Sinperium Sinperium

[UPDATED] KOL Battle Damage Model

[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. ;)

53,676 views 47 replies
Reply #26 Top

I've removed that line and converted to bin, with no success. Will try the new script, probably was the issue.

Edit: This is weird. Both the Corsev and the new Vasari capital don't want to convert. I'll try removing the meshpoints as well to see if that makes a difference.

Reply #27 Top

wont be the meshpoints, have done many

Try removing the line and converting to bin using diploacy converter, if that fails its mesh issue

Reply #28 Top

Work's begun on the conversions. I don't think the corvettes are convertible, as thus far the Vasari's hasn't, but we'll see.

Reply #29 Top

Ok...here is a montage from "birth to destruction".

If you look carefuly you can see where the internal hits and damage take place from the pirate guns.  It took a little playing around but the engine likes my jagged edges and internal structures and tends to hit them more often--so I arranged them for eye candy maximus. Some of the effects are the regular ones for the ship--as the progression goes on the remainder are for the pirate hits.  

The neat thing is that only the mesh needs adding.  The textures and particle effects are all already in Rebellion and added to the mesh.

I was careful not to blow any holes in the model where weapons are so it has the full compliment of turrets and the like.  You can change the ship entity file to reflect any sort of changes you want or leave it as is for a "full strength blown up Kol".

If someone wants to get the Kol texture out it would be easy to modify it with a few smoky-burned smudged edges around the holes and I kept thinking of changing the hull number to a lower ones to reflect it was lost before the current Kols were built.  My pet thing would be to change the name from "KOL" to "KULL" as well..it would be a light edit and let you see it as the ship name or class as you prefer.

So here's the montage (THE LINK IN THE OP HAS BEEN CHANGED TO THE NEW MESH IF YOU WANT TO GET IT):

 

Reply #30 Top

So four more to go...

Reply #31 Top

:D

Reply #33 Top

I don't suppose this could find its way into the Distant Stars ship graveyards?  :D

Reply #34 Top

I will make a mod file for it.

Reply #35 Top

I had accidentally re-uploaded the old file last night.  The new ship mesh with all the particle effects is there now.

I'm going to look at the entity files for DS and will swap it for the TEC battleship in the graveyards as a mini-mod for DS.

Reply #36 Top

Well...I did a conversion and quick changes to the files for Distant Stars and something is glitching.  Unfortunately I am working on a project now and don't have time to troubleshoot.

Here are the Distant Stars textures to replace in the mesh file:

  • DiffuseTextureFileName "CapitalDeadBattleship-cl.dds"
  • SelfIlluminationTextureFileName "CapitalDeadBattleship-da.dds"
  • NormalTextureFileName "CapitalTechBattleship-nm.dds"

Below is a list of the standard Rebellion game particle effects I used in the mesh.  Check them against what's in DS and remove any mesh "points" for ones DS does not have (be sure to reduce the point total accordingly)

  • "Flair-DamageEffect_Fire3"
  • "Flair-CapitalAbility_GaussBlastHit"
  • "Flair-DamageEffect_Steam1"
  • "Flair-CapitalAbility_BeamBlastImpact"
  • "Flair-DamageEffect_Electrical1"
  • "Flair-DamageEffect_Smoke1"

The Dead Tech Battleship textures already in DS look fine on the model and keep it themed with the other graveyard wrecks but you can replace them with the stock Kol textures if you prefer.

To get the ship in any other mod, follow similar steps as above, as they apply to you.

Reply #37 Top

Posting in both threads.

If all it is, is a new mesh, all that has to be done is create a folder called Battle Damage or whatever the mini would be called, create a mesh folder in that, put the mesh in, and that's it.  Mod wise, just make sure it's above DS in the list, and above any other mini that includes a mesh for it.  Safest bet is put it at the top of the list and don't worry about it.

 

However, after looking at his mesh, if you want it to work with DS:

1. The name of the file needs to be changed to CapitalShip_DeadBattleship to make integration much easier

2. If it's to be used in Rebellion as opposed to earlier versions, a line under "mesh data" needs to be added and the info maxDiffuseMipLevel 0 put in to it...  I assume that was the intent since Rebellion particle effects were used...  I don't even have rebellion and I know that...

3. If used in Diplomacy/Trinity or earlier, the first 6 points need to be removed.

4. Just a general problem I see: The 7th point needs to have a tab deleted so that it lines up properly.  Most likely will cause an error upon loading. (The game is expecting 34 and is probably only going to see 33 because of the alignment issue.

