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Star Trek Mod (Division of Labor?)
Several mod ideas have been brought up for discussion (B5, HH), but I'm putting money where my mouth is and actually starting one.
The idea is to do a Star Trek Mod, set in the Triangle. (FYI - the Triangle is a campaign setting from the now-defunct Star Trek RPG from FASA. It's a sector of space at the juncture of the Federation, Klingons, and Romulans. It's the cesspool of the Star Trek universe, with pirates, spies, and space scum galore.) I haven't yet found the actual FASA sourcebook, but I got permission from a guy who ran a miniatures ship combat campaign with that background to use his files. It will give me enough data to build the sector, albeit not up to "canon". Here's what I have in mind as far as the acutal mod workings go... - 127 star systems, divided among 7 nations and neutrals (I've already got the map worked out) - "Trek"-ified components (mostly done) - Many new trade items and contraband, with a more integrated trading system (everybody in 2-3 different "guilds" rather than one for every race) - "Trek"-ified weapons (fewer different types, collected together in the Trek categories) The inital release would just be the quadrant itself, with no guided campaign events or jobs - just to let the players explore, test the mod, and give feedback. Later, race-specific interrelated campaigns within the Triangle would be released (I already have a general timeline hammered out). One snag is that I am clueless as far as ship model construction is concerned, so the initial release would probably use standard Starfury ships re-grouped under the new names (Terran becomes Feds, Xiati become Romulans, etc). Of course, if anybody wants to do some Star Trek models (HINT, HINT) I'd be happy to have them. Any thoughts from the peanut gallery? [ November 07, 2003, 11:36: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
Sounds like you've really got things rolling!
I'd agree that the campaign missions should be your Last priority. You can just release the universe, and let everyone make their own stories to plug into it. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Trek Mod (Division of Labor?)
Thanks SJ. BTW, can I borrow some of your component imrovements (i.e. command component levels, etc) for this mod?
Since the guy who wrote up the campaign wanted credit for his work (understandably so), here is the link to his data files - it will give you some idea of what the Triangle is and the general layout of the area... http://www.18inchfly.net/startrek/star-clash/ |
Re: Star Trek Mod (Division of Labor?)
Ideas are here for the taking.
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Here is a brief outline of the races that will appear in the Triangle Mod (sources - the Star Clash material and SCII)...
Triangle Political Report |
Re: Star Trek Mod (Division of Labor?)
Excellent news! I just managed to get ahold of a copy of the Triangle supplement on Ebay - still in the shrinkwrap no less! (I had to lose about 4 hours sleep and phaser a snipe to do so, but hey, that's life. http://forum.shrapnelgames.com/images/icons/icon10.gif ). That means I will be able to build the thing pretty much up to "canon" (except for the ship models).
Life is good. |
Re: Star Trek Mod (Division of Labor?)
I would be happy to give you the models, but you must understand that DOGA has a high poly count and the models don't look all that good in the game.
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I'll be happy to take them, but you tell me - would you rather see a mod with somewhat befitting ST ships (even if they're a bit rough), or a mod that just renames the existing shipmodels? I myself would prefer the ST ships... |
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I'm plowing through coding in the star systems now. It should take just about as long as it took Cyrano Jones to pick up all those Tribbles... Atrocities says he has some ST ship models - hopefully when Shrapnel gets around to fixing their upload function we can take a look at them. Truth to tell, if I didn't like this Triangle campaign idea so much, and if I wasn't dying to try some of the new tricks I'm cooking up, I'd be tempted to throw in the towel. SEIV this ain't. |
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I'm Cleeve, the owner/operator/modeller of www.STARYARDS.com. I've modded many ships for the Starfleet Command series of games. I use 3dsMAX primarily. I might be willing to help out... I've got tons of high quality trek models. Is there an export plugin for 3d models for a Starfury format? |
Re: Star Trek Mod (Division of Labor?)
http://www.i3dxtra.com/kb/read.asp?GID=7&AID=7
Looks like you can just "Save As..." a .X file All you have to do then is make sure the textures work out. |
Re: Star Trek Mod (Division of Labor?)
