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  #1  
Old November 4th, 2006, 05:22 AM

shinigami shinigami is offline
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Default Shipset designing, Tips, Tricks, and Issues

Hi folks!

Since there wasn't a thread just for this subject I decided to make one.
I'd like to see this thread be someplace where a shipset designer can go for info or to share their experiences when making shipsets. Hopefully we can pack it with some good info and discussion.

There are 103 individual files in each major empire's folder, that includes AI stuff and all the stock vehicles.

That number can be a bit daunting at first but if you approach it one ship at a time it's not so bad. I'm only going to cover the ships themselves and let someone more knowledgeable take a stab at the other stuff.

What you need:

A 3d modeler.
A model converter that can import and export a file format that your modeler can use, and can import and export directx models. If your modeler can do .x files (import and export) natively great, you can eliminate one entire step in the process.
An image editor that can handle .bmp's and .jpg's.
A way to skin your model. Some 3d apps can unwrap a model and export the map to an image editor, if your's doesn't you'll need a separate program to do this.

I'm not going to tell you which programs you should use as it can be a matter of preference or taste. Google is your friend!

You'll note that I want you to be able to get an .x file into your modeler. The reason for this is two-fold; one, I've seen two different converters lay the same model out along two different axis, if you import a stock model you can see right away how your software will do it and it will save you from having to go back and rotate your model.
Two, by importing a stock model you can get a feel for how detailed you can get with your model, use some stock models to see how many polies (or tri's if you can, directx uses them exclusively) they use. I can already tell you, not many. If your model is too detailed (high poly) then it will slow the game down.

Skipping ahead...
Now that you have your model done and skinned (quick note on textures- the stock game uses 256x256 pixel bitmaps for textures, you don't have to, you can use a 512x512 jpeg if you wish which has a smaller filesize and no noticeable quality loss, you may be able to go even larger but I haven't checked) what's next? Save it in your modeler's native format so you can go back to it if you have to (you've probably been doing this all along) and convert a copy of it over to an .x file for testing. Make a test mod with this structure "Test Mod\Empires\Abbidon" (you can use any empire you want from the stock game) and put your .x file and texture file into the folder. Rename the .x file to abbidon_frigate. Run a quickstart game, design a frigate and use the simulator to see how it looks!

When you know your .x file is good then you can go back to your modeler to render some pics.
You need the following for each ship you make:

a 500x704 jpg top-down (with the front of the ship at the top of the pic) for the inventory screen - should be grayscale

a 42x42 bmp top-down (front at top) for the Empire_Shipset.bmp file

a 512x512 jpg (3/4 front view) this is your Empire_LargePortrait_Ship.jpg

a 128x128 bmp (3/4 front view) this is your Empire_Portrait_Ship.bmp

a 64x64 bmp (3/4 front view) for the Empire_Vehicle_Main_Texture.bmp file

Once you've got all those you can move on to the next ship. (There is another file, Empire_Unit_Combat_Texture.bmp, but I've not had occasion to use it yet. So if anyone else can fill in the blank..... )

Whole set done? Wow! You're quick!
In order to make the _Shipset.bmp and _Vehicle_Main_Texture.bmp files it may be easiest to just make copies of an existing empire and paste your 42x42's and 64x64's into the correct places.


Now for an issue I've run into.
I decided that I wanted to add escorts back into the game. I made my ship and all my pics but ran into a snag when I came to the _Vehicle_Main_Texture and _Shipset files, how could I add an entirely new ship to these files?
The Main_Texture file seemed to put all the vehicles into alpha-order but there wasn't room for a new ship. What I had to do was extend the picture an additional 64 pixels downward, then cut and paste the small pics until I had opened the right spot for my escort. Cool, that one was easy.
I took a similar approach to the _Shipset file, except that I didn't have to add another row and this file appeared to put the ships in order by their size. So I did the cut and paste thing to make a hole at the beginning of the pic and inserted my escort in. From there I just had to change some text files, _Ships_XFileClasses.txt (in the empire's folder) and the VehicleSizes.txt (in the Data folder.) For both files I just copied the stats for the frigate, pasted the copy above it, and edited the copy to turn it into an escort.

That's when I ran into this line in VehicleSizes.txt: "Vehicle TopDown Picture Index "
Since I had inserted my 42x42 pic into the beginning of the _Shipset.bmp I had to change this line for every single vehicle entry in the file.

And that is the real problem.
By having "Vehicle TopDown Picture Index" in the VehicleSizes.txt file shipsets that add more ships and units are going to be locked to the mod they were written for (well, if you want the pictures to match, that is.) What I would like to see is remove that line from the VehicleSizes file and put it into each individual empire's _Ships_XFilesClasses file. Unfortunately, this would require patching the game.

Can anybody else come up with a better solution?
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  #2  
Old November 3rd, 2006, 05:50 PM
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Default Re: Shipset designing, Tips, Tricks, and Issues

Quote:
That's when I ran into this line in VehicleSizes.txt: "Vehicle TopDown Picture Index "
Since I had inserted my 42x42 pic into the beginning of the _Shipset.bmp I had to change this line for every single vehicle entry in the file.
Never add stuff to the beginning...
Add it to the end.

The fact that the vehiclesizes.txt will use an index of 20 for the escort, and 1 for the frigate makes absolutely no difference, and saves you a ton of hassle.

