myfist0 myfist0

[SotC] Hiigaran - modding Info Help Please

[SotC] Hiigaran - modding Info Help Please

http://sins-of-the-creator.weebly.com/hiigaran.html

I am importing Hiigaran and Vaygr Ships into Sins of the Creator and need some info on

  • What race copy is best fit (Advent, TEC or Vasari)
  • Weapon types
  • Any other info and lore for Hiigaran that would help fit into a massive universe

Please help a m0dder out. This is a huge project.

Testing new race model layout  ;P . I will add the thumbnail images shortly.
This will be a basic template for all the race, at least until Rebellion.

SotC Hiigaran Model Line up

Click Image for Large View - Images from http://homeworld.wikia.com
Click Title for Ship Information - Info from http://shipyards.relicnews.com

Capital Ships


BATTLESHIP

CARRIER

SUPPORT

COLONY

SIEGE
         

 

Corvettes & Frigates

 


Scout

Light

LongRange

 Mine Layer

 
         

Colony

 Siege


AntiFighter

 
 

Cruisers


Carrier

Utility0

Utility1

Heavy

StarbaseConstructor

AntiModule

Envoy
     

Strike Craft


Fighter

Bomber
     

Civilian Structures


METALEXTRACTOR

FRIGATEFACTORY

COMBATLAB

TRADEPORT

CULTURECENTER

CRYSTALEXTRACTOR

CAPITALSHIPFACTORY

NONCOMBATLAB

REFINERY
 

Military Structures


DEFENSEGUN

HANGARDEFENSE

REPAIRPLATFORM

JUMPBLOCKER

SHIELDGENERATOR

CANNON

SPACEMINE

CAP1

CAP1
 

Star Base


Starbase1
       

Not on Page


Constructor

TradeShip

RefineryShip

Mine
 

 

 

 

264,589 views 93 replies
Reply #26 Top

Quoting Zeta1127, reply 25
The original Homeworld music is good stuff too, some of my favorite stuff, especially the Adagio for Strings and the three battle musics, and I happen to have the GotY edition that came with the soundtrack!

I dont suppose you use dropbox or skydrive or anything you can private link me to? I think I gave that away long long ago in a galaxy far far away.  ;P

Reply #27 Top

Quoting myfist0, reply 24

http://www.shacknews.com/file/4552/homeworld-2-rdn-toolkit

Good sir, when the karma system is working once more, I owe you a point for this. Much thanks.

Reply #28 Top

Quoting myfist0, reply 6

 Quoting Major Stress, reply 3When u gonna finish the SoA 2 UI? or did u give up on it?

Not given up yet but it might go farther if all the work I did on the sound, music, bugs, and UI was actually credited. I cant see spending all that time modding for your team when nobody can take the time to give me credit.

I am doing the UI for the Star Trek races also in my m0d so when I get to it I will prioritize what you guys need finished.
 

You KNOW me better than that! I always credit anyone who contributes to my projects. If i missed something, all you had to do was say so. If you read the updated SoA 2 dev readme your name IS there. What I need is a "template" so i can add stuff, and possibly work on the faction specific UI's

Reply #29 Top

Quoting myfist0, reply 26
I dont suppose you use dropbox or skydrive or anything you can private link me to?

Unfortunately, I don't use those, though I am sure something could be worked out.

Reply #30 Top

Quoting Zeta1127, reply 29
Unfortunately, I don't use those, though I am sure something could be worked out.

I never sent  big files with email but I guess we could try.

Or if you have a windows live ID I can add you a a friend to the SotC account and you should be able to open a folder I will make for you and drop stuff in their.

 

Working on the Pride of Hiigara model. This one is gong to be a pain to set up for Sins.

 

Uses about 20 separate materials and I think I have chosen the proper material for the proper areas but trying to add them to a single sheet I have to redo all the UVs, scaling and moving them to get them to line up is turning out to be a real pain in the ass.  >:(

Reply #31 Top

thatll look amazing in sins :)

Reply #32 Top

 

BC is aboot the size of the KOL

Down to 3 textures sets.

