[UPDATED] KOL Battle Damage Model

I played through a Distant Stars game last week and it was the first time I have played with the ship graveyards in.  Thought they were cool and decided to make some "battle damage" ships for the graveyards starting with the KOL.  

I may end up really crunched for time here very soon so I am rushing to finish this one for sure and will do the others as I have time after.

Here are some pics (not the final product but close).  I'll hook in some particle effects like engines that smoke when the ship is moved when I get the model done.

BTW--the model will be freely available to anyone who wants to use it for any Sins mod.  Credit me if you're nice.

 

You can download the model from here.

It's free to use in Sins mods but credit would be nice for my vanity. ;)

53,601 views 47 replies
Reply #1 Top

Nice work.

Would be awesome to use on a planet and call it the haunted planet with this thing killing anything that enters the gravwell.

Reply #2 Top

Thanks. When it takes heavy damage you get a lot of internal explosions and fires in it too. :)

Reply #3 Top

Is it just me or does it seems a lot brighter than a normal Kol?

Looks awesome though.

Reply #4 Top

Really like the open superstructure on the Port side of the ship...God job Sin...

Reply #5 Top

Thanks.  It as machinery and structures inside it too.

Yes--it is brighter.  I'm guessing it's a tangent issue as the model is the same size and using the stock Kol texture.

Since I am not competent in XSI texturing, someone else would have to look at the model and repair it.

(It was a tangent issue--the complete lack of any--and MyFist0 was kind enough to fix it.).

 

 

Reply #6 Top

Quoting Sinperium, reply 6
Yes--it is brighter. I'm guessing it's a tangent issue as the model is the same size and using the stock Kol texture.

I'll be the first to say tangents work in mysterious ways I don't understand. But I think most of that has to do with the DA texture.

Reply #7 Top

Well it will have to be the work of another.  It also looses some of the gloss as well sometimes and doesn't render shadows quite as smoothly.

But a usable result nonetheless.

Reply #8 Top

This is the kind of ship 7DS was looking for ships found in the graveyards, but SOASE doesn't support 'repairing' a 'wreck' to 'restored'.

 

Reply #9 Top

Quoting Ryat, reply 1
Nice work.

Would be awesome to use on a planet and call it the haunted planet with this thing killing anything that enters the gravwell.

Thanks--feel free.

Quoting SemazRalan, reply 9
This is the kind of ship 7DS was looking for ships found in the graveyards, but SOASE doesn't support 'repairing' a 'wreck' to 'restored'.

 
 

Best you could do is make most of the base ship a frame and the hull and detail particle effects.  Then you'd need abilities to turn the effect on and off.  Not real practical.  

I'll grab some screens here and replace the pictures above with them.  Up in a few.

Here's the link to the model--feel free to use it as you like.  Credit to MyFist0 for adding the tangents.

I'm going to work on attaching some particle effects tonight.  Smoky engines, interior smoke and glows, etc.

Reply #10 Top

So very exciting!!!

 

Reply #11 Top

Me Like too. :)

The others are a little more problematic due to how the textures are laid on them so they may not look as bruised as the Kol--but that also makes it simpler for me to finish them. ;)

Reply #12 Top

Is it possible to swap "clean" models with a battle damaged one? I know we can make ship specific debris, but that is after a ship blows up. It would be great to do visible damage like this on ships. Pity it would take up most of the games finite resources.

Nicely done.

Reply #13 Top

The only way I know is to:

1) Build a ship skeleton.

2) Build the "modules" you want to swap onto the skeleton.

3) Make the module meshes particle effects.

4) Create Conditions where the particle effects are called.

From there you will need some way to do a buff where damage is the condition.

I don't know how linear you could make it.  One thing I am toying with is giving factories the ability to spawn other factories and have a separate factory for each capital ship (yeah--I know).

The factory could give a buff to the units it produces which could be your damage conditions.

Somebody who is a genius will have to take it from there.

Maybe working with the unused passive slot this might be made to work as well.

Sounds like a psychoak-volt-zombie-goa project.

Reply #14 Top

BTW--the Model posted online has a semi-Kol mesh points in it.  You can change them to whatever you like or take the Kol mesh and replace the sample mesh.

I'll put the stock Kol mesh points in when I add the particle effects.