The soon-to-come neostandard should provide an ordered location for each of the new reccommended images in addition to names.
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Old November 3rd, 2006, 06:04 PM

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Default Re: Shipset designing, Tips, Tricks, and Issues

Quote:
Suicide Junkie said:
The soon-to-come neostandard should provide an ordered location for each of the new reccommended images in addition to names.
Which will be great, provided everybody follows it.
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Old November 3rd, 2006, 10:17 PM
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Default Re: Shipset designing, Tips, Tricks, and Issues

Well, if they want their extra images and models to actually get used, shipsetters will...
And if they want to have any chance of getting decent looking models to show up for their new vehicle sizes, modders will too.
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Old November 4th, 2006, 12:50 AM
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Default Re: Shipset designing, Tips, Tricks, and Issues

SJ you can sticky the thread if you want. It might be one worth keeping a lock on.
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Old November 13th, 2006, 05:47 PM

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Default Re: Shipset designing, Tips, Tricks, and Issues


I'm currently unable to play the game much due to the bugs. However, I do know enough about 3d modelling and skinning that I thought I might try to create some new ship models, just for s&g's.

Any guidelines on maximum poly counts on models?
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Old December 1st, 2006, 12:00 AM
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Default Re: Shipset designing, Tips, Tricks, and Issues

Basically this is another way to look at the info already posted by Shinigami...This was posted over at spaceempires.net forum...

If you wanted to know how to create a shipset using the current number of ships, I have that below. If you wanted to add new ship models / types to the existing shipsets, someone else will have to fill you in.

There are actually 2 items to do (possibly); copy/rename an existing empire and replace a ship or unit into the empire. I wrote a step-by-step for each; I know it may be a bit tedious, but I figured it was better than skipping something.

Fyron may have already put something together, but I never checked . Personally, I try to test between steps to ensure I didn't screw things up.

Copying an empire:
1. open the empire folder (for stock it is directly in the "spaceempires\SE5" folder), copy and rename a folder
2. rename all files in the folder to start with the new empire name (a mass-file changer like CKRename is useful here)
3. Open each .txt file and "find/replace all" for the old empire name into the new empire name
4. Replace 3 race pictures and flags as wanted.

Replacing a ship in an empire (not a unit, currently)
1. Create a ship that can be exported to .x
2. Export to .x
3. Delete the file you will replace, and (optional) the texture for that ship
4. Copy the new ship .x file and (optional) its texture to the empire folder
5. Rename the .x file to the name of the file you deleted
6. Open the .x file and "find" for the extension of your texture file (if need be - it may be in the top lines)
7. Make sure the texture file name in the .x file is only the file name, without any file path
8. Create an overhead view of the ship - 500x704 pixels is the maximum size. This is the inventory picture, so you may want to make it greyscale to match the stock ships.
9. Edit the picture [Empire_InvPortrait_Ship.jpg] (respective to the replaced ship and empire) to match your picture.
10. Create an overhead view of the ship - about 38x38 pixels max. This will replace the small picture seen in ship creation or construction, and is usually in color.
11. Edit the picture [Empire_Shipset.bmp] (respective to your empire) to match your respective ship. The ships are in a rough order of type and size; the sure-fire way to make the correct changes is to check in the game for the proper picture. The pictures from left to right are:
Row 1: Frigate, destroyer, light cruiser, cruiser, battleship, dreadnought, carrier, transport , colony
Row 2: Space Station, Star Base / Base ship, Drone, Fighter, Mine, Satellite, Troop, Weapon Platform
12. Make 2 3/4 views of the ship - 128x128 and 512x512; The standard is for the ship to be heading towards the lower-left corner of the picture. Edit the [Empire_portrait_ship.bmp](128x128) and [Empire_portrait_ship.jpg](512x512) as you did for the previous pictures.
13. Edit the inventory slots to match the inventory picture. I use SE5Slotmodder, which is usable but crashes when I quit.

Replacing a unit in an empire (mine, satellite, drone, weapon platform):
1. Create an overhead view of the unit - 128x128 pixels.
2. Replace the unit picture in [Empire]_Unit_Combat_Texture.bmp (respective to your empire) (the order of the pictures is below)
Troop----Fighter
Drone----Weapon Platform
3. Continue with the "ship" steps 8 through 13.

You're done! (Next ship or unit!)

dang! I forgot about those - I'm adding them last and will basically guess and check (open [empire]_Ships_XFileClasses.txt, move engine lights forward/back, check in-game... same for weapon points)

The abbidon have 3 engine lights, if you want multi-engine examples.

I've found that for engines/weapons it's just a matter of determining what coordinates they would be located at if you placed them as part of the mesh (IE if an engine would be at 0,-10.75, 2 on your model you would enter those coordinates into XFileClasses for the engines location) Should work regardless of what 3d editor your using as they all save relative to thier own coordinate system (which would be why the XFileClasses has the scale option in it)
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Old January 29th, 2007, 04:18 AM
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Default Re: Shipset designing, Tips, Tricks, and Issues

Thanks for all the advise in this thread. It came in handy.
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Old January 29th, 2007, 11:51 AM
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Default Re: Shipset designing, Tips, Tricks, and Issues

Could you add some notes to it so the KB can grow. It has been a while since new stuff was added. It may help later if you take notes as you work, that will my approach as I attack the AI.
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Old May 30th, 2007, 04:00 PM

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Default Re: Shipset designing, Tips, Tricks, and Issues

wondering if anyone has made Vulcan ship sets for SEV?
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