I am heartened by the interest expressed by all you guys in seeing ST ships in this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif Just to give you guys an idea of what I'm looking for, this is my "ideal" as to how it would look...
PLAYER/NEUTRAL - the Terran DD from the base game would remain as the standard "Merchantman". It has about the right look to it IMO. Freighters would also remain the same. The Terran FG would be carried over as a neutral Gunboat/PT ship. FEDERATION - approximating the Terran capital ships. The Terran CA ought to be the "Reliant"-class, the BC a ST:TMP era "Enterprise", and the BB the "Excelsior"s. KLINGONS - FG's (Birds of Prey), and CA's (the ubiquitous and absolutely necessary D-7). Other models and ideas welcome. ROMULANS - I actually think the Sithrak models would be pretty cool as Romulan ships, but if others have other ideas... BTW, one intermediate step I have been thinking of is doing a "Beta" release just using stock Starfury models with new names and layouts. That way everyone can see how the game would work, and it would allow something to get out while any new ship models are being de-bugged. |
Re: Star Trek Mod (Division of Labor?)
Here's what I did for the Galactica model (which was originally a SFC I MOD file). Before we start, I want to say that I am NOT a 3d modeler, and it's not only possible but very likely that there are much more efficient ways to do this. It's also possible that I'm leaving a step or two out, so anyone who does this on a regular basis, please check my math and correct me where I'm wrong:
Find the MOD file for the ship you want (try a google search for SFC mesh or SFC Mod if you're looking for stuff) Download Milkshape 1.6.6 (NOT the 1.7 beta) from here. To to http://www.starfleetuniverse.com and download the SFC plugin for Milkshape. Get Lithunwrap from here: http://files.seriouszone.com/download.php?fileid=198 Import the MOD file of the ship you want into Milkshape. Edit>Select all. Rotate X -90. Face>Reverse Vertex Order. Scale (I've found that anywhere between 6 and 12 is good). Save as: Autodesk .3ds. Now, open the .3ds model in Lithunwrap, select the individual Groups, and move them around and scale them until all the Groups fit in the large gray box on your screen. Under the Materials tab, delete all but one (Starfury wants one texture map only). Model>Save>Save as Direct X (Text, uncheck Compression) in the X files directory of Starfury. Click Copy UV Map to Clipboard and then open up a new document in your trusty image editor (I use Photoshop myself) and paste the UV map there. Now, open up all the .bmp files that are associated with the model (They're the .bmp files that come with the model). Select all>copy>paste each of them onto the UV map, scaling and moving them so that they line up with the lines on the UV Map (I find that altering a layer's opacity helps). Flatten layers, resize to 256 x 256, save as a .bmp to the images directory of Starfury. Now, back at LithUnwrap, click on the materials bar you left alone, rename it to the .bmp file you just saved, click properties, under Diffuse Map, choose Map: bitmap, then Properties, Change, and load the .bmp. Click View>Material and select the material; it should show up within the gray box now. Click Preview>Show Model and make sure everything is Ok. Save as .x to the XFiles directory. That should do it. Now, it's just a matter of editing the SpaceObjects_XFiles.txt file to get your model in there. You should be able to use more or less the same proceedure to import Bridge Commander models, Homeworld models, etc, although I haven't tried this yet. Good luck! Oh, also, for ship layout files and shield layout files, you can't go wrong with a visit to http://www.shipschematics.net |
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Not sure about homeworld models. Starfleet Command models have a 3dsMAX importer available for download, so the easiest way to do the conVersion is: 1. Import SFC model into 3dsMAX using the SFC mod importer 2. use the "Deep Exploration" exporter to export into .X format |
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Many thanks for the tips. I'll be busy in RL issues until tomorrow afternoon, but I'll give these recommendations a try and see what I can come up with...
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Re: Star Trek Mod (Division of Labor?)
I have a ton of star trek models and meshes someplace. I can look for them, but I think they are on the HD of my dead p2 400. Any one want to donate $200.00 bucks to help me get it going again, I could then burn a disk and send it to you if the data is still intact.
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Re: Star Trek Mod (Division of Labor?)
