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Звездные волки 2: Гражданская война: «Topic for English speaking users»
Tech
 





Tech :
...Due to some feedback on my mods it seems that this comfortable way to use an *.dat-archive for installation doesn't work for the english version. Did it work for the russian?

Anyone knows?

EDIT: I had a look at "Mod 1.043" created by Lion[MX]. This mod uses a *.dat-archive. So the answer is yes...

SparkS :
There is a little difference between them in alpha channel. But game engine understand both of them.
I use DXT3 for textures on models (that is more than enough) and non compressed RGB (ARGB) for new skyboxes and for special fx, like explosions, particles, etc.

I did some search and came to the following conclusion: DXT3 is for sharper and DXT5 is for smoother appearance.

What about mipmapping? At least this is still used in the SW2CW-Demo...

(*.tga ?)


Regards
Tech
    Добавлено: 19:19 27-08-2008   
anonilous
 





@EG Team,

My question is about the mission splash screens in SW1. How do you achieve the “interlace” effect? It exists in your mod “The heritage”. In SW2 it is no longer used, but I need it for the purpose of creating new level in SW1. If it is not a trade secret of some sort, can you help me?

Regards
a

EDIT: Thanks, got it now.
    Добавлено: 11:09 09-09-2008   
SparkS
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Tech :
I did some search and came to the following conclusion: DXT3 is for sharper and DXT5 is for smoother appearance.
Exactly. But they are use same size of files. Улыбка

Tech :
1) Do you still use mipmaps in SW2:CW?
If yes is the usage restricted to the models (ships, stations etc.)

I use precalculated mipmaps inside *.dds files for models only. Icons, splash screens, skyboxes and other stuff just not required them. Улыбка
Tech :
I ask this cause in SW1/SW2 the icons of ships/modules for the interface are "mipmapped" too, which i ever thought is nonsense
Ther was many strange decisions in art for sw1/sw2 Улыбка And most part of it is nonsense. Гы-гы
_________________
Death Striks from Orbit.
    Добавлено: 20:09 10-09-2008   
Tech
 





SparkS :
I use precalculated mipmaps inside *.dds files for models only. Icons, splash screens, skyboxes and other stuff just not required them. Улыбка

Yes that's comprehensible. But i just wonder, if it might be possible to make usage of mipmapping for the icons. These must be present in three (128x128, 64x64, 32x32) or two (128x128, 32x32) versions and stored in different directories. Wouldn't it be better (easier handling, lesser files etc) if the 128x128-dds-file is mipmapped and the SW engine just reads the required (sub-)version?

I'm no expert, but afaik graphic cards can handle mipmapping (via directx) in a hardcoded way. Might be it is too circumstantial/difficult to extract a mipmap from a dds-file via a software engine. (?)


SparkS :
Ther was many strange decisions in art for sw1/sw2 Улыбка And most part of it is nonsense. Гы-гы

Any examples beside the unnecessary mipmapping? Подмигиваю

Regards
Tech
    Добавлено: 11:53 24-09-2008   
SparkS
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Tech :
Yes that's comprehensible. But i just wonder, if it might be possible to make usage of mipmapping for the icons. These must be present in three (128x128, 64x64, 32x32) or two (128x128, 32x32) versions and stored in different directories. Wouldn't it be better (easier handling, lesser files etc) if the 128x128-dds-file is mipmapped and the SW engine just reads the required (sub-)version?

Maybe we can use mip-maps for icons, i don't know for sure, i'm not a programmer. Хы... But you must understand one simple thing. That is a cheapest way to solve this problem. We create (wery fast) 2-3 files (of the one icon) with resolution 128x128,64x64,32x32 and don't spend much time on programming. Улыбка
Tech :
Any examples beside the unnecessary mipmapping?
As an example, the small models using high resolution textures or even two 1024x1024, with details you never see, because you can't zoom so close. Every model contain about 10-20 percent of polygons that you not see (or see but they not influence on model detailing). I just remake main models and cut this polygons off. So you don't see visual difference, but FPS are riseing. Улыбка The same problem was with "collision spheres" i just delete unnecessary spheres.
And many more. Улыбка
_________________
Death Striks from Orbit.
    Добавлено: 23:45 28-09-2008   
anonilous
 





Er, guys... In what black hole the translation to english topic fell through? It is really interesting topic for me because I really want to play that mod.
Thanks.
    Добавлено: 08:51 23-10-2008   
Kalembas
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Няшка
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SharkD has reconsidered the plans about the translation and quit. The thread was flooded, so it was closed and removed because of a work inconsistency and flood.
_________________
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    Добавлено: 09:04 23-10-2008   
Stormcrow
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Kalembas :
SharkD has reconsidered the plans about the translation and quit.