 

Reply #33 Top

wow

thats awesome

Reply #34 Top

That looks great. Good work :grin:

Reply #35 Top

It looks a lot better now that I reduced the glossiness and blacked out the specular channel but I am having an issue where the 2 main texture sheets meet on the model its giving a bad reflection.

>:( :S

X( X( X(

 

Reply #36 Top

Any way you can reposition the UV map so that it doesn't seam at that point?  That section looks like it should wrap around on the texture sheet, or maybe mirror over....

Reply #37 Top

NOPE. May as well make a new model.

Uses 2 1024x512 and I tried to merge the sheets but the UVs will all have to be redone. To much other work to bother with that. Already spent a day merging a dozon 128x128 materials onto 1 sheet and doing the light, team and specular channels and retexturing all those areas. Tried many hours to adjust the UVs and tangents.

Movin on 

Reply #38 Top

That is the UV map itself. It is a seem where 2 separate textures used to meet. Sins doesnt like this even when you merge the textures onto one sheet, and weld all the points of the mesh. Sins likes the textures UV mapped in whole sections. Not broken up into a bunch of little sections on the same side. The only way to fix that is to ether 1 set the "has valid tangents" in the mesh file to FALSE. Possibly screwing up the models smoothing in sins. Or re-UV mapping the area cylindrically with a new "wrap around" texture that covers the front, and the sides. Its a pain, but better than rebuilding the mesh from scratch. I had to do that with a few models from SoA 2 because they had the same issue.

Send me the model and textures and ill see what i can do with it.

Reply #39 Top

Thanks a lot Major.  :D

I rethought about it and started a new texture sheet this morning. As of now the single texture will be 1536x1024 (1024+512=1536 should work) and holds the 2 1024x512 and about a dozen 128x128 and 128x256. Its a big beautiful ship and deserves a big texture. Did a lot of cutting, moving and painting and will start the new UVs now. If I am going to import all the X3 and EVE models I may as well learn to do it right. 

I messed with the tangent options for large hoping I could smooth out where all the textures only use half an image and mirror but it looks like crap in-game so if there are any seems they will need to be redone. I am getting much better at UVing with XSI and it should be worth it in the long run.

Also the model got major optimization. For some reason they had an old crap model under the used model. Reduced almost 30% of the tris.

Reply #40 Top

Well, it is not the UV. It is the imported objects.

I imported obj only. No UVs or materials and still light issue. I had to select all the separate objs that make up the main hull and merge them.

For some reason I can make a new mesh (The Right) but I cant delete the original mesh groups without deleting the new mesh. What the hell am I missing here.

Reply #41 Top

Not sure. I can take a crack at it in max. You can try to weld the points, and edges on the box areas, but if it is still uv mapped the same the box will still show in sins through the tangents. I dont understand why xsi was chosen for sins. Tangents are the biggest pain in the ass, and so unforgiving.

Reply #42 Top

I can post the original model but XSI does not export OBJ  X( .

I am welding all the edges the are not on an edge and will re UV the entire model. All the light artefacts are gone now off the main hull.

Quoting Major, reply 41
I dont understand why xsi was chosen for sins. Tangents are the biggest pain in the ass, and so unforgiving.

I dont think it is the tangents if with no UV at all or tangent I still see that light reflection difference with the grey Texture Decal view in the left image.

The tangents help show and can adjust reflections in-game. Old sci-fi games looked cartoonish. As with the image above with no UV or tangent map, the tangent in-game will just show off that difference in reflections.

Reply #43 Top

 

 

Reply #44 Top

To big for Strike Craft and to small to be a Frigate. Corvette Class frigate entity?

