers a couple different scripts that lock the research and unlock the unit.



Yeah. Bob is right. It's a bit confusing though.

For example, this is the code to unlock the Acclamator in Level 1 Empire (in Tech_Tree_Empire.xml)
find the following code tags

<Event Name="Start_Tech_1">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Prereq>Tech_1_Freeze</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

then add the following lines

<Event Name="Activate_Acclamator_I-class_Assault_Ship">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>TRIGGER_EVENT</Reward_Type>
		<Reward_Param1>Unlock_Acclamator_I-class_Assault_Ship_Research</Reward_Param1>
		<Prereq>Start_Tech_1</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

	<Event Name="Lock_Acclamator_I-class_Assault_Ship_Research">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>LOCK_UNIT</Reward_Type>
		<Reward_Param1>E_Acclamator_I-class_Assault_Ship_Research</Reward_Param1>
		<Prereq>Activate_Acclamator_I-class_Assault_Ship</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

	<Event Name="Build_Acclamator_I-class_Assault_Ship_Research">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>TRIGGER_EVENT</Reward_Type>
		<Reward_Param1>Research_Acclamator_I-class_Assault_Ship</Reward_Param1>
		<Prereq>Lock_Acclamator_I-class_Assault_Ship_Research</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

And don't forget to add this bit at the end along with all the other Tech 1 units.

<Event Name="End_Tech_1">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Prereq>
			Build_Acclamator_I-class_Assault_Ship_Research,
			Build_Action_IV_Transport_Research,
			Build_Carrack-class_Light_Cruiser_Research,
			Build_CT-11_Space_Tug_Research,
			E_Build_Dreadnaught-class_Heavy_Cruiser_Research,
			Build_GAT-12g_Skipray_Blastboat_Research,
			Build_IPV-1_System_Patrol_Craft_Research,
			Build_Lambda-class_T-4_Shuttle_Research,
			Build_TIE_Starfighter_Research
		</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>


Happy coding!
Ghost

Edited by Ghostrider, 08 January 2010 - 12:24 PM.




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