The Cartel Mod Update

This is the place for all questions related to modding Starshatter.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

The Cartel Mod Update

Post by wdboyd »

Salutations,

Minor improvements to the 4.5.0 version of my Cartel mod are nearing completion. A new mission or two are in the planning for its included "Raider Redux" static campaign. Afterwards, all of my attention will be directed at the mods conversion into TGS. Preliminary work has already begun on my Cartel mod for version 5.0.1.

A few new ships and ground weapons are in the planning.
New and expanded missions for the mods "Raider Redux" static campaign shall be forthcoming.

I've done some graphic planning for the update to TGS. [:D]

I want to add bumb, illumination and spectacular layers to my current textures. Lacking in ability and knowledge, I hereby ask for help and advise as to how to add these layers to my ships textures.

I Use Paint Shop Pro, and I am basically familiar with layering of images. Any help or advise would be appreciated. I don't want to reinvent the wheel. Directions to sites that can help would be appreciated too. [:'(]

Thanks.
"Time is a great teacher, but unfortunately it kills all its pupils!"
CavemanX
Posts: 20
Joined: Sat Dec 23, 2006 4:19 pm
Contact:

RE: The Cartel Mod Update

Post by CavemanX »

These are not really the same layers you see in PSP: you need separate .jpg texture files for diffuse, spec, bump and glow.[/align] [/align]I wrote a small guide to materials in TGS:[/align] [/align]http://shmup.org/ss/materials.html[/align]
Master_QG
Posts: 33
Joined: Tue May 23, 2006 1:20 pm

RE: The Cartel Mod Update

Post by Master_QG »

I also use psp 7. In order to make all my different materials is actually pretty simple.

First I take my original file and convert it to grey scale then I use 'Negative Image"\'. This creates the specualr map. You can further adjust the gamma to make it darker (less shiny).

Next I take that same image and use the effect plugin 'Emboss'. This will create your bump map.

If you want to make an illumination map take only the glows from you orignal and black out the rest. I then change just the emissive map to a .dds file. ( I picked .dds because it was the smallest file size but you can use any graphic format that can save to a 32 bit w/Alpha channel.)

One other suggestion you should change you graphic files to .jpg. The models play much faster than using .pcx files.

One other thing you should stop by hi at www.xwavi.com
CavemanX
Posts: 20
Joined: Sat Dec 23, 2006 4:19 pm
Contact:

RE: The Cartel Mod Update

Post by CavemanX »

ORIGINAL: Master_QG

If you want to make an illumination map take only the glows from you orignal and black out the rest. I then change just the emissive map to a .dds file. ( I picked .dds because it was the smallest file size but you can use any graphic format that can save to a 32 bit w/Alpha channel.)
Wait, DDS works with TGS?

Alpha channel does not really need to be worried about; glow maps will be additively blended into the rest so black will not show up.
Master_QG
Posts: 33
Joined: Tue May 23, 2006 1:20 pm

RE: The Cartel Mod Update

Post by Master_QG »

Yeah but if you also want transparency in the same same material as you diffuse map you need alpha channel. Otherwise you have to make 2 materials.

User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Salutations,
 
I appreciate your primer CavemanX. It will get me started. Now I can get into real rendering trouble. [:D]
 
Thanks for the input Master_QG. I see what I can come up with. Back to the drawing boards. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Channel activated:

Slavish work reported from deep space from within a hidden covert shipyard.

Spectula and Bump map textures have been added to the capital ships of the Cartel mod.

Transferring to Starshatter:The Gathering Storm is the object.

Snapshot of a Justice Class Carrier follows. Transmisson terminated. [;)]

Image
Attachments
Justiceblk.jpg
Justiceblk.jpg (76.66 KiB) Viewed 356 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

FF Wasp

Image
Attachments
Wasp_ff.jpg
Wasp_ff.jpg (50.78 KiB) Viewed 356 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Brotherhood Of Iron Pillager DD

Image
Attachments
Pillager_black.jpg
Pillager_black.jpg (40.39 KiB) Viewed 357 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Intell Report: Cartel HQ

New craft in production. Heavy Drop Ship LCA

Image
Attachments
Dropship_two.jpg
Dropship_two.jpg (44.54 KiB) Viewed 358 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Zanthras
Posts: 146
Joined: Wed Sep 06, 2006 10:46 am

RE: The Cartel Mod Update

Post by Zanthras »

now that's just scary...
"Don't give up the ship!"
-Captain James Lawrence

zhire
Posts: 6
Joined: Thu Feb 01, 2007 4:45 am

RE: The Cartel Mod Update

Post by zhire »

This drop ship offers enough fear to keep a fighter and maybe even a destroyer from getting to close with it.  Hell if those engines work like they look in your scale that LCA is a bad mofo.
All men are created equal; Virtue makes men not equal. -- Voltaire
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Yes, this will not be your grandmothers LCA. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Hailing Frequencies On:

Initial flight trials have begun on the Cartels Newest ship. It will be replacing the current Pulsar LCA.

