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old Modelling

Whisperer
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Hi Admin, hi fans!

I have some question about the modelling for the game. New buildings, items/weapons... So my first question is...

[1] What size of model do I have to make for buildings?
[2] What size of model do I have to make for items/weapons?
[3] Is it possible to make new buildings with new id number, or I have to delete the original types?
[4] Is it possible to make new items/weapons with new id number, or I have to delete the original types?
Oh, and what type of scripting languge do I have to learn to mod the game?
And thanks for the Hungarian Language pack!

I hope that somebody can help me to solve my problems

Sincerely,

Whisperer
edited 2×, last 26.08.10 02:07:35 pm

old Re: Modelling

ohaz
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1. You can use every size you want. Of course it should not be tooooo huge
You can use the scale command in the definition files to scale it afterwards
2. Same as above
3. It is. Just search for the definition files. Afair it only goes up to 255 different buildings, but there are workarounds...
4. same as above.

Stranded2 uses its own scripting language, s2script. Just use this (*click*) and/or look up some finished scripts to learn it. Shouldn't be that hard.

old Re: Modelling

Vectarrio
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Ok...
[1] if you are about scale, you can model any size, because there is scale parameter in objects/items/units definitions.
[2] same here.
[3] It is possible, look at objects_xxx.inf
[4] same here
Special S2 script.
look here
http://www.strandedonline.de/s2_mods.php

EDIT: lol, i'm late.

old Re: Modelling

Whisperer
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Thanks for the fast replys! My friend made an awesome model for me but when I put in the game and checked, that was very small... I changed the tent.b3d to example.3ds. Is it problem?

old Re: Modelling

Vectarrio
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Change scale definition, if there is no scale, then write:
scale=3
if it will be too big, write scale=2
e.t.c

old Re: Modelling

Psytechnic
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Scale is a decimal value. Meaning you can use inverse scaling.

Let me explain.

Objects in S2 measure about 10 modelling units per foot ('), so something 10 x 20 x 60 would be about 2' wide, 1' deep and 6' high, which is about human size.

The scale tag then modifies that.
1 = 100% or original size
2 = 200% or double size
0.5 = 50% or half sized

Scale can also be expressed as 3 separate values for X, Y and Z. For example:
scale=0.5,0.7,0.3
Would make a cube shrink to half of it's original width, 7/10th of it's original height and 3/10th its original depth... Which would make a cube look like a wardrobe, or a cigarette packet.

It can be a bit daunting, but if you have the stomach for it, you can keep modifying this to a finer value each time to make things fit exactly how you want them... This is a bit OCD of course... ... ...

If you have any other questions, feel free to ask.

old Re: Modelling

Whisperer
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I tried the scale thing but it still too small... I uploaded some image from that building what my friend made, but there is no texture on it. Why? Because I wanted to test firstly that is working or not... Okay, there it is the links and please try to help me.

<a href="http://i34.tinypic.com/sdk4s0.png">Screen1</a>
<a href="http://i38.tinypic.com/986g51.png">Screen2</a>
<a href="http://i33.tinypic.com/28s8tjq.png">Screen3</a>
<a href="http://i35.tinypic.com/3502n1u.png">Screen4</a>

Sincerely,

Whisperer
edited 3×, last 26.08.10 11:59:06 pm

old Model size is matter

ErnestyTheCreator
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I think you should consider the followings:
1. Examine the in-game objects size: Download Biturn and convert some b3d object and load into your 3D-editor. This way you can measure the size of your objects. For example: if you can define the size of the brickhouse, you can make a model of a thatched house, and you can use a similar size.
2. Resize the model in 3D-editor software: Most of today's modelling softwares gives you the option to resize your model. So try to enlarge your model to a similar size of one of the game object's.
3. When you finished and polished your models, you should export the model into b3d (with programs or plugins of your choice), and test the model in the game.
4. Use the S2Script system: If you would like to make adjustments on your model, you can use the advices, you got in this topic before.

P.S.: It's my opinions, that you can read in my post, others can agree it, others can't. Feel free to test it.
P.S 2.: If you would like to make urls, you should use tags [ url = link] name of url, that appears [ /url ] (without spaces), and they are defined here
edited 1×, last 26.08.10 11:59:30 pm

old Re: Modelling

Vectarrio
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skins/textures must be in one folder with the file.
Just raise scale to 5 or higher

old Re: Modelling

Whisperer
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well... I typed 15 but it's still small but it looks bigger I'll try with scale 50 or higher

EDIT: Woah... It's working! But I make the scale to 50 and try again because there is some bug because of scale 100 In the menu it shows the FPS number and the options of the game I don't know what did I hack but the building is working now.

EDIT<sup>2</sup>:Well... There is another problem. I made a house and when I wanted to put it on the map, the house's half part has placed into the ground, so I was can't go into it.
edited 2×, last 27.08.10 01:37:17 pm

old Re: Modelling

Vectarrio
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Half into ground? Thats a model problem, you must change the model

old Re: Modelling

Whisperer
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I know my problem and I already solved it If you put an obect to the editor and if you scroll on it you'll see the name of the model of course... but! if you srcoll on it and you see tha name of it press the space button and you'll get a... what's that? I don't know what is that but you can change the postion with it like height, rotating etc...

old Re: Modelling

DannyDeth
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Whisperer has written
I tried the scale thing but it still too small... I uploaded some image from that building what my friend made, but there is no texture on it. Why? Because I wanted to test firstly that is working or not... Okay, there it is the links and please try to help me.

<a href="http://i34.tinypic.com/sdk4s0.png">Screen1</a>
<a href="http://i38.tinypic.com/986g51.png">Screen2</a>
<a href="http://i33.tinypic.com/28s8tjq.png">Screen3</a>
<a href="http://i35.tinypic.com/3502n1u.png">Screen4</a>

Sincerely,

Whisperer


Yeah you probbaly couldnt see tex coz you didnt put the texture into the file where the model is, so try that, adn it will probably work, this happened to me often when i first satrted modelling fro stranded.
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