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SG1 Mod /\


TYR

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Ive decided to start this Topic to keep you informed about the mod, gain valuable information about some problems i have faced so far and also recruit some volunteers ;)

 

And here are the news:

 

Strahd is currently on vacation but he still wants to do this mod, although his time

resources are very limited.

 

I have so far completed 3 models as seen on the news, a new mp5 model, the usas12 shotgun and last night the m249 saw ( screens hopefully uploaded by slaughter).

 

Currently i will engage any further required models as listed:

 

P90

FiveSeven

M24 SWS

M82 A1

M9

M67 grenade

---------------

XM8 Experimental Assaultrifle currently tested by us army

Steyr ACR Advanced combat rifle protoype

...

---------------

Goa'Uld Weaponary

Staff Weapon

Glider Canon

Energy Canon

Shock Grenade

Zads

...

---------------

 

And then well lets see ;)

 

Problems:

 

Need some help ;) .

--------------

 

If you want to help your welcome especially tips and hints regarding the "problems" are very welcome.

 

greetz

 

TYR

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Well i cant get it to work as intended, it is either even there, the object gets invisible or if im lucky it is there but completley mismatched.

 

i tryd to use different 3d.txt files and combinined them with the new model, or

tryd to export texture coordinates from milkshape. As fulby mentioned it is possible to use even larger tgas, well the game didnt crash at least but the same result.

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Ah, i remember having the same thing, this is mainly caused by problems with the model itself, not the texture. BlackAlmaz is imo the one with the most skill in UFOAM modelling, he made models appear and work ,when i already gave up :) He should be able to explain how he mangaes to make them work. Fulby could also be of help.
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mmhmm maybe they are simple to complex the only one worked was as primitive as the original, i dont know maybe blackalmaz can help me there.

 

edit: I have noticed that it makes even a difference which graphic tool you use, i just made the icons for the saw and the magazine, with my brand new psp8, but to my wondering the color of the icons was purple to blue like you remove all red from the channels.

 

I loaded them into psp7 saved the tgas again under the (same) options 24 bit uncompressed tga and it worked. I thought that could be the same for textures but i tryd it in any way i was able to think of and neither worked really, well i get the boundary color of the texture but not the texture itself.

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TEXTURES.....

I TOLD YOU A FEW TIMES...JUST REMAKE THE ORIGINAL..KEEPING THE BLACK BACK ROUND.....OTHER WISE..IT REALLY LOOKS WEIRD

 

or just make it all black..i told you make a very complax model that just doesnt need textures to make it look reall..your not bad at moddeling so it should work for you

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Tyr, the Targa files use a mask channel, that's the problem you are having, the masked area of the pic is displayed as transparent. Maybe you have to change some settings in PSP8 which are already activated in PSP7... I personally use Picture Publisher 8.
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Weapon textures dont have a alpha channel, ive never seen one in the original files, would not make sense to me for what do you have the sorounding color which usually should close the blank points of the texture.

 

@ Blackalmaz

 

I tryd to modify an existing tga the problem is i think a original model has maybe 50-90 verts ? my m249 model has 1500, i doubt its so simple, i will try it again and again, currently im experimenting with different sizes of the texture, it appears now but just on the centerpart of the model it gets somehow squeezed to that point

now i just have to figure out why it is "squeezed" and it works i guess

 

edit: Since i cant figure out why the texture does not get applyd correctly even with different tgas, i will make a 256x256 square texture, i tested that on a original texture and was able to redraw the mapping on the model, so with some tests i should be able to make a adequate texture material at least for the model.

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Well aralez these are special ones, however since i use 256x256 pixels textures currently ill try adding one.

 

Thanks Blackalmaz, that might help however i found out the simplest way is to make a oversized texture in the center of the image, but topside down since thats the way the texture gets handled by the engine i found out, and then giving it texture coordinates with milkshape, i cant say yet how precise that is but so far its getting much better

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Ok here are the good news:

 

As you may have already spoted screens i managed to solve the texture problem and will continue on making them better, so far they should work well and i will create new ones for each model, screens coming soon :)

 

 

Since in managed those very important steps with some help i want to take on the less important things also.