What kind of damage are you talking?
If the harddrive and files are intact, can you not just yank it out and plug it into another case? |
Re: Star Trek Mod (Division of Labor?)
Good news - I got the programs Drake mentioned, and started to work on a ship - namely the Miranda class Fed cruiser (the good ship "Reliant" from Wrath of Khan).
Bad news - Drake, what did your BG model look like at this stage? Quote:
If this is "normal", I may have to contract out the ship modeling portion of the mod, as I am still lightyears behind in just coding the campaign, and doing the ships would take forever. http://forum.shrapnelgames.com/images/icons/icon9.gif [ November 02, 2003, 13:57: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
No, it's sorta supposed to look that way initially. You don't even want to know how scary the Andromeda Ascendant was when I started this endeavor; that's the reason I shelved the Andromeda mod right off the bat and went for Battlestar Galactica instead.
Ok, you should have a menu bar down the right side with the following stuff: + Groups + Materials Bones Click on the + next to Groups. Then, right click on the first group, click "Select", then Edit>Scale>Arbitrary>.5x>Close. This will scale down the selected group to half size. Now, move it somewhere out of the way, right click the group again, and click "Unselect". Repeat for the rest of the Groups. Ok, now that you've scaled down your respective Groups, the next trick is to get them all to coexist in that gray box without overlapping. Ideally, you want to make them as big as possible so you'll get the most amount of detail out of your texture. Now, delete all the stuff under materials and save it as an XFile. Now click File>UV Map>Save and name it something like miranda.bmp. This is BMP of a wireframe representation of your ship, and this is what you'll be applying your textures to in your trusty image editor. Open it along with the other BMP files in the that directory (for the Miranda, it's the FCL directory and you'll want to open FCL_1_1.bmp, FCL_1_2.bmp, FCL_1_3.bmp, and FCL_1_4.bmp. you can ignore the rest as they are all either damage maps, light maps, or lower resolution). Now scale those BMPs so they fit over the proper parts of your UV Map (miranda.bmp). Once you're convinced it looks OK, scale the UV Map to 256 x 256 and open up your Xfile in Lithunwrap again. Now, click Materials, rename it Miranda.bmp, and right click, then properties. Under Diffuse Map, select BMP, then Properties>Change>miranda.bmp. Now at the top, click Preview>Show Model. You may have to go back and forth between Lithunwrap and your image editor; I find it's easiest to keep them both open and just click reload under the same properties menu that you initially loaded the material to in the first place. With any luck, that should get you on your way. I know it seems like a lot, but once you know your way around, you can probably kick out a pretty good looking model in under an hour. And good choice with the Miranda-- that's one of my all time favorite Trek ships. Take care, Drake |
Re: Star Trek Mod (Division of Labor?)
First off... guys, there's a million models on my site, www.STARYARDS.com. You can use 'em all, just remember to CREDIT the original model author if you release a mod with one of their models.
The right way to put it in credits if you convert it to Starfury format and release it to the public is to have a readme.txt file listing: Model author: (3d model Author name) Converted to Starfury format by: (Your name) As far as conVersion, MAN! This game is EASY! It's really sad that it doesn't support illumination maps though. ALthough the starfury engine doesn't seem to have a problem with 512*512 textures, it looks like 256*256 isn't the limit. I converted my Eximius class design with the full 512*512 maps no problem: www.staryards.com/Images/SF_eximius.jpg [ November 03, 2003, 01:37: Message edited by: Cleeve ] |
Re: Star Trek Mod (Division of Labor?)
How was the framerate with the bigger texture?
And Starfury is a low-graphics 3d game, really. Which makes the FPS I get that much stranger (avg 30-40) |
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Shouldn't make any difference in the framerate as long as you have enough texture ram on your video card. |
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You do know you can just get the FPS from Starfury itself, right? http://forum.shrapnelgames.com/images/icons/icon7.gif
And good.. |
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Armed with the new info, I can tell you I get 37 DPS with the old model, and 37 FPS with the new one. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Trek Mod (Division of Labor?)
Drake - OK, thanks for the extra help. I'll give it a try and see if I can finish the Miranda.