It is a pity. Расстроен I really wanted and meant to help him. But it is his choice.
P.S. I won't flood here. Подмигиваю
_________________
Лишь в сердце шторма буревестник свой покой найдёт и смысл жизни обретёт.
    Добавлено: 19:09 23-10-2008   
anonilous
 





Marry cristmas and happy new year to all!
    Добавлено: 20:17 28-12-2008   
Kalembas
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Thank you. The same to you. Улыбка
_________________
Делаешь – не бойся, боишься – не делай, а сделал – не сожалей...
    Добавлено: 20:35 28-12-2008   
anonilous
 





Question about modding. I'm currently rewriting the srcript of automatic flight generation /the one used to generate random flights coming out of the portals/. My intention is to give the function the ability to dinamically set roles in the flight - e.g. attack, defend, missdef, cloac, repair... Can you tell me what are the predetermined values for the function that sets the role - like ROLE_ATTACK for instance?

Thanks.
    Добавлено: 15:42 10-01-2009   
pingvin9798
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Hi anonilous!
Marry cristmas and happy new year you too Улыбка
I am interested and engaged modding Star Wolves too.
We prepare mode for Star Wolves 2 Civil war.
We wish to let out it soon after release SW2CW.
Can you post your script of automatic flight generation ?
It very much has interested me.

With the best regards.
Ping.
_________________
Подарили мальчику набор "Юный Сантехник". Спился за 2 недели.
    Добавлено: 16:40 10-01-2009   
anonilous
 





Hi pingvin9798, marry cristmas to ypu too! Улыбка

Below I am posting below a sample of my automatic flight generation code /that part that is ready/ with two very important notes:

1. This was made for SW1 and I have no idea how it will work on SW:CV Расстроен

2. It is not even half way ready and may contain errors Рыдания. Расстроен

The general idea is for the game to be able to generate fully functional flights with proper roles and equipement. This will also make the modding a lot more easier /I really hope so Улыбка Подозрение. Подмигиваю /, because mutch more options can be accessed with mutch less code. Супер!

This is achieved so far:

- Entire new team added - mercenaries
- Specially equipped ships
- Two more types of flights - lone wolfs and scout ships
- You can generate flight with ability to cloak itself, with AMS or repsys for the entire flight - the flight is fully operational once it appear.

Currently working on:

- Generating ship descriptions - armed and equipped according to the task

Plans for the future

- Creation of bigship flights with fighter escort for both standart flights and flights that enter/exit through the portal.

 Cкрытый текст   (кликните здесь для просмотра)


This example of code and pre-defined values is for the pirates. For all other teams the only diferense is the name.

-- =========================================================================================================
-- Ships, flights, cargo and pilots for the pirates
-- =========================================================================================================

-- Fighters

Pirate2Gunships = {
-- Equipped to fight with fighters
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with both fighters and big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};

Pirate2GunshipsRoles = {
-- Equipped to fight with fighters
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with both fighters and big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};

-- MissileCariers

Pirate2MissileCariers = {
-- Equipped to fight with fighters
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with both fighters and big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};

Pirate2MissileCariersRoles = {
-- Equipped to fight with fighters
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
-- Equipped to fight with both fighters and big ships
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};

-- Lone wolfs

Pirate2Wolves = {
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ }
}

-- Scout ships

Pirate2Scouts = {
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ },
{ }
};

-- Big ships - can be several in a flight

Pirate2BigSihps = {
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};

-- Pilots

Pirate2Pilots = { "Pirate1","Pirate2","Pirate3"};

-- Cargo, weapons and ships /as cargo/ the big ships can transport.

Pirate2CargoShips = {
-- First generation
{},
-- Second Generation
{},
-- Third generation
{}
};

Pirate2Cargo = {
-- first generation modules and cargo
{},
-- second generation modules and cargo
{},
-- third generation modules and cargo
{},
-- fourth generation modules and cargo
{}
};

Pirate2CargoWeapons = {
-- first generation weapons
{},
-- first generation weapons
{},
-- first generation weapons
{},
-- first generation weapons
{}
};

--=====================================================================================================--



--=====================================================================================================--
-- Automated flight generation
--=====================================================================================================--

-- Pre-defined handlers

NEW_PIRATE_FLIGHT = "NewPirateFlight";
NEW_BERSERK_FLIGHT = "NewBerserkFlight";
NEW_PATROL_FLIGHT = "NewPatrolFlight";
NEW_NAVY_FLIGHT = "NewNavyFlight";
NEW_USS_FLIGHT = "NewUssFlight";
NEW_INOCO_FLIGHT = "NewInocoFlight";
NEW_TRADER_FLIGHT = "NewTraderFlight";
NEW_ALIEN_FLIGHT = "NewAlienFlight";
NEW_MERCENARY_FLIGHT = "NewMercenaryFlight";