Also not near enough Hiigaran models so I guess I will have to make up some mashups.  :P

Reply #45 Top

That is one problem with Homeworld in general, not as many ships and ship roles as Sins, which makes them difficult to add to Sins.

Well, I would recommend the following:

Strike Craft

Interceptor and Assault Craft = Fighter

Bomber = Bomber

Gunship and Missile Corvette = Corvette

Pulsar Gunship and Laser Corvette = Heavy Corvette

Frigates

Scout = Scout Frigate (for lack of a better choice)

Torpedo Frigate and Plasma Lance Fighter = Light Frigate

Ion Cannon Frigate and Heavy Missile Frigate = Long Range Frigate

Flak Frigate and Assault Frigate = Flak Frigate

Variant of Light Frigate or Long Range Frigate = Siege Frigate

Marine Frigate and Infiltrator Frigate = Colony Frigate

Cruisers, questionable at best.

Support Frigate = Light Carrier (support was largely cut after Homeworld, but the Support Frigate repaired ships and refueled Strike Craft)

Defense Field Frigate = Defensive Support Cruiser

Command Corvette = Offensive Support Cruiser

Destroyer = Heavy Cruiser

Minelayer Corvette = Minelayer Cruiser

Capital Ships

Battlecruiser = Battleship

Carrier = Carrier

Crew Transport (Bishop Transport) = Mothership (Colony)

Progenitor Keeper = Support

Progenitor Dreadnaught = Siege

Mothership = Starbase or Titan

? = Trade Ship

Resource Collector = Refinery Ship

Shipyard = Frigate

Tanis Derelict = Capital Ship Factory

Mobile Refinery = Orbital Refinery

The Strike Craft and frigate roster should be pretty much set, its the cruiser and capital ship roster that is a problem beyond the obvious equivalents.

+1 Loading…
Reply #46 Top

Thanks for the help Zeta  k1

It has been a long time since I played this. I will list the models I have and what I was thinking

Pride of Hiigara = Movable Starbase or a 1 time build Super Capital or Titan

Battlecruiser = Capitalship_Battleship
Carrier = Capitalship_Carrier

Defense Field Frigate = Frigate_Utility0
Destroyer = Frigate_Light
Flak Frigate = Frigate_Flack 
Torpedo = Frigate_Siege and/or Frigate_AntiModule
Ion Cannon Frigate = Frigate_LongRange
Juggernaut = HeavyCruiser
Marine Frigate 
Minelayer Corvette 
Mobile Refinery
Pulsar Gunship
Pulsar MechGun Gunship
Scout = Scout
Shiry
Spy 

Gunship 
Bomber
Interceptor

Bishop Transport = Refinery Ship / Transport
Resource Collector = ModuleConstuctor

 

Perimeter Station Chimera = Starbase

Crew Station = Combat_ResearchStation
Research Station =  NonCombat_ResearchStation
Shipyard = FigateFactory
Tanis Derelict = CapitalShipFactoy
Tanis Medium
Ion Platform
Gun Platform = Gun Platform

Probe
Sensors Distortion Probe

Jeeze, after compiling the list I guess we are just short on capitals but I can modify the Battlecruiser with different texture, abilities and weapons.

I have not actually imported most of there yet. It is a lot of work to get each model SoaSE ready. 12 new texture sheets (4 channels on each -cl, -da and -nm) and the tangent UVs, welding, merging and optimizing = a good 6 hr ETA for each model.

Reply #47 Top

Quoting myfist0, reply 46
Pride of Hiigara = Movable Starbase or a 1 time build Super Capital or Titan

Great idea.

The problem with Homeworld is there are so many strike craft, when Sins only has two, and there aren't many mid range ships that can fill Sins cruiser roles.

Reply #48 Top

Of course, these are Vaygr craft , but may give you ideas for your mash-ups....

Reply #49 Top

If you need fairly concrete data on the vessels...

http://shipyards.relicnews.com/

Reply #50 Top

The only problem with Homeworld Shipyards is its dead.