Reply #15 Top

Are you going to do more for other Capital ships, maybe even Titans?

 

I've been thinking of starting to learn to model and do basic texturing for a while now just to mod in wreckages of ships as unique debris left when a ship dies, so when a Kol dies I'd leave a model like this behind with some small debris rather than a random assortment of generic debris that didn't really equate to the size of the Kol, nor could be distinguished as one.

 

If you do decide to make more, I think there is a Marza in the Rebellion Intro Cinematic in the background when the Ragnarov comes in that is badly damaged and such.

 

Nice work though, looks great.

Reply #16 Top

I can finish the meshpoints, just didn't want to go further if that wasn't the problem as I can't test in Rebellion. No need for anyone to credit me, this is Sinperiums work.

It should get its own entity. Half speed or less and only 1 exhaust point as the other engine is offline. 1 hangar point as the other is destroyed, partial weapons working so take away some weapon points and reduce port and or starboard damage, no ability point for gauss as that gun is floating in space somewhere.

It would also make a good debri for reg KOL getting blasted to death

Reply #17 Top

I made the ship specifically for the graveyards such as you find in DS and 7DS.  It can also be used as a pirate ship, militia ship, orbital platform or whatever you like.

You can reduce the firepower or whatever you like as well. For Distant Stars, the graveryard battleship meshpoints are perfectly compatible and the current, in-game ones are too.

I will be tinkering with the other TEC models--though realistically I expect to stop there.

I don't have access to the extracted Rebellion models so unless someone pulls them out (it takes a paid program) I can't do Titans and the new capital ships.  I don't think I'll mess with titans or starbases just due to the elaborate texture sheets and large sizes and details.

So I will be working on the carrier, siege, colony and support capitals for TEC.

I don't have the hang of texturing (or time sadly) so I sculpt them to work with the stock textures.  I'd love to see custom ones made in varieties--would be great to have.    Even just adding scorch marks and changing the ship name would be great.

Reply #18 Top

I have the damage sections separated now for the Dunov and will chip away at it.  I also have a spot or two noted for the Sova.  Still looking at Maraza and Akkan.

Reply #19 Top

Quoting Sinperium, reply 18
I don't have access to the extracted Rebellion models so unless someone pulls them out (it takes a paid program) I can't do Titans and the new capital ships.

I will see if I can grab the new TEC capital ship as a test.

Reply #20 Top

That would be cool. Thanks!

Reply #21 Top

It seems removing the maxDiffuseMipLevel line, and reconverting to bin, does not make the new mesh files compliant with the Sins Max Importer v1.1.7. Odds are the devs did something different when converting over their XSI files to make this not work, unless I'm missing a Rebellion-compliant version of the tool.

Reply #22 Top

Quoting Lavo_2, reply 22
It seems removing the maxDiffuseMipLevel line, and reconverting to bin, does not make the new mesh files compliant with the Sins Max Importer v1.1.7. Odds are the devs did something different when converting over their XSI files to make this not work, unless I'm missing a Rebellion-compliant version of the tool.

What are you using? I've converted Rebellion meshes by removing the extra stuff at the top like the Eradica fix I did.

 

Reply #23 Top

actually, SOASE needs good wreck models.  EVE realized this and made it so.

Reply #24 Top

Quoting ZombiesRus5, reply 23
What are you using? I've converted Rebellion meshes by removing the extra stuff at the top like the Eradica fix I did.

3DS Max with an import/export .mesh script. It's old and I can't say I remember where I found it, might have been myfist's site. Now that I think of it, what lines/parts do you remove? If I can get this to work, I'd be willing to back-convert Sins' models to .obj and put it up in a single archive.

Reply #25 Top

The mesh must be in BIN format for the script.

TXT
   MeshData
   maxDiffuseMipLevel 0
   hasValidTangents TRUE
   BoundingRadius 5000.000977 

May need to convert the mesh to TXT and remove that line rebellion adds then convert back to BIN and import to 3DS

[Tutorial WIP] Import Sins Models to XSI shows how to export the .obj for the UVs and .fbx to get the meshpoints.

the SoaSE Maxtool v1.1.zip is from Stannum

EDIT: If you like I can add you as an editor of the SoaSE Skydrive so you can upload to the models section. PM me your widows live email (hotmail etc)

Let's see the fixed model screen shots Sinperium. 

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