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Rapporter et oversættelsesproblem
Version 2.1 has now been released, introducing a couple of extra ship hulls and allowing Satellites to be used with the shipset's station hulls.
Version 2.0 of the 'Trader Emergency Coalition' shipset has now been released. Remember to download dolynick's DOF shipset support library in order to continue using the shipset.
http://steamcommunity.com/sharedfiles/filedetails/?id=657279196
http://steamcommunity.com/sharedfiles/filedetails/?id=657279229
There's a Blender plugin that'll let me convert this stuff! :D
ETA has just shifted from 'when hell freezes over' to 'up to a few months'.
http://steamcommunity.com/workshop/filedetails/discussion/362885493/485624040226822639/
I have just received a substantial amount of SOASE models converted to .xsi (should be just about every model for each of the major races, based on my quick glance) and a tool with which to correctly extract .dds textures. The results are these:
1. This shipset and the Advent one will be overhauled with better textures and models, as well as a bunch of models that weren't in Prometeu's shipset. (Buckenfuzz, your wish for an Ankylon is coming true! :P)
2. There's a Vasari shipset on the way with all the bells and whistles these two are getting! :D
No timeline currently exists for any of these updates, as I still have a substantial amount of converting to do before model and texture alike become usable in SR2, but it is coming nonetheless. I'll announce these updates again as they near release.
As for Texture5, the skybox is there for skybox reflection. It's probably using sphere mapping instead of working with the model's UV maps, because the shape of the skybox would only ever match the model's shape (and thus, achieve the intended effect) if the model is a perfect sphere.
You are probably right about Tex6. It's possible that the Sandbox doesn't apply two team colors for ally vs enemy and that's why I didn't catch it. I figured the channels were doing something there but by using white in the composite, I should have filled all channels anyways (and ended up with team color as well as result).
Tex5 being skybox would explain the utter weirdness I ran into there.
As for hiding in plain sight, I'm commenting on how Steam says you're offline when you're clearly posting replies to my comments in real time. :P
Lightmaps have been working just fine for me using Texture6 instead of the masks Texture5.
(uh... Not sure I get the hiding in plain sight comment)
I use Photoshop to edit textures but GIMP is open source and should allow editing of the channels if you need something to do it with.
Also, hiding in plain sight, are we? ;P
As for the -da textures, there's an article on the SOASE wiki with all the information either one of us needs for that, and the third texture you didn't mention contains the normals.
The bigger questions are whether the SC2 editor will be kind enough to help me out one more time, and whether I have anything to separate the channels with once I have the textures. I'll take a look at that.
Team color map is also in there. I believe it may have been the alpha channel of the color map.
I recently did some playing around with the team map texture for SR2 though and something is very strange about it. It doesn't seem to work in the same way as other UV map layers. That or somehow I went totally wrong but I tried a couple times in different ways and got the same results. You may have to just settle for no team color map for now. At least until someone figures it out.
If you can open the original .dds textures you can at least get some of the work out of the way now. The -cl textures are the color maps and pretty standard. The -da are used as a container for the specular, reflective/gloss, light and bloom maps.
They are separated into the channels of the texture, red being one, green being another, etc. From memory I don't recall which is exactly which (I'd have to do a little digging since it's been a while since I was SoaSE modding). I believe red is specular, blue is reflective, green is light and alpha is bloom but I could be mistaken.
Once you split those out, all you'd need is the .obj conversion and it should just work.
That would explain why the ships look a little off/different from what I remember from SoaSE. I have all the tools to do direct conversions from the original .mesh models and DDS textures. Maybe one of these days when I have my own workload under control I can help you out with this. It should be possible to pull near 100% faithful conversions of the originals with a little work.
--> Because SE5 uses fairly common (or even obsolete as far as computer games are concerned by now, depending on the format?) formats such as .x (and .bmp, .png or .jpg for textures), and because Prometeu's TEC and Advent shipsets don't need me to merge the textures or the corresponding models' UV maps, they're suitable candidates for porting, and their high quality also helps convince me to work on them
--> I make the shipset
--> People don't understand why I can't port more
To be honest, though, the absence of certain hulls isn't the only thing that's 'wrong' about my shipsets. :P
--> Prometeu, who evidently has the professional tools and the plugin required to access .mesh files, as well as the tools needed to mess with .dds files, decides to make Space Empires 5 shipsets for the TEC and Advent
--> SE5 doesn't require as many hulls as SOASE has to offer
--> Prometeu acts accordingly, picking whatever models he feels are most suitable and converting them
--> I get Prometeu's shipset pack, hoping to get a bunch of new Stargate stuff to play SE5 with (didn't get a lot of that, sadly)
--> At some point, I decide to port shipsets left and right from any science fiction franchise/game I'm fond of and capable of porting from
(Continued in next post)
"I would, but your 'if there is one' is far too appropriate. I only got the Advent and TEC sets - if I were porting directly from SOASE, I'd probably have Vasari as well as a broader Advent/TEC variety, but seeing as my tools can't open .mesh files..."
In other words, while I do have SOASE, I don't have any tools capable of opening its model files directly. Last I heard, there was no Blender or MilkShape plugin for the job.
Seriously, though, they ARE the best (in terms of model/texture quality) sets I've ported, and they're likely to stay that way, so I'm hoping that day never comes.
your fine im sure im still curious why he removed them lol so maybe he was just worried... i guess i could always ask but i only come here and comment before bed so ill just forget anyway lol. no worries keep up the good work. if i ever get the game ill have to be sure to pick this mod up i really loved playing as the tec and then i can play the nice tec ships with my favriot mode of ftl lol
am curious as to why now tho lol. my guess is worried for copywrite infringment maybe idk.
sorry lol