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Spaceempires.net :: Putting SeV Ships into StarFury. :: View topic
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Putting SeV Ships into StarFury.

 
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wedgeantilles
Space Emperor


Joined: Apr 01, 2006

PostPosted: Wed Dec 19, 2007 11:47 pm    Post subject: Putting SeV Ships into StarFury. Reply with quote

Question Can anyone tell my is there a way to put ships from seV into Starfury.
It should be easy but when i did it not much luck.Also can ido the oppsite.


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rstaats10
Space Emperor


Joined: Nov 03, 2007

PostPosted: Thu Dec 20, 2007 4:31 am    Post subject: Reply with quote

Yes I have converted more than 50 ships from SEV so far and more from other games as well. I have not converted any from SF to SEV but that should likewise be no problem. I am pretty good at it now after failing the first few times. Smile Just copy and paste the SEV xfile for the ship and the texture(s) and paste them into the respective Starfury xfile and Images folders. You will need to create a spaceobjectsxfile text entry for this ship. Just copy and paste for example a Terran Destroyer then change this entry to you ship with your xfile referened to it. May need to change the scaling later on when you get the ship loaded in. I recommend C & P the Terran Destroyer in the StartingShips Text file and changing this to your name of new ship added while remembering to reference your spaceobjectsxfile in place of the Terran Destroyer . Your ship whill now be ready to play in Starfury. Open game and select from starting ships. This is the easy way. If I like the ship I will get the ship portrait and profile and convert from jpeg to bitmap (starfury doesn't take jpeg) and make a shieldLayout from the protrait too. Also I make new slots by using SJ SF slot modder. Doing it this way you will need to add an entry into maincomponentconfigurationslotsplayer file. (The slot config from SE5 is not compatable with SF.) You can also create engine lights and alter the weapon firing points in the spaceobjectsxfile. Remember coordinates 0,0,0 are the center of the ship and you can adjust from there or to get more precise can get exact coordinates from opening up anim8or and getting them
Other consideration are xfile size and textures. I have had no problems except for some of the starwars ship from SE5. (they wont even load into lithunwrap) Speaking of Lithunwrap you can directly view the ship by loading in the xfile and clicking preview then show model. This will let you see if you like the ship before converting to SF. Texture assignment can be changed here as well.

If you change and save the xfile in Lithunwrap, all the stuff I have read says to save as text and uncompressed but I am not sure how accurate this is since I have been toying around with saving high poly (20,000) as binary, compressed xfiles and they load into starfury as a starting ship everytime with no problems whereas text xfiles will not load properly. However Starfury is not designed for high poly models so I don't know how many I could add before I would see a problem. Generally things run best with low poly (small x file) models

If you need more info I would be glad to help. I willl have a little time over the Christmas break and if you want to ask over msn let me know.

BTW I am over 50% done with my all new Starfuy mod which has just over 100 new systems and all new ships missions and more new stuff never seen in a Starfury mod before. I will make this a public download when I am done.

Also 1 more thing is to play in windowed mode. It will flag most errors for you so you can fix them. Sometimes the maincomponentconfigurationslotsplayer file will give an error if the slots are not entered correctly that will will say violation something or other but most will give an exact error as far as location.


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Darkshado
Space Emperor


Joined: Oct 10, 2007
Location: Montreal

PostPosted: Fri Dec 28, 2007 8:35 pm    Post subject: Reply with quote

rstaats10 wrote:
BTW I am over 50% done with my all new Starfuy mod which has just over 100 new systems and all new ships missions and more new stuff never seen in a Starfury mod before. I will make this a public download when I am done.


Looking forward to this Very Happy

If for some reason you find yourself abandonning the project or something, don't just let it sit on your hard drive, upload it so that others may take a shot at completing it.

Goodbye,

Darkshado


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rstaats10
Space Emperor


Joined: Nov 03, 2007

PostPosted: Sun Dec 30, 2007 4:48 pm    Post subject: Reply with quote

I promise I will release this SF mod I am working on. I have spent some time on it but it should be released eta early 2008. This mod will be a lot of fun to play and is centered around missions and is combat oriented. New stuff will be implemented into SF. Should be a nice suprise.

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Darkshado
Space Emperor


Joined: Oct 10, 2007
Location: Montreal

PostPosted: Tue Feb 05, 2008 8:33 pm    Post subject: Reply with quote

So rstaats10, I'd say we're in early 2008, care to give us (me?) a progress report?

Goodbye,

Darkshado


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rstaats10
Space Emperor


Joined: Nov 03, 2007

PostPosted: Wed Feb 06, 2008 1:53 pm    Post subject: Reply with quote

Yes I am I would say about 80% completed or more. The game is playable now but I am working on two more races and have 30 more systems to polish up. I will soon be working on more missions for the game. I will definately let you know when I get done. I will post a link to file front when I get the game finished.

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