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Tools for Modding
I thought I'd post a request for programmers (read: Suicide Junkie) to let us know what tools they are working on for us modders. I'm just itching to start wortking on my mod...
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Re: Tools for Modding
Ive found this fantastic Campaign modding tool
Its simply the best Now wot was the name of it.... ...... ...... Oh yeah I remember, its called notepad http://forum.shrapnelgames.com/images/icons/tongue.gif And theres a program called Textpad (wot I use) Sry couldnt resist |
Re: Tools for Modding
Maybe It's a pipe dream, but I'm hoping for a mapping utility. I shudder at the prospect of mapping my systems with a text editor. http://forum.shrapnelgames.com/images/icons/icon9.gif Is one included with the full game?
[ September 30, 2003, 04:41: Message edited by: Wydraz ] |
Re: Tools for Modding
Well, SE4 got a lot of modding tools made for it. Comp Sci rocks. Myself though, I really do not know the WinAPI well enough to make a windows program that would work well.
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Re: Tools for Modding
Well if there isnt any then surely someone could make one
OT - wot modding tools were there for SEIV (beside the map thing) [ September 30, 2003, 07:20: Message edited by: DeadZone ] |
Re: Tools for Modding
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http://www.shrapnelgames.com/cgi-bin...;f=50;t=000004 |
Re: Tools for Modding
Well I dont know the SEIV forum that much http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Tools for Modding
i say we start a david g campaign. and send him an email every hour until he makes some tools .
That way we have David g tools and SJ tools |
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lol
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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
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
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 |
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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. |
Re: Tools for Modding
*strats crying*
I want in http://forum.shrapnelgames.com/images/icons/icon9.gif I hate not being able to get a job missing out on all the good stuff http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Tools for Modding
Yes, so far we have SJ's wonderful Slot modding utility! Here is a link, since he must have forgotten how important it is for all of us modders to find it easily http://forum.shrapnelgames.com/images/icons/icon10.gif
http://forum.shrapnelgames.com/newup...1063160765.zip Now all we need is a galaxy editor, and a campaign data manager... and a dozen others, I'm sure would be nice. Any other programmers up to it? SJ can't do all the work! http://forum.shrapnelgames.com/images/icons/icon12.gif Phoenix-D: While I have plenty to do, I might be able to help out. What do you need? [ October 08, 2003, 20:49: Message edited by: Wydraz ] |
Re: Tools for Modding
My copy just arrived (2 days, not bad) so I'm still looking. I was trying to port my Cluk-Ruk shipset to .x format, and the texturing was..not my friend.
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Re: Tools for Modding
Phoenix-D, I'm having the same problem porting models with textures to DirectX. http://forum.shrapnelgames.com/images/icons/icon9.gif What are you using?
I'm using Blender (great *free* modeler/renderer/animation/gaming software - www.blender3d.com) to create the models but the export to DirectX via a Python plugin is shaky at best. Most of the file converters out there have spotty support for DirectX as well. They can handle the mesh faces okay sometimes but not the textures. It seems like nothing decent out there supports the .X file format except for MS developer tools. Stinks. If you've found anything better, please share. I'm frustrated. http://forum.shrapnelgames.com/images/icons/icon8.gif -ColdSteel |
Re: Tools for Modding
I've had some success making models for SF. I've just posted a little tutorial here:
http://www.shrapnelgames.com/cgi-bin...;f=70;t=000100 |
Re: Tools for Modding
I just use Lithunwrap, that ports to .x fine. Its getting the textures to look right that's hurting me. http://forum.shrapnelgames.com/images/icons/icon7.gif
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