--=====================================================================================================--

-- Description: Chooses a pilot to be put in the cockpit
--
-- list - Pre-defined list of pilots - most powerful first, degrading as go down
-- current - The functio is called several time for each flight. This is monitored nere.
-- total - Total number of pilots needed to
-- skill - Determies the expiriense of each pilot

function NewPilotDynamic( list, current, total, skill)

local coef = 3;

-- skill value is boosted on HARD, degraded on EASY and without change on NORMAL

if( GetLevelDifficult() == EASY) then
skill = skill - RAND( total);
coef = 4;
end;

if( GetLevelDifficult() == HARD) then
skill = skill + RAND( total);
coef = 2;
end;

skill = skill - ( coef * current);

-- There are only three possible "versions" for each pilot, so there they are !!! NOT YET COMPLETED !!!
-- N is to be replaced with constants

if( skill > N) then return list[ 1]; end;
if( skill < N and skill > N) then return list[ 2];
if( skill < N) then return list[ 3];

return list[ 4];

end;


--=====================================================================================================--

-- Description: Loads cargo to a big ship
--
-- ship - existing handler for a big ship
-- list - pre-defined table - three rows with multiple entries - low, medium and high cost
-- power - ships power - the grater the number, the greater the cargo
-- isship - if 0 the cargo is cargo cartes, if else the cargo is ship

function NewShipCargo( ship, list, power, isship)

local tmp;
local rank;
local count;
local total;

-- The total number of items and their maximulm cost is computed

if( isship) then

tmp = power / 3;
if( tmp < 2) then rank = 1; end;
if( tmp > 2 and tmp < 2.5 ) then rank = 2; end;
if( tmp > 2.4) then rank = 3; end;

-- 50% possibility

if( RAND( 100) > 50) then total = 1; else return; end;

else

tmp = power / 4;
if( tmp < 1) then rank = 1; end;
if( tmp > 1 and tmp < 2 ) then rank = 2; end;
if( tmp > 2 and tmp < 2.5 ) then rank = 3; end;
if( tmp > 2.4) then rank = 4; end;

total = RAND( power) + rank;

end;

-- if less than one no need to bother more

if( total < 1) then return; end;

for i, total do

-- tmp points to the generation of the cargo - there are four table rows
-- cout - gives the number of entries in the chosen list - that way the lenght stays dynamic
-- current - picks one of the items

tmp = RAND( rank) + 1;
count = getn( list[ tmp]) - 1;
current = RAND( count) + 1;

if( isship) then

ship:AddShipToInventory( list[ tmp][ current], 1);

else

ship:AddModuleToInventory( list[ tmp][ current], 1);

end;

end;

end;

--=====================================================================================================--

-- Description: /same for all NewXXXXXXXFlight/

-- group - Name of existing group to attach the flight to
-- sign - Template to generate unique name for each ship
-- pos - Vector3 coordinates where the flight will appear
-- type - Type of flight:
-- 1 - Fighters specially equiped to fight fighters
-- 2 - Fighters specially equiped to fight big sihps
-- 3 - Fighters equiped to fight both fightes and big ships /universal/
-- 4 - Missile cariers specially equiped to fight fighters
-- 5 - Missile cariers specially equiped to big ships
-- 6 - Missile cariers equiped to fight both fightes and big ships /universal/
-- 7 - Lone wolf - heavy fighter/missile carier equipped to act on his own, equiped to fight both fightes and big ships /universal/
-- 8 - Scout ship - special ship, cloaked and/or with booster, equipped with sensor array and capable to act on his own
-- 9 - Big ship
-- power - Determines strenght of the flight and pilots experience 1 - 10
-- orient - Vector3 direction for the flight to "point" where it appears

--=====================================================================================================--

function NewPirateFlight( group, sign, pos, type, power, orient)

local flight;
local pilot;
local skill;
local ship;
local grp;
local tmp;

local ships = {};
local roles = {};

-- Checking the primary variables - without them the function will be useless

if( group == nil) then return FALSE; end;
if( sign == nil) then return FALSE; end;
if( pos == nil) then return FALSE; end;

-- Checking the secondary variables - if not defined, random values are picked

if( power < 1 or power > 10 ) then power = RAND( 9) + 1; end;
if( type < 1 or type > 9 ) then type = RAND( 8) + 1; end;
if( type == 7) then skill = power + RAND( 2); else skill = power; end;
if( skill > 10) then skill = 10; end;

orient = orient or Vector3( 0, 0, 1);

