Adding GSB1 races into GSB2 gameplay?

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N3MES1S
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Re: Adding GSB1 races into GSB2 gameplay?

Postby N3MES1S » Sat Sep 26, 2015 3:27 pm

AcePalarum wrote:
N3MES1S wrote:Erm... sketchup. Within less than 1 hour you have a really good looking ship.
...
There is no excuse since time ago to "design" ships in 3d, thanks to sketchup. People modded using GSB1 vanilla parts because they were just too lazy or because they just wanted to do that, but not because they didnt have tools to model in 3d. Sketchup was born a lot of years ago...


In fairness, having the tools and being able to use said tools are NOT the same thing. On the occasions I have used Sketchup, "within less than 1 hour" what I have is a 3D representation of a cross-eyed three-year-old's crayon scribblings and a deep desire to punch the Sketchup developers repeatedly in the kidneys.

All I'm saying is that the existence of one 3D modeling tool like Sketchup does not make an easy 3D modeling environment for everyone. :)


I learned sketchup in 1 day. In two days, within 1 hour i was able to make really good looking ships, and i am not talking about 4 squares and 3 circles lol. Of course, im talking about the model process, not texturing. Thats a different thing.

Well, because sketchup is based on user-made plugins mostly. There are out there hundreds (if not thousands) of plugins you can add to sketchup that makes it an amazing 3d modelling tool (i guess you didnt know about this? lol). And things like organic models, tubes and pipes and other things are amazingly easy to make using plugins. Not that you need that to model ships, most of the times you will not need non complex surfaces. Reason why sketchup is ideal. Nowadays, im surprised a tool like sketchup is still free, and honestly, including all the user made plugins there is actually nothing sketchup can achieve.

Easy?? dude, i NEVER EVER tried any 3d modelling tool in a serious way in years until i discovered sketchup. I am a complete mess and still i managed to learn it in just 1 day. Dude, its amazingly easy. Of course there are different grades of lazyness... lol. For me, having such an easy and great 3d modelling tool where i can model almost anything i want, and i dont need to learn complicated and expensive 3d tools like 3dstudio. It is a jewel in my opinion.

I tried 3dstudio once, i think i gave up after 30 minutes. I tried blender, i gave up after more or less the same. I tried maya, i did last for a bit longer there, about 45 minutes. I could go on.. as you see, i am not a patience and learner person. Sketchup is completely different.

When modding for GSB1, i never needed to build vanilla monsters because of my lacking 3d modelling skills. If i wanted a ship, i just made it. Because i had sketchup. lol. In normal circunstances you would think "but if i need to waste days to model a ship.. dont think so", but talking about sketchup that the whole process of modelling and texturing and rendering takes (once you learn enough) a few hours.. thats priceless.

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dafrandle
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Re: Adding GSB1 races into GSB2 gameplay?

Postby dafrandle » Sun Sep 27, 2015 6:17 am

can you post some names of those plugins so i can add them to mine?
having a job has allowed me to understand why Archduke Astro has no time to work on his mods

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N3MES1S
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Re: Adding GSB1 races into GSB2 gameplay?

Postby N3MES1S » Sun Sep 27, 2015 3:40 pm

dafrandle wrote:can you post some names of those plugins so i can add them to mine?


Depends on your needs. I actually have over 50 plugins installed.. it will be almost impossible to list all of em, but for example,

lines2tubes - > converts any line in to a tube
curviloft -> creates joins between surfaces (for example if you have 2 tubes and you want to "join" em to create a curved tube, or any other surface).
shape bender -> changes the shape of a component or group (for example if you need to make curved doors for some reason, you pick the normal door and you "blend" it xD).
uvprojection -> adapts a texture to curved surfaces (for example tubes)
uvtools -> to work with textures, copy uv coordenates (to copy/paste textures with the same size/position for example), or rotate em in a curved surface or other things.
cleanup -> to clean unused materials/components. To reduce unused lines, to erase duplicated faces, etc
1001bit tools -> to create arquiterctural components, like stairs, doors, roofloors, etc.
3dgrid (or something like that) -> to create 3d grids
tools on surface > for a lot of things, like drawing offsets contours, and to draw regular shapes in curved surfaces, erase edges and corners (without screwing up the lines or faces attached), etc
roundcorner -> the name says it all. To round corners/edges and bewel em. This extension is priceless..
push/pull (cant remember the exact name) -> to push/pull surfaces in any direction you want, not just straight (the only way sketchup lets you) and groups of surfaces.

And a lot more i cant remember right now. Also i have a couple of extension to make organic surfaces (convert a surface in a organic "grid" if you want to make faces or things like that) but i never use em (for now).

There are thousands of them, and i only have installed the ones i should use at some point. Most of em are free, others arent.

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Re: Adding GSB1 races into GSB2 gameplay?

Postby dafrandle » Tue Sep 29, 2015 1:34 pm

thank you
having a job has allowed me to understand why Archduke Astro has no time to work on his mods

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Re: Adding GSB1 races into GSB2 gameplay?

Postby flavoredpickle » Sat Nov 28, 2015 7:18 pm

First off, im kinda back from the dead, glad to be back.

I love the idea of implementing the GSB1 Era's races to GSB2, and to be perfectly honest, from what I've seen it should be (fairly simple) to recreate the GSB 1 era ships in a modelling program, such as Beldner, or sketchup. Thank sto the pre-existing sprites of GSB-1 as well as the origianl 3-d Referances of the original ship models i feel fairly confident that such an under-taking is very achievable. My understanding of the bump mapping/normal system in GSB--2 is that the models have all of their height information baked oonto a 2-D plane that intersects with the midsection of the model,which is to be honsest a fairly simple thing to do, though i doubt that was the way that the ships packedged with GsB2 followed such a basic procedure. If any one would be interested, I would be more than willing to assist in the creation of such models, though I have very little modding understanding of GSB 2, i could supply the required art assets, with proper documentation/information regarding actual implementation within this engine :)

Cheers,
Flavoredpickle
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dafrandle
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Re: Adding GSB1 races into GSB2 gameplay?

Postby dafrandle » Tue Dec 08, 2015 2:02 am

while what you say is true it is not as simple as you make it to be. The textures form gsb1 are made from 3d models and thus a bump map made from them would match the lines and stuff perfectly. if you were to make a model based off of texture (and limited isometric perspectives) it would (put simply) take an exorbitant amount of effort for you to make all the little details match up which is required for the illusion to work.
having a job has allowed me to understand why Archduke Astro has no time to work on his mods


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