Cleeve - Thanks for the link and permissions. If I can figure out how to get these things ported over, there should be enough models in your site to populate the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif Now, back to the datafile salt mines... 126 systems to go, 126 systems, code one down and knock it around, 125 systems to go. |
Re: Star Trek Mod (Division of Labor?)
General, make sure you test those systems as you impliment them. http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, a comment: starfury does -not- like extra spaces or lack of spaces. I cut the base/sat info out of one map file, but left the commented area. Errors until I removed the comments and the extra blank lines. Similarly, I accidently cut out the blank space between the "entrances" section and the rest of the data file. You guessed it, crash. Helps to be in windowed mode when you're doing that, too. The error window doesn't show up otherwise. EDIT: another: no blank lines allowed between comments and the next item. Also, the quadrent map doesn't have to match the actual quadrent..SF doesn't care if its completely different! [ November 03, 2003, 23:26: Message edited by: Phoenix-D ] |
Re: Star Trek Mod (Division of Labor?)
Hey, Cleeve, were you aware that the webpages for the M2000 and Orion Wanderer @ your Staryards site display only used jeans? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/shock.gif
http://www.staryards.com/Downloads/S...2000/M2000.htm http://www.staryards.com/Downloads/S...r/Wanderer.htm [ November 04, 2003, 08:48: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
Works for me but I know the problem with geocities.com sites.
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I get like 11 Gigabytes of transfer in a busy month, so I had to find the cheapest host available... |
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I had trouble getting to Cleeve's site the other night-- kept getting 404 errors. However, I reloaded the page and everything came through fine, so I'm thinking they're having routing troubles at the host level.
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Re: Star Trek Mod (Division of Labor?)
I don't know, General Woundwort. Maybe he wants to show his old laundry to you? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Trek Mod (Division of Labor?)
Well, for some reason I got through to those two pages Last night. Another unsolved mystery of the Web... http://forum.shrapnelgames.com/image...s/rolleyes.gif
I've got most of the models downloaded, and they're now my top priority, as my unregistered copy of MilkShape will 'spoil' in 4 weeks (sorry, I couldn't resist the pun). Unfortunately, the Miranda model, even with grouping, is still perversely convoluted, and will probably look pretty hokey in Starfury. A few simpler models, however, are showing more promise. The merchant ship that "Reverend Jim" blows up in the beginning of Search for Spock looks like it will shape up pretty good (providing I can get Starfury to accept its' X file). My hope is that will become the player's starting ship. |
Re: Star Trek Mod (Division of Labor?)
Alright, alright... I can see you fellowes are having trouble, so I'll convert the Miranda for you tonight.
What should I size her to? The Destroyer? The Cruiser? |
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If you can get the Miranda up and running, more power to you. The plan was... Miranda = SF Terran CA in size & firepower Enterprise = SF Terran BC Excelsior = SF Terran BB I haven't attempted the Enterprise and Exelsior yet. |
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I get like 11 Gigabytes of transfer in a busy month, so I had to find the cheapest host available... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I can get 20 GBs of bandwidth for 10 bucks a month... ever look on www.webhostingtalk.com ? |
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Here's how the Reliant (Miranda Class) looks in game:
http://www.staryards.com/Images/SF_Miranda.jpg This gorgeous model was created by Pneumonic81. I have converted her into Starfury format. Here's where to download her: (If the page doesn't load, try again in a minute! I have a horrible server...) http://www.staryards.com/Downloads/S...da/Miranda.htm Have fun! |
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http://www.gamers-forums.com/smilies/cwm/cwm/cwm14.gif How were you able to do that?!? What method are you using? |
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1. Using Deep Exploration, export a starfury ship (i.e. the terran cruiser) into MAX format 2. Take your ship model into MAX (in this case, the Miranda). Collapse it into a single mesh. 3. Merge the terran cruiser into the scene for sizing and orientation. Size and orient the Miranda appropriately. 4. Delete the terran cruiser from the scene 5. Save the MAX file 6. Convert the MAX file to .x format with Deep Exploration Tahdah! Done in 10 minutes... |
Re: Star Trek Mod (Division of Labor?)
