Tutorial on creating Jewelry?

Hello all.

I'm interested in building some new ship jewelry, but my searches can't seem to locate any information on such a task. Closest I came was this thread which left the question unanswered: https://forums.galciv2.com/?forumid=348&aid=111636#890613

Was a tutorial (or any information) ever produced which would detail the required steps to create new ship jewelry? If not, how could I go about assembling that information?

Thanks for any assistance.
11,150 views 14 replies
Reply #1 Top
There is a MAX file posted on the library of one of the hulls and some jewelry pieces. If you've got a version of 3dSM that can read it, you can just look at it as an example. But if you know about modelling already, it's basically just a matter of creating a model, adding hardpoints ('helper' objects in 3dsm, IIRC), and exporting it via Panda DX Exporter. That gets you the X file you need, and all you need to do is create a structure entry in a mod that uses it.
Reply #2 Top
Ah... thank you Kryo. I'll download the file and go through it.

I've some years of modding experience (mostly with Independence War 2: Edge of Chaos), but not with GalCiv.

I use Lightwave and have located and downloaded the .X converter plugin (which I assume will take the place of the Panda X exporter). Would anyone know if the hardpoints/helper-objects are analogous to Lightwave's nulls?
Reply #3 Top
Probably. In the X format, the hardpoints are just frames with no actual model data, only a transform matrix (providing the location and rotation for it).
Reply #5 Top
So, which colours would be used so that the game uses the right hull/trim/engines colours?
Reply #6 Top

To colorize your models, use the following Material IDs...

1: Base Color (ala White for human)
2: Trim Color (Blue for human)
3: Engin (light glowing blue for human) Note: any texture information on these polys will be ignored.

Hope that helps!

Reply #7 Top
Thanks... that does help. I was wondering what surface naming conventions the engine was looking for.

I seem to recall Paul mentioning something about textures being done in vector format so they resize and accept color changes. But the textures in GalCiv2/Gfx/Models seem to be standard png's with an alpha. Are there any specialized methods which are required to build the textures (which do not seem self-evident)?

I'd heard GalCiv was 'built to be moddable', but until I went through Cari's tutorial (all last night), I never realized just how easy it is to make changes to this game. This is really incredible... a huge portion can be altered by the user. Makes the last game I was modding look like ten miles of bad road.

Many thanks for all the information. I'll post my progress here.

Cheers,

Shane
Reply #8 Top
I seem to recall Paul mentioning something about textures being done in vector format so they resize and accept color changes.

That comment referred to the original source files, which only he has. The final models still have to use normal raster textures, so just make them however you like.
Reply #9 Top
That comment referred to the original source files, which only he has. The final models still have to use normal raster textures, so just make them however you like.

Ah... now it makes sense.



Built a simple object and skinned it. Engine surfaces on both ends, and will place hardpoints at both ends so the user may decide which end he wants seen (or no ends if used as a conduit/structure. Now I'm ready to build the textures.

What mapping options does GalCiv2 support? I've seen luminosity, bump, and specular maps, but are there any others?

EDIT: Nevermind: Mormegil answered it in https://forums.galciv2.com/?forumid=348&aid=103510
The final texture maps, used in game: Diffuse, Light, and Normal.
Reply #10 Top
A progress report.

Since GalCiv2 uses normal maps, I had to abondon my original design and build a high-poly object to pull the normal map data from. It's built and skinned, and I'm now creating the textures. Just color maps right now, but I'll build the bump and lighting maps next.

I'm assuming that keeping the color map tones near greyscale will assist when the user selected base and trim colors are applied. Is this correct?

Reply #11 Top
Status: The high-poly object now has a basic texture on it. I'll use this texture as a startpoint to create my diffuse and luminsity maps. The main body will be the 'base color' while the raised portions are the trim color. The white surfaces will be the user-selected engine colors.



Now I need to construct the low-poly real-time object. (LW has a plug-in which does this, but I've found better results can be obtained by simply building a low-poly object by hand. Computers lack the ability to choose the correct polygons to optimize.)

But, before I start: While GalCiv's engine can handle an unlimited number of polygons, I can't help but wonder what the standard number of polys for ship jewelry is. Anyone know a ball-park figure off-hand?

Any critques or comments welcome.

Cheers,

Shane
Reply #12 Top
I don't know the exact figure, but IIRC it's only a few hundred. Definitely less than 1000 polys for jewelry in the base game.
Reply #14 Top
A quick update.

Constructed the low-poly model, but unfortunately ran into problems with the x-file exporter plug-in (it does not support older versions of Lightwave). Ah well... I was long overdue to upgrade anyway. Ordered LW 9.0 and await its arrival.

In the meantime I'll continue adding detail to the high-poly model.

My final poly count of 516 is a bit higher than originally intended. Curved objects are prone to higher poly counts. We'll have to see how the engine handles it. If sluggish, I'll try to optimize a bit more.

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