Request: NS1 Resource pack

rsdrsd Join Date: 2003-02-11 Member: 13405Members
edited April 2010 in Modding
<div class="IPBDescription">for modders</div>I'd like someone with more of a clue than me, plus the right software, to convert NS1's entire range of models for use with the engine test.

I'd like someone to do the same to create an FMOD sound library containing all the NS1 sounds.

This would be really awesome for all the people working on mods. We could even start working on a classic ns mod and replace the NS1 models with NS2 models when the alpha is released.

Unfortunately I don't have the skills necessary to do it myself, but if anyone does I'm sure it will benefit the community immensely.

I've messaged the person who got additional sounds into the ns2lua mod for some info on how he did it. Once I hear back I should be able to get a NS1 sound library up and running quickly.

Edit: Have been told how to do it by sniperchance. Will upload a soundpack tomorrow, it's late here :)

Comments

  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Convert all models with animations? Man that's a lot of work..
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    Damn, was hoping it would be a simple process :(
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I might give it a try today for say.. the skulk.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    Myself and a couple others converted all the NS1 models to source a while ago. Was pretty simple, but I don't know how to convert a model to NS2 engine.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    We don't need the skulk, what would be handy is the other lifeforms, especially Lerk and Fade.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited April 2010
    I just wrote the NS 3.0 lerk flight controls<!--coloro:#708090--><span style="color:#708090"><!--/coloro-->*<!--colorc--></span><!--/colorc--> ... so get me a lerk model :D

    for now the lerk flight is the buildbot's control scheme.

    <!--coloro:#708090--><span style="color:#708090"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->* 100 thanks to Charlie for sending me some relevant code bits once upon a time!! <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I'll try to do the lerk today.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Here's the NS1 lerk in the Spark engine. It's not flawlessly converted, but if you can make it work so we fly around in the engine test it'll be nice hehe, and if you need some changes to the model or animations just tell me, I'll check what I can do.

    <a href="http://download541.mediafire.com/wzxs4nm4mdyg/bmn2nrgwldo/ns1_lerk.rar" target="_blank">Download link</a>
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1767713:date=Apr 18 2010, 09:09 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 18 2010, 09:09 AM) <a href="index.php?act=findpost&pid=1767713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's the NS1 lerk in the Spark engine. It's not flawlessly converted, but if you can make it work so we fly around in the engine test it'll be nice hehe, and if you need some changes to the model or animations just tell me, I'll check what I can do.

    <a href="http://download541.mediafire.com/wzxs4nm4mdyg/bmn2nrgwldo/ns1_lerk.rar" target="_blank">Download link</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Pipi would you mind modifying that to conform to NS2's naming scheme? (put it in the the aliens/lerk/ subfolder with a similar name)

    e.g. /models/aliens/lerk/lerk.model
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1766829:date=Apr 14 2010, 06:23 AM:name=rsd)--><div class='quotetop'>QUOTE (rsd @ Apr 14 2010, 06:23 AM) <a href="index.php?act=findpost&pid=1766829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like someone with more of a clue than me, plus the right software, to convert NS1's entire range of models for use with the engine test.

    I'd like someone to do the same to create an FMOD sound library containing all the NS1 sounds.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's certainly not asking much.
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    edited April 2010
    <!--quoteo(post=1767795:date=Apr 19 2010, 09:40 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Apr 19 2010, 09:40 AM) <a href="index.php?act=findpost&pid=1767795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's certainly not asking much.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you read the whole thread you'd see that I haven't got a clue how to do the model stuff myself, so I wasn't aware how much effort it would require.

    I've gotten a version of FMOD designer that works with the engine test, so I'm putting a sound library together myself. (using the ns1 sounds, and I will maike it available for download as soon as its done)
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Speaking of FMOD and the soundlibrary, most of the files aint actually their after going over the LUA trying to figure out why playback was nill lol The library is indexed but there are no sound files in the compressed packs :( I so wanted to walk round my map with the enviroment sounds on :/
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1767753:date=Apr 18 2010, 09:45 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Apr 18 2010, 09:45 PM) <a href="index.php?act=findpost&pid=1767753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pipi would you mind modifying that to conform to NS2's naming scheme? (put it in the the aliens/lerk/ subfolder with a similar name)

    e.g. /models/aliens/lerk/lerk.model<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hum yea.. I'm not sure what you exactly want. Doesn't it work if you only rename the model file and put it inside subfolders?
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1767890:date=Apr 19 2010, 01:57 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 19 2010, 01:57 PM) <a href="index.php?act=findpost&pid=1767890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hum yea.. I'm not sure what you exactly want. Doesn't it work if you only rename the model file and put it inside subfolders?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It would all work except that I think the reference to the material is inside the model file... and that one is the only one I can't change.

    I want to be able to have all the material files and model all in the alien/lerk/ folder
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    edited April 2010
    Oh like, as it was the real lerk model, just like the skulk folder, with a lerk.material and lerk.dds. Ok I'll do that.

    EDIT: And did you check the animations? I was wondering if there was a problem with them because all the animations are at one spot but the reference lerk model is at the origin position (0,0,0).
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1768028:date=Apr 20 2010, 12:13 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 20 2010, 12:13 PM) <a href="index.php?act=findpost&pid=1768028"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh like, as it was the real lerk model, just like the skulk folder, with a lerk.material and lerk.dds. Ok I'll do that.

    EDIT: And did you check the animations? I was wondering if there was a problem with them because all the animations are at one spot but the reference lerk model is at the origin position (0,0,0).<!--QuoteEnd--></div><!--QuoteEEnd-->
    It would be better if the origin point was at the feet of the model for the animations, but I assumed that this was just an artifact of the conversion... One we can probably get around with code.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Well, if you consider using the reference model in anyways, but all the animations (even the idle one) are at the same spot just not origin 0,0,0. Like you said, with code, it would be possible to offset the model to fake the origin 0,0,0 I assume.
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