The PULSAR-B Heavy Drop Ship - Specifications in flux. Scan your subspace frequencies for further updates.

Channel Closed:

Image
Attachments
PulsarB_blk.jpg
PulsarB_blk.jpg (70.18 KiB) Viewed 359 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
Adonnay
Posts: 101
Joined: Sun May 08, 2005 4:57 pm

RE: The Cartel Mod Update

Post by Adonnay »

This one looks mean :D
User avatar
Zanthras
Posts: 146
Joined: Wed Sep 06, 2006 10:46 am

RE: The Cartel Mod Update

Post by Zanthras »

guess who is coming to dinner...the only wine they'll bring though will be the whine of those massive engines.
 
Nice LCA wdboyd.
 
Question...have you explored the ground vehicle possiblity with TGS?
 
I know at one time a modder tried creating ground assault vehicles and mobile SAMs.
 
The idea left the ground quite well...the problem was keeping the vehicles ON the ground.
 
Just curious...
 
looking forward to the new Cartel mod release. Keep up the great work.
 
 
"Don't give up the ship!"
-Captain James Lawrence

User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Salutations Zanthras,

As a matter of fact, I have worked on the ground aspect. I did extensive testing on hover tanks. I got them to stay on the ground finally. I even had them working in a mission. They were actually deffed as a LCA type craft that hugged the ground.

There were limitations though. When I got them to stay on terra ferma they wouldn't or couldn't follow any nav points or route. They would move forward in a straight line along the direction they were initially placed and facing. If one put a rotating turret on it, that would help make them more useful regardless of their straightline movement.

I plan putting in a few as part of an attacking air/ground assault on the Cartel units occupying the Tantalus mining facility. But, I've been busy converting things over to 5.0.1 and building the new Pulsar.

Purhaps this new version of Starshatter will better support such ground modding. [:'(]

The problem is, the game was originally created as a capital ship versus captital ship simulation. Smaller craft were probably added. Hey, even the buildings found in the game are actually ships. Well, I guess that is why we mod isn't it. To get a game to do even more than it was intended to do.

I'll get back into working on them soon. [:D]

My senior engineer... Thadeaus Tween. [:D]

Image

The status of a AI controlled Heavy Hover Tank .def that I developed.

The craft will remain along the ground. The AI CONTROLLED vehicles will NOT follow any assigned nav points.

A Player controlled craft will follow nav points utilizing auto nav.


SHIP

name: Ravage
display_name: Ravage
class: LCA
abrv: HHT // Heavy Hover Tank

detail_0: "Ravage.mag"
feature_0: 100
detail_1: "Ravage.mag"
feature_1: 25

mass: 95
integrity: 25e3
vlimit: 150
scale: 0.80
acs: 1

roll_drag: 95 // Very slight tilt on turning. Good effect. If none wanted, set to 100

pitch_drag: 4e2 // Keeps AI controlled HHT on the ground. Good.

yaw_drag: 4 // Kept... craft tended to climb a bit without it.

avoid_fighter: 7 // Left in due to not knowing effect it may have versus enemy air

chase: (0, -900, 300)
bridge: (00, 80, 8

power: {
type: Fusion,
max_output: 60,

loc: (0, 20, -25),
size: 32,
hull_factor: 1.0
}

drive: {
type: Plasma, // To be made invisible in final version
thrust: 45,
scale: 0.5,
port: (00, 35, -115),

loc: (0, 30, -45),
size: 16,
hull_factor: 1.0
}

sensor: { // The Rest is standard LCA equipment
range: 25e3,
range: 50e3,
range: 75e3,

loc: (00, 30, -25),
size: 32,
hull_factor: 1.0
}
Attachments
pic_pepo.jpg
pic_pepo.jpg (10.8 KiB) Viewed 358 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Below are the preliminary concept blueprints for the Cartel Assault Carrier.[;)]

Image

A Battleship is in the dark recesses of Thadeaus Tweens fertile mind. It will be a tough beast.
Attachments
AssaultCarrier.jpg
AssaultCarrier.jpg (72.03 KiB) Viewed 359 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
Tophat1815
Posts: 1824
Joined: Mon Jan 16, 2006 4:11 pm

RE: The Cartel Mod Update

Post by Tophat1815 »

Very nice indeed! So have you made any more buildings as well? Do you have anymor capital or light ships on the drawing board?
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: The Cartel Mod Update

Post by wdboyd »

Hi,

Yes I have a few buildings but I haven't deffed them except for a Cartel HQ building. Other than the Pulsar HDS that I am finalizing and the Assault Carrier and Battleship, not much else planned. Those alone will keep me working overtime.

I may add a Corvette class scout ship to round out the fleet.

Here is a picture of a Brotherhood Hover Tank. The Ravage.

Image
Attachments
Ravage_HT.jpg
Ravage_HT.jpg (36.16 KiB) Viewed 358 times
"Time is a great teacher, but unfortunately it kills all its pupils!"
Post Reply

Return to “Starshatter Modding Forum”