Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 202 guests online.

Online users

  • Fyron
  • crazydog
  • MisterBenn

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Space Empires V » Space Empires V FAQs

Shipset tutorial (well sort of...)

col.kurtz's picture
Submitted by col.kurtz on Thu, 2006-11-23 05:20. Space Empires V FAQs

OK it seems there is no shipset tutorial available so far. So I guess I’ll have to do it myself. Everybody’s help is more than welcome.

1/ First create a mod in order not to mess with the game’s original files.
To learn how to create a mod please read page 210 of the .pdf manual

2/ In the mod folder paste the Terran Empire folder and files.

3/ Then create a mesh with a 3D modelling software.

See herebelow example

I prepared a mesh with Wings 3D. You can download this free 3D modeller at : http://www.wings3d.com/

I exported the mesh under DirectX format (you’ll need the latest : 0.98.36 version of Wings 3D to do it).
I saved the file as : terran_frigate.x.
I pasted this file into the Terran Empire folder of the Mod.

4/ Start experimenting :

I started SE-V under quick start mode (chosing the Terran Empire). I created a Terran frigate and started the space combat simulator. The frigates were invisible. Actually they were to small to appear on the screen.

The solution is to modify the Terran_Ships_XfilesClasses file of the Terran Empire folder.

You’ll need to change the frigate’s scale. To do it change the following lines :

Starting Scale X :=
Starting Scale Y :=
Starting Scale Z :=

Change the numbers until the frigate becomes visible (you’ll have to experiment). To keep the proportions OK all numbers need to be equal.

Maybe this frigate is not facing the proper direction.
You’ll have to change the following lines :

Starting Rotate X :=
Starting Rotate Y :=
Starting Rotate Z :=

This will allow you to change the frigate’s facing along the X,Y,Z axis. Try to experiment rotating the frigate. I noticed 25 is equal to a rotation of 90 degrees. So, for example if you need to rotate the ship by 180 degrees along the Y axis you’ll have to type :

Starting Rotate Y := 50

May be the frigate is not properly centered. To center the frigate change the following lines (you can enter negative numbers) :

Starting Position Offset X :=
Starting Position Offset Y :=
Starting Position Offset Z :=

There you are :

Now I have several issues left :

I don’t know how to create/paste a texture on the mesh. I suppose the model can be linked to a .bmp file by typing :
Override Texture Filename := HUM_FRG1.BMP (HUM_FRG1.BMP being the texture file) but I’m not sure…

Another issue is the fact the (armed) frigate doesn’t fire on the enemy at all in the space combat simulator. I really don’t know why.

Could anybody help ?

‹ Evil Tricks Facility Demolition ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
ekolis's picture
Mod Designer

Wow, Wings 0.98.36 is out?!?

Submitted by ekolis on Fri, 2006-11-24 12:14.

Wow, Wings 0.98.36 is out?!? Fantastic - now I don't need to direct everyone to that plugin anymore! Laughing out loud

About your issues - to get a texture, you need to use Wings to "unwrap" the mesh (poke around in the AutoUV section of the Wings forum for how to do that), and then make the texture it generates external (right click on the texture in the object list then click Make External and give it a filename). Also, to get the frigate to shoot, I think you need to define at least one firing point - I think they are found in the Terran_Ships_XfilesClasses file you were referring to, but I'm not 100% sure.

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

» login or register to post comments

Thanks, I like the trial and

Submitted by Zaphod on Fri, 2006-11-24 12:43.

Thanks, I like the trial and error style to the instruction. Eye-wink I've got some old MilkShape3D models I was making for SEIV that I am going to try to move into SEV. Skinning though hasn't been my strong point I'm going to study the stock skins for pointers...

» login or register to post comments
col.kurtz's picture

Shipset tutorial

Submitted by col.kurtz on Mon, 2006-11-27 04:27.

Thanks your replies Smiling

OK to unwrap the mesh with Wings 3D :

Select the object (it should become entirely red) then [right click].
Chose [UV Mapping] then [Direct]

[Right click] in the AutoUV segmenting window and select [Segment by] then [Projection].
Then select [Continue] and [Unfolding]

You should get something like that :

[Right click] on the unfolded object on the right the chose [Create texture]
and then…well I don’t know but it seems there is no command to export the texture file to a readable image format (.bmp / .jpeg, etc…). Sorry I don’t see any [make external] command.

Regarding the firing points I confirm they are defined in the Terran_Ships_XfilesClasses file (see herebelow) :

Quote:
Number Of Firing Points := 6 Firing Point 1 X := 112.319191 Firing Point 1 Y := 413.506592 Firing Point 1 Z := 27.873138 Firing Point 1 Arc Start := 315 Firing Point 1 Arc End := 45

I guess the coordinates of the firing points have to accurately match the shape the mesh. So we’ll need to edit the file. The problem is how to find these values ? I suppose we can randomly assign numbers. I tried it without success.

If you want to contribute to this tutorial please do not hesitate. Your help will be more than welcome Smiling

-------------
Feel lucky earthling ?

» login or register to post comments
Mod Designer

FPs

Submitted by Phoenix-D on Mon, 2006-11-27 13:08.

The easiest way to see where the firing points are is to use the model viewer- it should have an option that shows them.

