are Total Conversions possible?
RTV
Join Date: 2008-06-09 Member: 64417Members
Hello, i just wanna ask is every gameplay in lua or can we create Total Conversions?
I realy would like to create some Fantasy TC.
What modelling programm is supported?
So then i can start modelling.
XSI?
Maya?
3ds max?
Blender?
Gmax?
For People who don't know:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A total conversion is a mod of an existing game that (usually) replaces almost all of the artistic assets in the original game, and sometimes core aspects of gameplay, in some cases creating a game in a completely different genre from the original.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://en.wikipedia.org/wiki/Mod_%28video_gaming%29#Total_conversion" target="_blank">http://en.wikipedia.org/wiki/Mod_%28video_...otal_conversion</a>
I realy would like to create some Fantasy TC.
What modelling programm is supported?
So then i can start modelling.
XSI?
Maya?
3ds max?
Blender?
Gmax?
For People who don't know:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A total conversion is a mod of an existing game that (usually) replaces almost all of the artistic assets in the original game, and sometimes core aspects of gameplay, in some cases creating a game in a completely different genre from the original.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://en.wikipedia.org/wiki/Mod_%28video_gaming%29#Total_conversion" target="_blank">http://en.wikipedia.org/wiki/Mod_%28video_...otal_conversion</a>
Comments
Make a new folder in the /Natural Selection 2/ folder.
/Natural Selection 2/my_game/
Setup the same folder layout as /ns2/ and copy editor_setup.xml + game_setup.xml to your own game folder.
Customise these, you can create your own entities for the editor.
Thats all you need, So you can make everything form scratch.
Launch the game with a shorcut using with -game my_game
As long as you have created your own Client/Server lua file no scripting from /ns2/ should be loaded, It will still share NS2 materials and props.
Anything that can export Colloda (DAE) 2.0> can be used. Google Sketchup, 3Ds Max (Plugin "/Natural Selection 2/ColladaMax.dle").
I can only wonder. Please do make a TC as i think the core gameplay behind ns would work in many new settings.
Nice! If I'm correct there will also be a "bare-bone" version of NS2 sometime later which should make modding a lot easier since you won't have to deal with all of the NS2 code.
Make a new folder in the /Natural Selection 2/ folder.
/Natural Selection 2/my_game/
Setup the same folder layout as /ns2/ and copy editor_setup.xml + game_setup.xml to your own game folder.
Customise these, you can create your own entities for the editor.
Thats all you need, So you can make everything form scratch.
Launch the game with a shorcut using with -game my_game
As long as you have created your own Client/Server lua file no scripting from /ns2/ should be loaded, It will still share NS2 materials and props.
Anything that can export Colloda (DAE) 2.0> can be used. Google Sketchup, 3Ds Max (Plugin "/Natural Selection 2/ColladaMax.dle").<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you, i only work with max trial and now with gmax 12 but to bad the plugin (surprise ...) is not working with gmax, so i have to find some free programm...i try xsi toolkit now, which i never used.
I only work with (G)Max which is very handy.
I use for a test Google SketchUp 8.
1. Create a mod, copy game_setup.xml and editor_setup.xml edit them with notepad to your Modname.
2. create in your modfolder:
(example)
\steamapps\common\natural selection 2\mymod
a folder called "modelsrc"
In this folder you export your dae model for example mymodel.dae
then create in this folder a textfile and rename it to
mymodel.model_compile
open it up and paste this:
materials_path "models/props/refinery"
geometry "unbenannt.dae"
physics "unbenannt.dae"
3. save and launch the builder over the ns2 launchpanel (steam)
4.File-> Load setup..."builder_setup.xml"
5.File-> Settings...source directory:
(example)
C:\Steam\steamapps\common\natural selection 2\mymod
6. now go on build and you are done, you got your mymodel in the model folder of your mod.
its very simple to just test something like me.
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<img src="http://img694.imageshack.us/img694/241/snapshot20110626130420.jpg" border="0" class="linked-image" />