 

I have problems with the glossary files, i tryd to add new entries but i dont know how the file structure of this works, if anyone already made new glossary entries id apreciate help

 

greetz

 

TYR

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Im glad to announce that i have kinda finished the first three models (new mp5, Usas12 Shotgun, M249 saw) modeled, textured, icons for weapons and ammo made, i will however try to improve them even they are already far beyond the standard models, i still need to adjust the saws position, and redo her texture as soon i get the required resources (higher quality images)...

 

Some less important things are still to do:

 

Sound editing, especially the saw needs a unique sound which is not aviable with the standard ones im afraid so if theres anyone good with sounds or knows a resource please tell me :)

 

I will investigate the glossary files soon to add them into the itemlists, not that important really but it gives some atmosphere and of course some would like to know more about the weapon than just dmg rps...

 

I hope you enjoy the newest rendered images and textured models, and i think i will have them added to the next rebalance mod to get you people a first introduction into the sg1 mod, although i wont call that a mod yet B)

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For those who did not pay attention yet, im making progress through this mod, so far ive completed 4 weapon models and currently preparing for the next step, target will be "alien" weaponary, focusing staff weapon, zads, tokra ones ...

 

Thanks to the large input i have found on the web regarding real earth weaponary i was able to make very good additions to the game, but i will need YOUR HELP to proceed with this, so this is a call on all SG1 fans and supporters to send me links, pictures, whatever relating this matter, the more i have the better and faster i can make progress, mainly i need pictures of gou'auld equiptment, starcrafts, weaponary armor and anything else. So if you have dvds for example and would like to help me some screenshoots would be very cool, or if you have knowledge on any media regarding this especially with shematic drawings(something like construction plans) that would be just perfect. These things help me to make more accurater models, textures and will be helpful later on also when we make spaceships, and interior.

 

Since i did not find everything on the web i need i count on you!

 

greetz

 

TYR

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Look here:

 

https://sgr.halflife2files.com/weapons.htm

 

or here:

 

https://www.gammaquad.com/wallpaper/sgw_earth_1024_768.jpg

 

or here: (Beware of pop-ups)

 

https://gate_sg1.tripod.com/index1.htm

 

or here:

 

https://planeta.terra.com.br/lazer/stargate...se/weapons.html

 

Btw, you can change the names for the units to the ones from the series, there's a file with the unit's names in it (i don't remember it's name atm :) ).

 

And if you want you can use the Rb-mod sectoid skin as a start for those "grey" aliens in Stargate (i don't remember their name atm, too :) ).

 

Here another good shot:

 

https://www.oblazy.com/stargate/gallerie/My...0Teal`c.jpg

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I was once planning to do a "War of the Worlds mod" but was amazed to see those three-eyed aliens didn't use ANY infantry weapons :) They had those huge tri-pod walking machines, in other films they had flying machines with ray'guns, but NO infantry weapon at all, not even some empty vodka botlle to throw :)

 

The SG-1 mod is pefectly do-able from this point of view. Btw, do you plan to restrict the humans to the weapons from the series ? I would do so, so the Stargate feeling is stronger. But maybe you have other plans...

And btw, what about m other two ideas from the post above :)

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Well, yes and no we will have to think about this i have had contact with strahd lately and generally there are still many many many many..... (ten minutes later)

things to do and when the mod is somewhat completed we can think about this.

 

About the "two" ideas i even thought of reskinning the faces, of course the names will be of use for sure. Reskinníng the alians will for sure be made with a very high qual texture i will get hopefully :)

 

ps: first i have to retexture the uniforms of the humans, and even there thinking about if any class of armor should be implemented also.

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  • 2 weeks later...

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