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1. Using Deep Exploration, export a starfury ship (i.e. the terran cruiser) into MAX format 2. Take your ship model into MAX (in this case, the Miranda). Collapse it into a single mesh. 3. Merge the terran cruiser into the scene for sizing and orientation. Size and orient the Miranda appropriately. 4. Delete the terran cruiser from the scene 5. Save the MAX file 6. Convert the MAX file to .x format with Deep Exploration Tahdah! Done in 10 minutes... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think you're using a different system from the one Drake laid out here earlier. Could you post (or e-mail me) details for this procedure (and what programs you use)? Thanks for bearing with my ineptitude. [ November 06, 2003, 16:36: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
[/quote]I think you're using a different system from the one Drake laid out here earlier. Could you post (or e-mail me) details for this procedure (and what programs you use)? Thanks for bearing with my ineptitude. [/QB][/quote]
Two programs: 1. 3d Studio MAX 2. Deep Exploration The proceedure is as listed below... not sure how else to describe it. Is there something specific you need to know? |
Re: Star Trek Mod (Division of Labor?)
I like this game, and I like the concept of a Star Trek Mod - but not enough to buy $600+ worth of software just to convert shipfiles. I don't have that kind of liquid cash for a part-time hobby. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
I have to be honest and say that I just can't put in the kind of time and effort it would take to really do a mod like this right. I have to maintain myself in RL areas. And I'm beginning to see that the skill level (and required hard/software) is beyond my reach. And without more modding tools, it will take months just to code the background (starsystems, etc). I'm afraid I'll have to shelve this idea for the time being. [ November 06, 2003, 23:09: Message edited by: General Woundwort ] |
Re: Star Trek Mod (Division of Labor?)
Didn't Aaron mention a map making tool in the chat the other day?
In the meantime, just use the stock maps and get the Physics going. Exploring strange new worlds, and all that! As for models, lets put a bounty on 'em! Send models to the General, and each one that gets used in the completed mod will be entered in a draw. I'll buy a copy of SF for the randomly selected winner once the mod is done! |
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But I tell you what. I'll do what I can in my spare time. Why don't you guys list the existing ships in Starfury, and suggestions for what we should use as replacements? I'll convert them over time once we have a list we can agree on. I'd also like to take a crack at making the interface and icons more star-trekky... looks like it shouldn't be too much of a problem... |
Re: Star Trek Mod (Division of Labor?)
Well, I'm surprised to see the level of interest, and it heartens me to some extent. Let me state where I'm at, effort and RL-intrusion wise, and let's see where we can go from there.
I have the new components and weapons' textfiles written up, and the new weapons have graphics as well. I've pencil-and-papered out the map, but just started coding it in. I can always use current/new maps, but I'd really like to do a Triangle map. But with RL (night school reading and papers) intruding in, I really can't get rolling on the rest of the coding until the beginning of December. Ship graphics - well, graphics have always been my downfall (see my SEIV profile in my sig). Like I said, I don't have the hardware or the experience to really do it right. But if I'm going to be waiting to do the coding anyways, I can take Cleeve up on his offer... Quote:
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http://www.shrapnelgames.com/cgi-bin...;f=70;t=000093 |
Re: Star Trek Mod (Division of Labor?)
Is everyone on board for the "Movie era" as the era of choice?
We could do the Next Generation ships, or the original trek series ships. I'd be partial to the original series myself, not alot of games with those ships. It'd be a nice change of pace. But movie era would be a close second choice for me. [ November 10, 2003, 15:11: Message edited by: Cleeve ] |
Re: Star Trek Mod (Division of Labor?)
Even though I like the sleekness of the movie ships, there's something about the original Enterprise that still looks good even after 30+ years. I have a copy of a book that was some sort of "Starfleet" manual made in the late 70's, and had all sorts of plans for all types of ships. If someone else had that, and could make good ships, go for it. I wouldn't be surprised if some of those ship designs were used in Starfleet Battles, but I never played it that much to notice (plus, it's been about 18 years since I played).
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