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    • By Weehamster
      LAST EDIT: 18/Aug/2018
      Hi everyone /
      I mainly have ships/vehicles that are either from lore, concept, development or being re-worked, and I constantly add more to the albums.
      NOTE: I've started to keep/restore the albums for ships that are now flyable as I've had a few requests for them. 
      Aopoa (Xi'An)
      Argo Astronautics
      BIRC (Banu)
      Consolidated Outland
      Ship Components
      -------------------------------------------- BONUS --------------------------------------------
      First Person Components
      Places: Terra
      Places: Odin
      Places: Stanton
    • By DirectorGunner
      Howdy Base forum,
      This is from my thread on spectrum. I hope you find it thorough, and above all, helpful!
      (P.S. if it helps, will add pics later)
        How to Guide for Extracting and Modding Star Citizen assets From the older days of 2014 to now   Welcome! This is a detailed tutorial for extracting and to be able to start modifying/playing with existing assets in any 3D program. Before this we had a very long legacy thread which was hard to sift through for directions on how to do anything. With the new spectrum, the following is a thorough How-To guide for new modders in the modding community. Tips and updates are usually shared on Markemp's converter thread so I recommend bookmarking that main thread. https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/howto-create-your-own-art-using-game-assets   This tutorial still works using Markemp's new 3.x converter in Step 4.   Step 1: -Copy or download all the Star Citizen build pak files you want to work with (see 2nd post for how to download any build) to a new folder on a drive where you have plenty of space and towards the root of the drive. If you copy these into a deeply nested folder, you'll run into NTFS folder tree/filename length limits in windows IIRC.   ON OLD VERSION PRE 3.0 SC BUILDS -unpack everything using 7zip via 7za.exe and the following bat file. 7za.exe needs to be copied to same directory you're doing this in https://pastebin.com/8BRVvsVC You can run the bat file via Windows Command Prompt. If you're in windows explorer, hold down shift and right click on a nearby folder, you'll be given the option to open that folder in windows command prompt which may save you some typing.   ON VERSION 3.0 AND AFTER SC BUILDS: Use SCLeaksP4KBuster to unpack the massive single archive Data.p4k file https://github.com/aftokinito/scleaksp4kbuster   Step 2:
      -Run Eppi's texture converter in your unpacked root folder legacy forum thread is here: https://forums.robertsspaceindustries.com/discussion/369524/sc-texture-converter/p1 And his github here https://github.com/Madfish71/SCTextureConverter It completely automates the texture conversion process with many output options as well as getting many previously missed nuances like emission maps, and gloss maps separate from the normals. Keep in mind some 3D programs like C4D don't recognize the alpha channel in decal maps. You can use Photoshop to disable all channels but the alpha channel on the decal map, select all copy, enable RGB channels and disable alpha channel, select RGB channel, paste into place, delete previous layer or flatten, save as new tiff with suffix _ALPHA so you can find it easily. You should have a black and white image where the white is all the decals and black is transparency. If you're making your own build with his github code, be sure to use windows 10 SDK, thanks to Barnes102 for sharing that tip!    
      Step 3: -Use Alluran's HoloXPLOR.DataForge tool on source material XMLs you want to convert to proper MTLs manually. https://github.com/dolkensp/HoloXPLOR/releases This part after unserializing can get a little complicated so I'll write about that in more detail in Step 5 below. You can drag and drop entire folders on the HoloXPLOR.DataForge 2.6.0-ptu build to convert all serialized files recursively. It does take a while on a full build.    
