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Re: Tools for Modding
And I thank you for it http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Tools for Modding
Hmm, I dunno, guys, do you think you could have access to an IBM OS/390 mainframe? I am doing COBOL on one, so if you want, I can make programs for that platform. Heh, http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Tools for Modding
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Re: Tools for Modding
Well, for SESF at least there is SJ's slot utils for ships and shops. I wish we had more going for us, but I guess I'll have to wait. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Tools for Modding
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Re: Tools for Modding
Is anyone (SJ, hint hint) working on a universe creation/layout utility? Something like Suicide Junkie's slot mod utility where you could drag and drop systems and build the wormhole links between them graphically would be wonderful.
I was thinking about writing a program that would randomly create universe layouts based on some basic parameters. Sort of like a random map generator. It would relieve a lot of tedium. You could also do the same kind of thing to build the layout of individual star systems' geometry. Something like this functionality could always be added to the above drag and drop utility or at least work in conjunction with it. Is anyone working on mod tools like any of these for the game? I can't believe how much you can mod this game. SE4 was great but I think Aaron has taken it even further with StarFury. I love the old Elite game so I'm planning to try and create a mod with Elite style merchant trading. Looking over the files I think it's possible. Modding darn near ANYTHING appears to be possible with this game. I've aleady modeled a ship and stuck it in the Demo to play with. The only thing I don't like that much is the DirectX format for the models. Not many 3D modeling programs have good support for .X files. Right now I have to export from Blender (great free open source project modeler) and use Accutrans 3D (file converter) to get models into the .X file format. The textures are funky though. Has anyone found a good solution for this? Will MM include any kind of DirectX file converter with the full game? I hope MM is planning one releasing some specs/tips on ship sizes/layouts/modding like they did for SE4. Anyone know? -ColdSteel |
Re: Tools for Modding
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Re: Tools for Modding
Update Bump: Now that the game has shipped, let's hear from the mod utility programmers. What are you guys working on? Any updates? http://forum.shrapnelgames.com/image...s/confused.gif
As for me, I'm working on a mod. So far I've only been doing the graphics... those data files still look pretty daunting, but I'll slog through. http://forum.shrapnelgames.com/images/icons/icon9.gif If I can help with developing utilities, let me know. But all I can offer is pretty pictures. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Tools for Modding
heh Wydraz. I have the opposite problem. The text files don't look difficult- just big, and a few things that need clarification- but getting graphics into the game is eating me alive..
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Re: Tools for Modding
Well, just in case you didn't realize it, I do have a SlotModder and a StoreModder available to handle those files.
Between assignments and midterms and stuff, I haven't had much time to work on tools lately. |
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