--

tmp = ( type * 10) - 10;
if( tmp > 30) then tmp = tmp - 30; end;
tmp = tmp + power;

if( type < 4) then

ships = Pirate2Gunships[ tmp];
roles = Pirate2GunshipsRoles[ tmp];

end;

if( type > 3 and type < 7) then

ships = Pirate2MissileCariers[ tmp];
roles = Pirate2MissileCariersRoles[ tmp];

end;

if( type == 7) then ships = Pitare2Wolves[ power]; end;
if( type == 8) then ships = Pitare2Scouts[ power]; end;
if( type == 9) then ships = Pitare2BigShips[ power]; end;

tmp = getn( ships);

grp = getglobal( group);
flight = grp:CreateFlight( "flight_"..sign);
setglobal( "flight_"..sign, flight);

for i, sqship in ships do

ship = CreateCarcass( sqship, pos + Vector3( 0, 0, ( i - 1) * 5));
pilot = NewPilotDynamic( Pirate2Pilots, i, tmp, skill);
ship:AssignPilot( pilot);
flight:AddShip( ship);

setglobal( "ship_"..sign.."_"..i, ship);
setglobal( "pilot_"..sign.."_"..i, pilot);

if( type > 6) then ship:SetRole( ROLE_ATTACK); else ship:SetRole( roles[ i]); end;

if( type == 9) then

NewShipCargo( ship, Pirate2Cargo, power, 0);
NewShipCargo( ship, Pirate2CargoWeapons, power, 0);
NewShipCargo( ship, Pirate2CargoShips, power, 1);

end;

end;

flight:SetFormation( "shipFormation");
flight:SetOrientation( orient);

return flight;

end;

--=====================================================================================================--


I hope I was able to help. Good luck with your mod. Подмигиваю

example.zip
 Описание:
The spoiler made a mess with the code. Posting it again here.
 Имя файла:  example.zip
 Размер файла:  2.63 KB
 Скачано:  1470 раз(а)
    Добавлено: 12:35 12-01-2009   
Kalembas
 1335 EGP


Няшка
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anonilous :
Question about modding.

Cant tell is this correct for SW1, but current engine works with these values:

"ROLE_LEADER"
"ROLE_DEFEND"
"ROLE_ATTACK"
"ROLE_NOTHING"
"ROLE_CLOACKING"
"ROLE_MISSLEDEFENCE"
"ROLE_REPAIR"
_________________
Делаешь – не бойся, боишься – не делай, а сделал – не сожалей...
    Добавлено: 02:42 13-01-2009   
anonilous
 





Thanks!
    Добавлено: 09:48 13-01-2009   
pingvin9798
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Hi anonilous Улыбка
Thanks you for your extensive answer. Our best script-writer pilot1992 has told us that will use part of yours scripts in our own. Certainly we will mention you in thanks list of our project. Давай пожмем друг другу руки!

With best regards.
Ping. Улыбка
_________________
Подарили мальчику набор "Юный Сантехник". Спился за 2 недели.
    Добавлено: 19:06 13-01-2009   
TrashMan
 





I have a question if anyone here knows it.

How exactly does one go about importing a ship into Star Wolves 2? I have a bunch of ships I made for other games, but so far the IMD importer is giving me trouble.

Can anyone tell me the exact setting needed when exporting/importing?
(I use 3DMax 7 to export to .obj and .mat and then the IMD Editor, but it doesn't work)
    Добавлено: 14:12 08-05-2009   
SparkS
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We use original plug-in from developers of "Star Volves 1" to export models to the game. So probably you need to ask how to work with IMD importer from its creator - Tech - http://freenet-homepage.de/allaway/star_wolves/index_english.html (you can found here a contacts)
_________________
Death Striks from Orbit.
    Добавлено: 17:34 08-05-2009   
TrashMan
 





Ha..
Figurted it out. My fighter is in-game and working. Easy-peasy.

 Cкрытый текст   (кликните здесь для просмотра)


And I converted the lower-detail version ofhhte fighter to boot by mistake...
Heh


When you post a highscale picture, frame it with [ spoiler ] tags. Kalem.

Последний раз редактировалось: Kalembas (23:25 11-05-2009), всего редактировалось 1 раз
    Добавлено: 20:57 11-05-2009   
TrashMan
 





Say, do you guys by any chance need a few models for the Cold War?

I'm making a few anyway for my personal enjoyment, and I'm perfectly fine with passing them along.
    Добавлено: 22:21 12-05-2009   
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