      Step 4: -Run Markemp's converter to start getting file file types you want. I highly recommend choosing the DAE file option. https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/howto-create-your-own-art-using-game-assets https://github.com/Markemp/Cryengine-Converter/releases/ - - This is the line of code I use in command prompt for OBJs (not recommended) https://pastebin.com/kpMBxV8a - - This is the powershell script I use... { WARNING: study windows powershell basics before trying this, using powershell can be dangerous to your windows installation if you type something you shouldn't } ...for DAE files which are more robust and include the helper nodes. Replace the directory information I used with what you have. I had my converter is a different folder location (one directory up) which is why I needed to run this powershell script as opposed to the one Markemp gave in his tutorial. foreach ($file in (get-childitem -Recurse *.cga,*.cgf,*.skin,*.chr)) { a:\created\sc263\cgf-converter.exe $file -tif -objectdir "a:\created\sc263\data" }   Step 5: SKIP TO BOTTOM OF THIS STEP, this old info just keep for record if you're working on PRE Alpha 3.0 builds -Convert your unserialized XMLs material directions to standard Wavefront MTLs so your OBJs import with textures 70%+ correctly This will save you a lot of time and even more time if automated via a script. For some of your assets, you'll have a non-standard serialized XML which breaks down each material referenced in your new object files. Un-serialize them with step 3 to begin this step. The best way to explain this is to just show you. We'll use the Aurora as an example, lines beginning with hashtags are comments.   You need to go from this https://pastebin.com/nN95FShU To this Star Citizen - How to convert XML material blocks to MTL https://pastebin.com/Hzgrqd6P Here's what to convert to in the MTL as you write it Ka for indirect color values, Kd for diffuse values, (the 0 to 1 decimal values can be times by 255 per value to get RGB standard colors if you want to adjust them easily) Ks for specular values, Ns for specular exponent value I believe, Ke is for emission via mtl on lots of engines from doing some online research/reading. d for transparency, map_bump for ddna file, map_Kd for diffuse map, map_d for opacity texture map, map_Ks for specular map, map_Ns for specular map something.. usually is the exact same file as specular map with Markemp's cgf converter's outputs disp for displacement map, decal for decal map, Currently, what's missing from this MTL conversion process is: blend map directions, gloss map directions, environmental map directions, and a few other details related to custom shaders   Here's an update for the new RGBA blend map for LayerBlend shader that CIG now used for assets like armor and helmets https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/help-to-understand-3-0-s-new-material-system See thread by alex on this   Step 6: -Use whatever 3D program you're most comfortable with.Blender is imo the best free option. But C4D is also user friendly, and Max and Maya are more professional solutions and accessible with free access for students.   Step 7: https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/unstoppable-decal-issues-solved-addendum-to-asset-  
      EXTRA NOTES: I use the Holoview models CTM (use OpenCTM to convert them to OBJ) as references when rebuilding the ships.You can find the holoview CTM download links quickly by using a URL sniffer plugin for your browser and just observe when you load the holoviewer for the ship model you want.The lists on reddit are missing many of the ships and CIG may eventually change the holoview models to fix the ones that aren't correct. So imo it's best just to look and get them per ship you're working on at the time. The couple things missing from this tutorial is how to convert cryengine prefabs to rebuild large structures automatically via the prefab files.Like hangars and bases.Ship prefabs (such as weapon and thruster placement) might be done programmatically because I have not found prefab directions yet in the game files for that. I asked CIG in the Ask a Dev forum concerning this but not sure if I'll ever get an answer in this forum. https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/for-the-love-of-the-modding-community-teach-us-how  
      Dymek Made a new conversion kit to use Star Citizen 3.0 assets IN CRYENGINE, check out his thread https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/star-citizen-in-cryengine-tools-converters-shaders Good luck, pop into the art thread linked at the top of this thread whenever you need help.   Some clarifications and additions to above.
      How to download previous builds
      As a backer (afaik) you can download any of the previous public builds down to version 1.1.5 v2 , provided CIG keeps them hosted and allows access to them.
      AFAIK, as long as you're logged into your client, you should be able to download both the JSON and build files for the Public build you want to convert assets from.
