Shipset tutorial (well sort of...) |

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 ?
Thanks, I like the trial and
Thanks, I like the trial and error style to the instruction.
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...
FPs
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.

Or put a tiny cube or
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... 
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! 
Origin
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.

Re: Thanks, I like the trial and
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

Re: Origin
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.

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

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

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

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










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