Some quick modding question

I'm interested in creating, or at least messing around with SoaSE.

So, here's some minor questions if I ever get in the urge to make some ship models.

1: Can objects have more than a single texture?
2: Are ships a 'single object'
3: What's the average poly-count for the Colbalt Frigate?
4: Is it smarter to use many smaller parts, or bigger parts? (some engines do better when rendering many small objects than large objects)
5: Can ships have a active animation
6: Can ships have a animation for attacking (An actual animation, not a particle effect. For example, I might want to have a massive gun recoil back)
7: Can I make 10 questions?
8: Will 'The Forge' include a separate file exporter? Or will it include a plugin that installs on a certain modeling program (likely 3dmax)
9: What version of the modeling program? If it isn't a plugin for one, than what file type(s) will it use?
10: Is there any ship lighting? (I guess bulliton boards can be used as light. But a ship with a high-powered light on it would be nice)
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Reply #1 Top
1) Yes models can be multi-textured.
2) Assume yes until proven otherwise (if you mean models are just 1 single group). I haven't seen a sins mesh yet, but i do know that sins can support both solid, and non-solid mesh's.
3) Guessing the average poly counts to be around the 1k-2k area for frigs, and around 4k+ for cap ships, and structures. Dont know the max polys the engine can handle yet. Obviously less polys = better performance.
4) We don't really know yet. From the looks of things they went large.
5) From what i hear yes (not confirmed yet), but it will cause tremendous performance hits, and lag. so it is not advisable.
6) See number 5
7) you obviously just did
8) The Forge Tools will import models into the game, but not export models from sins. Importing from 3ds is not supported. A third party Milkshape 3d plugin is in work for sins model exporting/importing. Also a 3rd party ship editor.
9) You can use modeling programs like 3dsmax, or lightwave to create models. However the Forge Tools wont import from those formats. I can't say which tool they used. I'll let a dev' contact you about this.
10) The models have self illumination, specular highlights, reflection, bloom, team coloring, and normal maps (all done through texturing) They also have blinking navigational lights, and other effects. If you are talking about self illumination effects like on some Star Trek ships. Some sins ships already have effects like that, but not as noticeable (take a nice close look at the Akkan battlecruiser). As far as i know rendered shadows are not supported. Which is fine, because it only drags down performance.


Reply #2 Top


9) However the Forge Tools wont import from those formats.


whoa whoa whoa

what?

Reply #3 Top

9) However the Forge Tools wont import from those formats.


Wow, so that means my work is not just a futile gesture to pass time. Neat!
Reply #4 Top

The Forge Converter takes in an xsi file and delivers a Sins compatible mesh. There are plenty of ways to convert almost all formats into an xsi and many packages have native (or free extension) support for saving directly to xsi.

Reply #5 Top
I was waiting for a dev to let the cat out of the bag. Thanks Blair.

Code Herder i am not sure if you can figure out how the shaders are implemented on the models. There is a certain way it has to be done, and thats why the XSI format. I am not sure if other modeling programs. Especially 3dsmax, or Lightwave can duplicate it. If it is a simple naming convention on the textures then no worrys.