      The following are all public builds
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-1.3.0/273590.json   -this is SC 1.3
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-115/169905.json   -this is SC 1.1.5 Final
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-116/173766.json   -this is SC 1.1.6
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-116/186168.json   -this is SC 1.1.6a
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-120/248856j.json   -this is SC 1.2
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.0.0/305217.json   -this is SC 2.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.1.0/311865.json   -this is SC 2.1.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.1.0/313699.json   -this is SC 2.1.1
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.1.0/315233.json   -this is SC 2.1.2
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.2.0/327398.json   -this is SC 2.2.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.2.0/328656.json   -this is SC 2.2.1
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.2.0/330834.json   -this is SC 2.2.2
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.2.0/333246.json   -this is SC 2.2.3
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.3.0/336649.json   -this is SC 2.3.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.3.0/341778.json   -this is SC 2.3.1
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.4.0/363258-xml.json   -this is SC 2.4.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.4.0/368250-code.json   -this is SC 2.4.1
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.5.0/393743.json   -this is SC 2.5 final release
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.6.0/490789-c.json   -this is SC 2.6.0
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.6.0/506099.json   -this is SC 2.6.1
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.6.0/521494-c.json   -this is SC 2.6.2
      http://1.webseed.robertsspaceindustries.com/FileIndex/sc-alpha-2.6.0/523988-c.json   -this is SC 2.6.3
      You can open any of these json files in Microsoft Wordpad (for readability) or note pad or a json viewer of your choice.
      To assemble the links, you would use the web root URL + build prefix + the directory tree + the pak file name.
      So for Build 2.6.3
      #1 you take the web root URL
      #2 Then add the Build prefix after the web root URL, which is located toward the bottom of the json
      #3 Then add the directory tree and pak file contained in the filelist tree in the json
      Provided CIG continues to allow backers to download previous builds for modding/fan art, the above directions should work until a newer system is implemented.
       *at one point I was downloading a bunch of old builds for testing conversions and I got blocked from downloading more pak files from that build, I logged into my launcher and then all of a sudden I was able to download the rest of the build pak files manually. So that lead me to believe that IP access for builds is authorized by the launcher, but it could be just a fluke. However this happened twice for me and each time, re-logging into the launcher worked in allowing me to continue to download the rest of the pak files from old builds. So.. seems this is the case but it may not be. 
      Now for another tidbit of info.
      Decal Textures and Alpha maps
      So if you noticed, after converting textures with EPPI's tool.
      Alpha channels are still in the diffusion and specular map files for many textures.
      These are typically not use-able as is in most 3D programs.
      You'll need to extract the alpha channel with Photoshop or another image editing software to be usable.
      Here's what I do in Photoshop
      Open diffusion or specular tif file
      Check if alpha is all white or has any black
      if white close file, everything okay check next file
      if anything other than all white present proceed.
      Select alpha channel and disable RGB channels on background (the texture)
      Create new layer
      Make sure new layer is selected in layer viewer
      RGB channel for this new layer should be visible by default after creation, but confirm
      select > Edit > Paste Special > Paste into place
      You should end up with a black and white alpha map in the new layer
      Save as a copy > Tif > no layers and no alpha and as a copy check marked > save tiff with _ALPHA at end of file name before .tif extension
      Use this file in the opacity map in Substance painter or in any 3D program for the decal material.
      Now in addition to alpha maps, sometimes it's not an alpha map but an emmisive map or some other kind of odd map (occasionally you'll get something that's not an emmisive or an alpha.. use your best judgement).
      For the emmisive maps, you'll need to maintain your color from the RGB channels.
      What I do is copy the alpha channel out as a layer mask to get the color in the emmisive (would be white areas) and the rest of the non-emmisive areas are black.
      Method on getting decals to display properly when they are exploded/lifted off the mesh on their own polys
      Link to my original Tutorial is https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/how-to-start-modding-existing-star-citizen-assets  
    • By Gremlich
      Check this guy's work out and maybe consider compensating him a coffee
    • By mr52jen
      Weekend Warrior
      Also for Sale
            F7A Military Hornet Upgrade 
      more than 1 available 
      Empty Original Backer account(s) 
      more than 1 available 
    • By iG-88
      Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... 
      Here are a few ideas I will start us off with:
      Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas.
      Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula!
      The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all.
      Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge.
      Accessories are nice. But keep away from over-extravagant weapon design.
      Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. 
      -Armor & Apparel-
      The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than  simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found.
      NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!).
      Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race!
      There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die.
      I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO.
      All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not  be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.