5. It's missing a weapon point:
    Point
        DataString "Weapon-1"
        Position [ 41.514137 56.767746 192.605179 ]
        Orientation
             [ 0.965926 0.000000 0.258819 ]
             [ 0.000000 1.000000 0.000000 ]
             [ -0.258819 0.000000 0.965926 ]

        That should take the Rebellion point count to 35, earlier versions back to the 29 it originally had.

6. The diffuse and SelfIllumination texture references should be changed to say CapitalDeadBattleship instead of CapitalTechBattleship to use the dirtier textures.

 

 

So yeah, that's all.  ;P  It's actually not very much at all, it just looks like it.  I can't test it either, but I don't think there will be any other problems if the mesh is fixed up.

Reply #38 Top

I did some quick cut and pastes after xsi and erased my added rebellion stuff--thanks for the spot.

I was hugely rushed for time there nd I always err when i do Sins like that.

Let me go repair all this now and I'll post up the corrected file.  Thanks Stant.

Reply #39 Top

I'm thinking I grabbed the wrong file for my upload--the final copy I have here has everything in place with the exception of the indent before point-7...I have fixed that now and will post it up.

I'm replacing the file again and will work tonight on a DS mini-mod that's debugged and working properly.

Give me a few here to upload.

Reply #40 Top

Well here is an interesting thing.

I've tried to substitute my damaged Kol mesh with Distant Stars CapitalShip_DeadBattleship.mesh--even stacked over or under Distant Stars as a minimod--but I get a mindump and error.  It works fine in Rebellion alone but trying to run it with DS generates this error:

D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\Particle_MeshShadowed.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll

D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\GS_ShadowedAsteroid.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll

D3DXCreateEffect Error Buffer: C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\GS_ShadowedShip.fx(206,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\GS_ShadowedShip.fx(208,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
C:\Program Files (x86)\Steam\steamapps\common\sins of a solar empire rebellion\PipelineEffect\GS_ShadowedShip.fx(116,6): warn

But by manually replacing DS's mesh file and only installing DS then, it works fine.

The mesh with the minor error fixes is up now.

Reply #41 Top

o_O

Reply #42 Top

I have no idea either.

Reply #44 Top

What did you change?  

The one I have uploaded now is the generic one but I have one like this in my mods that was causing the weird issue.  I've checked the point counts and the like and they are correct.

Did I miss something in there?

I'll post yours up too after I run it--just wanted to fix any errors.  If I drop it into the DS mod and replace the file there it runs fine.  If I run it on top, it produces no change and the other way produces the errlor and minidump.

Thoughts?

I've never had a problem getting a mesh in the game before.

Reply #45 Top

Maybe I have a bad DS install here.  I did re-install but have not re-downloaded it.

If I place my mini-mod with either of our mesh files in it and in the proper position (where it is supposedly overlaying DS's original file), it mindidumps after loading.

If I delete the DS Dead battleship mesh and replace it with mine--or yours--and only start DS, then it runs fine.

I've had no problem adding it to un-modded Rebellion at all.

The only difference I am seeing is you preserved the original order of the points (I had moved the exhausts next to each other in the file) and you added an additional weapon point that corresponds to the same point used by the bomb point.  I don't show that additional weapon in my converted source file from Rebellion.

So I have one point less and a slightly different, in-file order--that's all.

Reply #46 Top

I'm not sure what could be going wrong if it works as part of the main mod...  I was hoping it'd either work or just fail outright no matter what, but if you're still experiencing the same behavior then I'm at a loss...  I compared the two files and made the necessary changes for DS to run it smoothly so by my view, it should work great.

Although I'm told DS being an alpha right now crashes an insanely large amount of time, so it's possible that the process of enabling a new mod is causing a crash.  If you can play with DS running, go to your enabled mod list and manually add  battle damage to the enabled mods and give sins a fresh run rather then loading it all up then trying to reload it all up a second time which may be prone to crashing.

Reply #47 Top

Just thought it was worth a mention.  It's possible DS has touched some hidden "feature" of Rebellion that we mere mortals don't comprehend.  I still get the same results in Ds but otherwise it functions as normal as far as I have experimented.

Lol--it has to nag a developer. ;)

Thanks.  It seems like every single time I mod something I run into the, "Hunh--that never happened before" category.