Failing that, use an Engine glow with the same coordinates. Then, in-game, you'll have a nice orb of light where the firing point is supposed to be.

» login or register to post comments
ekolis's picture
Mod Designer

Or put a tiny cube or

Submitted by ekolis on Mon, 2006-11-27 17:00.

Or put a tiny cube or something where the firing point is supposed to be right there in Wings 3D, then give the cube the "hole" material so it comes out transparent... after you take into account the scaling factor that you specify, the firing point should be right where the xfile says your cube is!

edit: Or, do it the SE4 way - give your ships a single firing point at the origin with a 360 degree firing arc! The arcs don't mean anything, anyways... Sticking out tongue

edit 2: hmm, maybe the hole material will not export - if that is the case, make your own transparent material!

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

» login or register to post comments
col.kurtz's picture

Thanks your answers folks

Submitted by col.kurtz on Tue, 2006-11-28 04:02.

Thanks your answers folks Smiling
Will try and experiment.

» login or register to post comments
Mod Designer

Origin

Submitted by Phoenix-D on Tue, 2006-11-28 13:34.

The origin trick doesn't work with SE5 because the ships are coded not to shoot through themselves. So if the firing point is INSIDE the ship, it likely won't fire.

» login or register to post comments
FLTADMDecker's picture

Re: Thanks, I like the trial and

Submitted by FLTADMDecker on Sat, 2007-09-29 14:40.

Me too. I'm learning on Anim8or myself, and I have wings but I can't seem to grasp it as easy as I did with Anim8or.

So far I'm doing OK with my designs, nothing spectacular just simple designs, trying to work with a rocket like shape and just go from there, sometimes they resemble Discovery from 2001: A Space Odyssey.

But then again I'm my own worst critic.

"Not just a job, it's a frakking Adventure!" Colonial Navy

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Origin

Submitted by Isopsyco on Tue, 2007-12-11 19:05.

Phoenix-D wrote:
The origin trick doesn't work with SE5 because the ships are coded not to shoot through themselves. So if the firing point is INSIDE the ship, it likely won't fire.

This is not true, you can set your firing points to 0,0,0 and it will fire, it just looks funny coming from the center of your ship.

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Shipset tutorial (well sort of...)

Submitted by Isopsyco on Tue, 2007-12-11 19:09.

If you wan to get the hardest part of modeling, try texturing! Its an art form and really demands you have a decent paint program (I use Paint Shop Pro 9 (and 8 since some features I didn't like the so called improvements).

You can have a pretty basic model but with a good texture you make it really good ( and keep the poly count down!)

If any one is interested I have some texture tutorials from some really famous authors (Coxxon, Aldrike), there pretty hefty in size so it would have to be email to email exchange, possibly a filefront post.

» login or register to post comments
Romulus68's picture
Mod Designer

Re: Shipset tutorial (well sort of...)

Submitted by Romulus68 on Wed, 2007-12-12 12:35.

Isopsyco wrote:
If you wan to get the hardest part of modeling, try texturing! Its an art form and really demands you have a decent paint program (I use Paint Shop Pro 9 (and 8 since some features I didn't like the so called improvements).

You can have a pretty basic model but with a good texture you make it really good ( and keep the poly count down!)

If any one is interested I have some texture tutorials from some really famous authors (Coxxon, Aldrike), there pretty hefty in size so it would have to be email to email exchange, possibly a filefront post.

Put them on Filefront and what programs do you use for evything to make shipsets?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Shipset tutorial (well sort of...)

Submitted by Isopsyco on Wed, 2007-12-12 14:21.

The program I make the model in is 3dsMax 9.0 (sweet deal from a friend- student discount, plus upgrade when graduate), I UV texture map everything in LithUnWrap, its free (use to be, I think they call it Ultimate Unwrap, anyway I'll put that on filefront also) and it is somewhat easy to use. Lithunwrap allows you to map several texture files to different model sections (or poly groups, defined how ever you build or select the polygons).

And of course Paint Shop Pro 8/9 for the texture making. I can do texture types (called materials and is way easy) in 3dsMax but I can't 'bake them on' as they call it to export to x format very well so I end up making the texture in PSP.

Give me some time and I'll get those files up on filefront with a link. I'm in the middle of scripting/debugging the AI files....

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Shipset tutorial (well sort of...)

Submitted by Isopsyco on Tue, 2007-12-18 17:21.

I'm updating my Filefront page with the promised programs and tutorials. There large files and take hours (if not days to upload - some reason download takes much less time?!?).

First two uploaded are LithUnwrap (also included is the demo for Ultimate Unwrap if you decide to upgrade - I never did, the basic really has everything you need - probably why they took it off the server). The other is the 3dsMax Bible, version 7 or 8. It has several how to's that one could look at for similarities.

The other tutorials are large and I'll upload those through out the next few weeks.

Filefront for these downloads are: http://hosted.filefront.com/IsoPsyco

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • Space Empires V 1.74
  • Governmet mod/patch/addon
  • Tweaking the planet art without going all the way to FQM
  • Shipsets, Empires, and dead AIs

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Bugs: Updated ship names, or ship types.
  • Changing The Screen Resolution?
  • Balance Mod v1.05 Available!
  • Is it possible in a mod to have ships not start with full supplies?
  • Asteroid Fields Slaughter Me
(c) Strategy First, Inc. All rights reserved.